[2.0] THOR'S RAINBOWNUKE: DO ALL MAPS, UBER ATZIRI, AND EXPLOSIONS!
" Here's my old guide on the life variant of the build, though keep in mind it's a little outdated. Still should give you and others a good start to work off of and tweak as needed:
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All right, so finally have some time to get around to my guide and the like. Now, it's already been posted on this thread, so I'll do a copy and paste here with a spoiler tag to reduce the space. Here it is:
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So I have been playing this build with a life variant using Kingsguard and I have to say that it's quite potent in its own right. I still give the nod to the low-life variant in the end, but this variation can be done with cheaper gear overall since you're not relying completely on getting good Energy Shield gear. Let me start off with a more proper introduction here:
Rainbownuke Life Variant This version of the Mjolner 'Rainbownuke' build is one you can play if you don't like the idea of going low-life and using Energy Shield as your primary defense. For this reason, gearing is going to be different and that also means aura usage and the like will also be a bit different as well. It's not going to put out the same amount of power as the LL variant will due to the fact that you do not have access to the 'Pain Attunement' keystone, but it does have other advantages that speak for itself. The biggest advantage being that it can make use of the new chest piece called Kingsguard, which I will get into a bit later in the gear section coming up. The main goal of this build is to be quite tanky while at the same time unleashing a flurry of damage via Mjolner and the ARc/Discharge combo. Some of you may have seen other Crit variations of this build, and they do work for what they are. However, this is about going Resolute Technique and I feel there are some advantages that this can offer over the crit builds, but obviously it can't do everything they can. There will be differences, but again, this is for those that want to go the RT route and not bother with crit. I would encourage you to check out other guides if you specifically want crit as they will not build the same way this one does, so please do not ask me if this build can be adapted...resources exist elsewhere for what you want. I want to note that this 'guide' is still a bit of a WIP and nothing I write is completely set in stone. Feel free to experiment with it and try out your own sub-variants until you find something that you like. Remember, minor customization options are good and can lead to further ideas and discussions about things that I may have missed and the like. Now, with all the introductions out of the way, let's dive into the meat and potatoes of this build and start off with what everyone wants to hear...how this dang thing works in the first place. :p The Gear
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For this build we're obviously going to have some required pieces, so here they are:
The only newly added piece is the 'Kingsguard' chest piece and as you can see the main draw of it is that it has the 'Gain 100 Life when an Endurance Charge expires or is consumed' affix on it. Given how frequently this build uses up Endurance Charges via its mechanics it comes as no surprise that one can expel A LOT of ECs and thus gain A LOT of life quickly. I am no math guru but suffice to say that you can regenerate life very fast with this chest piece. It WILL NOT totally replace life flasks and it DOES NOT make you invincible against elemental reflect, but what it does do is gives you a reliable life regen method and it practically negates the need for a Life Leech gem in the Mjolner hammer that the LL build needs. **NOTE** Gem setups will be covered later so please do not comment on what you see in this section as it's meant for gear showcasing. Those are the required pieces, but how about everything else? Well, in case you are curious, here is what I currently have equipped and do note that this gear can change, but you'll get the general idea of what I am doing: You'll see that I am using a mixture of Evasion and Armour gear, and that's because this variant I have found is most successful when you are stacking armour. But then why do I have Evasion gear, you ask? That's because this build makes use of the 'Iron Reflexes' keystone, which converts all of your 'Evasion Rating' on gear into 'Armour Rating', your base evade chance becomes 5%, and you gain no extra ER from Dexterity. This will be covered more in-depth when it comes to the skill tree section,but suffice to say here are the major points my gearing aims to accomplish: 1. Required uniques for generating PCs and ECs to fuel Discharge damage as well as regen life via Kingsguard. 2. Using Alpha's Howl for both aura reservation reduction (more on that later) and to give us the extremely valuable 'Cannot Be Frozen' mod. 3. Getting enough resists to ensure that I am overcapped for maps and Elemental Weakness map mod. 4. Using a mix of Armour/Evasion gear to have a high Armour rating so I can reduce physical damage as much as possible since I can't rely on long Immortal Call times like before. Goes very well with a Granite Flask, too, but that's a bit later for more details. 5. The rare ring slot is used mostly for life and fulfilling attribute requirements for Intellect as this variant does run a little short on it. Headhunter belt IS NOT REQUIRED, as you can use a very good rare leather belt or heavy belt to meet Strength requirements. Dex is usually not an issue with this build given how the passive tree is designed. 6. Gloves can roll IAS on them if your resists are up to par, but not required, and obviously you can roll better Armour/Evasion multiples to squeeze out a bit more defense. 7. I should also mention that there is one piece of switch gear that I use along with flasks, but I will showcase the flasks in their own section. The one gear piece that I do use is this: This is the shield that I use to handle elemental reflect maps as without it the damage I do is far too great for even Kingsguard to keep up with. Hitting a massive blue or white pack of mobs, even with elemental flasks popped is sheer suicide and the shield is needed to reduce the damage to manageable levels. Again, will go over more of that later, but for now, I strongly suggest you get one of these shields...even a non-legacy version will suffice, but if you can nab a legacy one, then go for it! With the gear out of the way, it's time to move onto the next important part, which is the passive tree. This is still a work in progress and I'll outline some variant of it depending on a few things, but I think you'll be able to see the basic idea of what I'm getting at. So, here it is: The Passive Tree
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Level 95 Passive Tree
http://poedb.tw/us/passive-skill-tree/AAAAAwABvryC5JARiq9KyG6qtfI1kti9_gq3PoPMPC2DX8auxPZyqfcyfNkLYa9saPLwH6IABLPAZqyqWfNyD5RvZlQaOJBVJy9mnvrSFm_jahcvZOdV1oCke8N4DcAabzupblivNugB56cwn8sUTfxLvJ8YkXfjAdyE2Ud-vTZlTb6nhmBhUu9OhtEnC4O2XhNAoCFgdPEppUa302967wUtdO1EnlO7t9bbWS2osZC-gIMJb57KSl-wm7WExcM6GYr7CfbaGo9GceGIHar-SbQMytO-iqEvkyd_xsHF7Bhwu9kTL28= Now, you might be wondering why I only have 112 points in the tree even though I'm saying it's level 95. Let me explain...two of those points are going towards bandit rewards, which are: Normal = Oak Cruel = Passive Point Merciless = Alira Since we're life that means the 40 Life from Oak is a no-brainer and we want an extra Power Charge for offense via Discharge. I tried getting an extra EC from Oak to have 5, but I could never get 5 to come up with only 4 PCs, so I opted for a 5th PC to increase damage and it's certainly easy to get them to pop up even on single targets. That all said, that means some other points aren't allocated, and the reason for that is because this passive tree is assuming that you have the 'Intuitive Leap' jewel. The jewel is to be placed in the jewel socket in the Templar area, allowing you get the EC, PC, and Faith and Steel notables without having to directly path to them. Again, more PCs and ECs equal to more offense and defense, and since we're stacking armour, the FaS notable is very nice...the extra all resist doesn't hurt either. For the rest of the tree I pathed around taking what life nodes I could and some of you might notice that I only have 137% max life, and that might be setting off red flags. Normally, you'd be right, but this tree has something else in mind...it get EIGHT...yes, EIGHT JEWEL SOCKETS that are not out of the way. You may not need to get life% on all of the sockets, and even accounting for the IL jewel to leave you with 7 useable sockets, that's potentially an extra 49% life. You can likely get around 40% extra life from jewels alone and get around 5,200+ life, which is a very respectable total and combined with your other defenses and smart play, you'll be plenty fine. The only other major note I want to make on the tree is that this build gets 38% aura reservation reduction and 63% aura effectiveness. Those numbers are very important and I will go over them further when it comes to the gem setups, but keep them in mind. Otherwise, I think the rest of the tree should make sense to those who analyze it a bit...oh...and the life regen nodes are obviously taken to counteract Blood Rage as much as possible since the life variant CAN use the gem. Here is a level 100 version of the tree for those of you who may want to see what it looks like in the end: http://poedb.tw/us/passive-skill-tree/AAAAAwABvryC5JARiq9KyG6qtfI1kti9_gq3PoPMPC2DX8auxPZyqfcyfNkLYa9saPLwH6IABLPAZqyqWfNyD5RvZlQaOJBVJy9mnvrSFm_jahcvZOdV1oCke8N4DcAabzupblivNugB56cwn8t34wHchNlHfr02ZU2-p4ZgYVLvTobRJwuDtl4TQKAhYHTxKaVGt9Nveu8FLXTtRJ5Tu7fW21ktqLGQvoCDCW-eykpfsJu1hMXDOhmK-wn22hqPRnHhiB2q_km0DMrTvoqhL5Mnf8bBxewYcLvZEy9vUzVQQow2VUth4iaVFr9ybGxGMgk= For this, I removed the 'Bloodless' life cluster near 'Unwavering Stance' and with the remaining points I pathed into the Shadow area to grab the life nodes there along with 'Trickery' and 'Coordination'. That provides me with extra Int for stat requirements, some extra damage, and extra attack speed. I also took the 'Berserking' cluster for more IAS, though that one is totally optional and you can instead put the points elsewhere for either more life, another jewel socket, or whatever else you might need. With our passive tree taken care of, we can now move onto the gem and aura setups. This IS NOT to be taken as gospel truth and you can customize them a bit to your tastes, but there will be some things that are more 'recommended' than others. Again, use this as merely a base and go from there with your own customization, just be aware of what you'll be trading off to get what ye desire. Also, the gems currently listed in my gear will not reflect accurately what I have listed here, so USE THIS LIST AS THE GUIDE AND NOT MY PREVIOUS GEAR LISTING! Here we go: Gems and Auras
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1. Mjolner = Arc -> Discharge -> Iron Will/Lvl. 4 Empower(?)/Life Leech
2. Alpha's Howl = Lvl. 3 Enlighten -> Lvl. 21 PoF -> Lvl. 21 PoL -> Lvl. 21 Grace 3. Shield = Blood Magic -> Increased Duration/Lvl. 3-4 Enhance -> Blood Rage 4. Gloves = Lvl. 3 Enlighten -> Wrath -> Herald of Thunder -> Arctic Armour 5. Boots = Increased Duration -> Lvl. 14 Cast When Damage Taken -> Lvl. 16 Immortal Call -> Lvl. 17 Enfeeble 6. Chest = Lvl. 1 Molten Strike -> Fortify -> Multistrike -> Blood Magic -> Faster Attacks -> Greater Multiple Projectiles Aura Setup Wrath -> Grace -> Purity of Fire -> Purity of Lightning -> Herald of Thunder/Arctic Armour Most of these are pretty self-explanatory, but I'll go into detail about some of them, starting with the aura setup. Alpha's Howl is used here for the 8% mana reservation reduction that it offers. Combine that with the 38% percent reservation reduction from the tree and the Lvl. 3 Enlighten gems and we can run a total of 5 auras on nothing but mana. Wrath, Grace, and both purities are pretty much the mandatory auras we'll be running here and depending on map mods you can choose between either HoT for more damage, or AA for more defense. Alpha's Howl is also used for its +2 to aura gems, which is why we put our level 21 corrupted purities in there and Grace. We get level 23 purities in the end, which bumps up their base +Max Resists to +5 instead of +4, and that's why the 63% aura increase from the tree is so important. If we only had +4 resists, then we'd get +6 Max Resists when all is said and done, but +5 gets bumped up to +8, and those extra 2% max resists make a HUGE difference. Grace is put in the helm simply to boost how much flat evasion it gives, and if you can afford a corrupted level 21 Grace, then put that in the helm. Wrath isn't needed there as it gains no substantial benefits from the +2 affix. Here's an aura calculation for those curious about the mana reservation: https://poe.mikelat.com/#k0Jp-Rh/raZPu_q (simply switch between AA and HoT for the last aura) The CWDT setup has some very specific numbers in it and the reason for that is because I've found that the damage threshold at level 14 (1980) is good. It's not so much to where you need obscene damage amounts coming in for it to trigger, and it's not too little to where it triggers so much that you're not really benefiting from it. This is especially true since Immortal Call now has a 3 second internal cooldown, and at level 16, combined with the Endurance Charges we'll have up as well as the Increased Duration gem, you're getting enough IC uptime on average for it to just outlast the cooldown and ready to trigger next time you take enough damage...usually. Not perfect, mind you, but it helps. Enfeeble is there to obviously decrease enemy damage, but if you're running a map that doesn't need the extra damage reduction, then chuck in either Conductivity or Elemental Weakness for a little power boost now and then. You can also consider Warlord's Mark if you want some leech. The last major setup is obviously the chest piece and I chose this setup because it not only provides Fortify for a near-constant 20% damage reduction to all damage, but since we're reserving pretty much our entire mana globe, the Blood Magic gem allows us to run our main skill without worry. The coloring on the chest piece can be a bit of a pain to get, and I'd honestly suggest trying to single Chrome the color combo a bit before going to the "At least two green sockets" from the Vorici crafting table. More often than not you're gonna get 3R2G1B and pull your hair out in frustration at how much it dances around 4R2G, but such is the RNG and life at times. Nothing else here to explain in terms of what the rest of the gems in the chest piece are used for...pretty standard for this build. All righty then! Now let's move onto the flasks...many players do not take advantage of their flasks, and this build is VERY, VERY dependent on proper flask rolling and usage. While the latter will come with the practice, the former can be explained here, so that's just what I'm gonna for you all. Let's get started: The Flasks
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Let me start off with some of the Unique flasks in the game and where I find them best to be used.
1. Atziri's Promise is an all-around excellent flask to use both in terms of offense and defense. You get a Chaos Resist boost as well as added Chaos Damage that then gets leeched as life, and all of that damage bypasses not only Energy Shield, but cannot be reflected back at you. I tend to use this flask on maps where I am not faced with E.Reflect mod and it's good for helping to handle single E.Reflect rares and works nicely on pretty much any boss in the game, too. In an E.Reflect mod map or double high elemental damage maps, I set this one aside for elemental resist flasks, but otherwise, it's on my bar for pretty much everything else. 2. Rumi's Concoction - While not providing as much armour as a Granite Flask of Iron Skin, that's not what this is used for. This baby comes out for those maps that have bosses that just pour out damage via spells like Shrine Piety, Crematorium firestormer, first phase of Palace Dominus, etc, etc. Combine this with the Saffel's Frame shield, and you're either capping or getting very close to 75% spell block, while still getting a little extra armour to boot. Of course, the spell block is what you're after, so consider porting out of the map right before these bosses to equip the flask and get full charges, or switch in earlier if you can kill enough remaining monsters safely to get to full charges. Those out of the way, here is my standard, non-super-hard map running setup: Some things to take away from this setup (and please note that it is NOT 100% super-optimized...still workin' on it): 1. Two life flasks that have curse removal and bleed removal on them and also the 'Sapping' prefix. Since we don't run on mana we can get away with using 'Sapping' and take advantage of the big life boost it gives. You're getting roughly 950 life per second, and I find that this build works better with heal over time instead of the more commonly used 'Seething' variant. We already has 'instant heals' via Kingsguard and thus we can stretch our charges out more via the heals, especially for degen ground effects or even bleeds. Speaking of bleeds... 2. MAKE SURE YOU HAVE AT LEAST ONE BLEED REMOVAL FLASK! I cannot stress this enough, and I'd honestly put it on either a Quicksilver Flask, or even a Ruby Flask and an 'emergency' one on a life flask. Corrupting Blood is a huge issue with this build as we hit so many times per second, you can get to 20 stacks so fast and your life can drain so quickly that you're going to want bleed protection. Corrupting Bloodline is also a thing for blue packs, so even more reason to pack bleed removal. 3. Curse removal is also what I would consider mandatory for maps like Academy and other places where curses get thrown around a lot. Again, best on a Quicksilver or Ruby Flask, though on a life flask is perfectly fine if you just need a quick removal and not the full duration that some flasks can provide. 4. Make sure you roll some Topaz and Ruby Flasks for this build as you're going to use them on Elemental Reflect mod maps. Rubies are the wild card as I've sort of alluded to and are great for Bleed/Curse removal, though Topaz should have shock immunity/removal on them. You don't want to be taking 50% MORE DAMAGE in higher end maps, especially around lightning damage as that's just asking for trouble. Also, have a Sapphire Flask handy if you're going against bosses like Necropolis Merveil. Even with Alpha's Howl protecting you against Frozen (means you don't need it the mod on flasks at all) you're still going to want to get extra frost resist and whatever else you might need on the flask. Or roll it anyway if you want to just bypass chilled ground at times, but at the very least know the bosses and damage you're facing on maps and bring flasks accordingly. 5. For your Granite and even your elemental flasks, try to roll the 'Perpetual' mod as close to 40% as you can. We can't take advantage of the 'Surgeon's' affix on a RT build so we need as much charge recovery gained as possible. Belt mods can help here as well, but that's for other gear...if you get really unlucky with rolling 'Perpetual' then +Charges is not bad at all. At the very least you should be able to get 3 uses out of your flasks instead of the standard 2. Back to the Granite...Iron Skin as close to 100% as you can as that's going to affect all of the Armour Rating you get not only from the flask, but from your gear as well. With solid gear, you're looking at 35,000-40,000+ Armour when your Granite is up. Combine that with Fortify and ECs...you're getting some powerful physical defense for when you need it. 6. Again, mods you should be looking for: Iron Skin on Granite, Shock removal on Topaz, Curse/Bleed removal on Ruby, Curse/Bleed on Life, Curse/Bleed on Quicksilver, potential Frozen/Chilled on Sapphire, but remember that last one isn't required. 7. STUDY THE MAP MODS AND BOSSES OF MAPS! I can't stress this enough...flasks give you a huge amount of defense and flexibility. Learn how to use them and adapt to the situations you are given and don't stick to just one setup. Carry extra flasks in your inventory if you're partying and can't use a portal before a boss to change your setup a bit, change it up before your enter an E.Reflect modded map, etc, etc. Practice and experiment and you'll learn which flask setups are best for the situation. Ok, final section of this guide for now, and it'll be a bit of an overview on how to handle certain map mods you might come across. I've touched upon a few already, but here's a more in-depth look at them. Remember, with the way GGG currently has maps going, you'll need to roll tougher mods if you want better chances to not be RNG-gated, but you still might get screwed regardless. Also, this is to help you survive better when you come across these mods. Here we go: Map Mods to Watch Out For
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1. Elemental Reflect = You're going to be using a Topaz flask, Ruby Flask, and Saffel's Frame here to ensure that you do not kill yourself. Make sure you have your Granite Flask here as well because YOU WILL NOT BE ABLE TO BLOCK ATTACKS WITH SAFFEL'S EQUIPPED! That means you're relying on Armour, Fortyify, and ECs for your physical protection, but that should be the least of your worries here. Take it slow, preemptively flask before big packs and only use 'bursts' of attacks instead of just holding down the button and spamming Molten Strike. Be extremely careful of 'Allies are Immune' auras from rares or totems as well. Otherwise, portal out if you run out of charges and don't want to risk your experience, and play it safe...should do fine otherwise.
2. -Max Resists = You can run Saffel's here, but honestly you should be all right without it. Keep it around just in case you come across a rare E.Reflect mob and want to play it extra safe, but otherwise it shouldn't be too much of an issue. Equip your Elemental flasks if you want, and I suggest keeping them in your inventory. If you're doing a map like Shrine or Crematorium then DEFINITELY have the appropriate Elemental flasks, put on Saffel's, and have Rumi's at the ready. 3. Double Extra Damage = Again, keep the appropriate elemental flasks around and equipped if you feel you need them, but you shouldn't need Saffel's here, save for maybe a boss fight. Otherwise, don't go rushing into battle and make sure you use your flasks well...shouldn't be too bad with a little practice. 4. Reduced Regen/No Regen = Blood Rage is going to start eating into your life pool on the first one, and you may find it not able to be sustained with the latter. You can of course use two life flasks to help out, but you'll likely find your life pool dropping like a stone otherwise. BR is doable in the first one, but I would recommend no running it in a No Regen map, and for these BE VERY WARY OF CORRUPTING BLOOD! 5. Vulnerability = With the armour you have the regular physical damage isn't an issue. It's that Blood Rage will once again be doing more damage to you AN CORRUPTING BLOOD IS NASTY HERE! Bleed removal flasks are 100% mandatory or you will die insanely fast if you don't pot quickly enough. BE EXTREMELY WARY IF YOU GET THIS MOD + REDUCED/NO REGEN thanks once again to Corrupting Blood and Blood Rage will likely be draining life too fast for it to be useful. 6. New map mods in patch 2.0.1b = Obviously be careful around these, but note that with Kingsguard you get around the life leech immunity provided by the 'Congealment' affix. You aren't leeching life, but instead gaining it via using/removing ECs so you can generate your life back no problem, and since this build doesn't run on mana, that's no problem either. Again, just use caution around those mods especially when combined with any of the above. I am sure there are others, but those are the big ones, and you can use your own skill and knowledge to plan for the remainder of the mods. And finally, the last but by no means least important section...jewels. With the addition of jewels we're using them as much as possible in this build. I already covered the use of Intuitive Leap earlier for getting stuff in the passive tree, but here are the jewels I use and I what I feel are the more relevant mods to get on them. Here they are, but be aware they ARE NOT 100% optimized and will likely change as the jewel market gets more saturated: My Current Jewels
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As you can see I look for several things on jewels: 1. Life% 2. Spell Damage%, Lightning Damage%, Area Damage% 3. Attack Speed 4. Chance to Shock 5. Intelligence Attribute They're all pretty self-explanatory as to why, though in terms of priority, that's going to be up to you with what you get from your gear and the like. However, you will absolutely want 'Chance to Shock' since we're not taking any of the nodes in the tree that provide those chances, and I'd shoot for around 8-10%, which is more than enough. Spell Damage is obviously there for increased damage and thus longer shock durations, life for defense, and attack speed to swing faster. Intelligence is used for stat requirements on gear...yeah...pretty much what you'd expect. A good jewel to look for is somethign like: Spell Damage%, Life%, IAS, Chance to Shock But again, this will all depend on your gear. Use your best judgement and remember that you have 7-8 sockets to work with and you can always try and roll your own if you can't find something on poe.goods. All righty...think that covers all of it for now and if anything else pops up I'll add it to the guide post here with edits. Thanks for reading and hopefully if you decide to go the RT life route then this will be a good starting guide for you to get your feet wet with and teaches you the basics of what to look for. GOOD LUCK! Now again, this is just the guide for now and still a bit of a WIP, but I'll highlight some points that I made in terms of changes. The biggest one being the passive tree. THis is the level 93 variant that I have come up with and as always you can feel free to change it around to suit your needs. Here it is: Current Level 93 Tree Now, it doesn't show the jewels, but in the Templar area there is an "Intuitive Leap" jewel placed in the socket there which is allowing me to get the 'Faith and Steel' notable along with the Power Charge and Endurance Charge. The 'complete' tree I have in mind will be at level 97 and will have the 'Melding' life/ES cluster taken and the nearby Jewel socket filled in with an "Energised Armour" jewel to take advantage of the additional Armour/ES conversion. The build could technically be 'finished' at level 96 and just allocate one passive point from elsewhere to finish up the 'Melding' cluster completely, but 97 allows for everything to be filled in and stay the same as the 93 build. Please bear in mind this is a life variant as the guide states and everything else written in it - while a WIP - is pretty much the general idea of what you should follow if you decide to go life. If you're wanting low life, then follow the main guide posted here in this thread at the beginning and if you want a low life crit version then search the Witch forum as I know there are guides there floating around still. You'll likely have to adapt and change some stuff as needed, but hope this helps for those interested. |
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You don't need a 6L for the build, only a 4L. If you're following my setup, that is (which is the OP). You just wouldn't empower auras in your chest with a 4L or 5L.
As for what is better, that's hard to say. You will almost certainly get higher damage with this low life variant, and the only real downside - if you have a voll's - is that Uber Atziri isn't really doable without a lot of luck, whereas life/kingsguard variants report to be able to do Uber fairly easily. If you don't have a Volls Devotion, this build gets #rekt by physical damage. I've only ever seen two scenarios where another Mjolner build is desirable over this one: -You don't have the gear for this (notably, Voll's Devotion) -You want to farm Uber You shouldn't need legacy Mjolner for this to work. You DO need a Voll's Devotion. 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 5, 2016, 7:59:25 PM
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Hey Tackle, just wondering, im unable to run herald of thunder, i have every other aura running, would this be due to having only enlighten lvl 1 in my helm? i pretty much copied your gem setup but i use different gloves. Also am i right in saying i should use lvl1 life leech now instead of lvl 20?
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if you have my setup copied, there is no need for life leech IF you have a Vinktar flask. If you don't have the vinktar flask, then use whatever level life leech gem you want in mjolner.
Do you have Conqueror's Efficiency in your jewel setup? In 2.1, to use Blasphemy, I had to drop one rare jewel and add Conqueror's Efficiency. BTW, I just set my profile to public so if anyone wants to inspect my gear/gems/jewels/tree, you can - all my Rainbownuke gear is on my level 94 Templar currently. 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 6, 2016, 12:50:02 AM
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Thanks for the info.
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Hello guys,
I've stopped playing POE a few months ago after I made some huge mistakes to my passive tree and losing currency to a scammer so now I am back after I found out I can respec my character again! Hopefully someone can help me with my Level 93 Marauder so I can try to get everything to work again, would love to do Atziri again or some highlevel maps! :) Current items + Jewels
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I currently have 116 points to spend on my character. Hopefully someone can help me in the right direction! :D Anyway thanks a lot in advance! Greets, SWAGUAR |
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Here's my suggested 116 passive point tree for Marauder. Adjust as needed if it has too much/too little +str/+dex for your gear - I didn't do your gear specific math.
Consider getting a Vessel of Vinktar flask, if you can, and swapping it in for Atziri's promise. Also consider picking up a pair of Repentance Gloves if you can get enough Strength to swap out your rare gloves. You may want to consider using a Conqueror's Efficiency jewel which should allow you to run Blasphemy + Warlord's Mark, in which case, along with the Vinktar flask, you can run either Lightning Penetration or Controlled Destruction in your Mjolner instead of Life Leech. 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 8, 2016, 2:47:52 PM
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Hi, just started doing this build. Got the right colours on my 6l shavs after 40 chroms, gg.
I can't find anywhere where it says what gems i should put in as support gems for lightning strike/molten strike. And it also says "put ur auras into a 6l + 4l". Only have 1 6l, not 2.. |
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" 6L + 4L just means there's two pieces of gear with auras socketed (your six-link and either your helm/gloves/or boots as a four-link). If you're following the OP/my build: You use one 4L for your attack. Depending on your DPS, you use either: 1) Lightning Strike / Fast Attacks / Multistrike / Fortify OR 2) Molten Strike / Fast Attacks / Greater Multiple Projectiles / Multistrike I recommend trying #1 as your primary setup, swapping gems to #2 on the fly to kill high HP bosses. If you notice that rare mobs are not dying fast enough and you are getting into dangerous situations and/or your clear speed is suffering, then use #2 as your primary setup and no need to gem swap. My 2.1 gear/gem setup: Not pictured: the removal of a rare jewel to include Conqueror's Efficiency. If there's enough demand for it, I can write a 2.1 addendum for the OP and submit to Tom94 - let me know if that's desired. If I get enough PMs about it, I'll find the time. 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 8, 2016, 7:38:56 PM
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After a little more map-running last night with this build, there are two things that I learned. One of them is important, and...well...so is the second one, but something that seems obvious but might not be.
1. When running an Elemental Reflect map, make sure you do not use Lightning Strike. It can hit things way too far out of range, which means you could take a lot of damage when your flasks are down, and you'll die really fast otherwise. Might be a good idea to have a Life Leech gem attached to Arc and Discharge if you really want to play safe, and if using Vessel of Vinktar, make sure you have charges up at all times. Better off in this case to use Molten Srtike since you'll always be in melee range of the mobs you want to attack and thus within Blasphemy range as well if you're using that for Warlord's Mark. 2. If you switch between Lightning Strike and Molten Strike...make sure your keybinds pop up. I died four times on the way to 90 (all four at 95% exp) because I ran into situations where I switched to Molten Strike but didn't have it bound to my right mouse button. I wasn't attacking at all when engaging bosses and a beyond spawn, and I thought I was getting frozen to death, even with a Sapphire Frozen/Chill dispel flask going. Nope, turns out I was just an idiot and didn't check my keybinds. >< Yeah, harsh lesson learned, but something for everyone to keep in mind when playing this or any build for that matter. |
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