[2.0] THOR'S RAINBOWNUKE: DO ALL MAPS, UBER ATZIRI, AND EXPLOSIONS!
the 2.1 update; should become the OP when Tom94 gets around to it
Hello everyone! I'm Tom94 and I want to show you how you can unlock the true potential of the new unique Gavel Mjölner by combining it with Romira's Banquet, and Voll's Devotion. Note, that Mjölner, Romira's Banquet and Voll's Devotion are required for all versions of the build. Everything that is going to be mentioned has been tested and confirmed working. Huge special thanks to goat4dinner for making the graphics used in this guide! Additional thanks to tackle70 for updating this guide for 2.0 The Awakening release and the 2.1 patch. "Thor's Rainbownuke is the greatest build ever made in Path of Exile." -Tom94 "My hammer is amazing - I never thought of using it for explosions!" -Thor "Now I see it: This is exactly what Diablo 3 lacked." -Way Jilson "Rainbownuked my way to a pot of gold and one-shotted the leprechaun on the way." -Goat4dinner "DPS" -Fyndel Why use this build?
Pros
Cons
Summary of Changes from 2.0 to 2.1
Spoiler
In summary, this build got a HUGE buff in 2.1 to both its damage and survivability. The build is by far at the strongest point it has ever been since its inception back in 1.1
Pre-2.0 videos not necessarily representative of 2.0+
Atziri:
1 death uber atziri by Hizbas
Full map runs:
Lvl 78 Palace - Double boss facetanking with shock stacks
YouTube video
Map bosses:
Lvl 77 Shrine
YouTube video
Lvl 76 Academy - Double boss, Elemental Reflect
YouTube video
Lvl 73 Cells - Boss catching me off-guard, Elemental Reflect
YouTube video
Lvl 72 Torture Chamber
YouTube video
Coop builds:
Atziri's Triple Boss one-shotted
YouTube video
Coop-build with Fyndel, who does insanely strong Discharges. The Rainbownuke is required to generate the necessary charges quickly enough and share them via Conduit.
2.0 Videos
UNDER CONSTRUCTION: MORE TO COME
Apologies for no audio on the following: Shadowplay wasn't picking it up.
82 Abyss & 82 Precinct
80 Excavation with Onslaught
81 Ele Reflect / Vulnerability Maze
NOTE: Screenshots are from 2.0
Discharge
Discharge is not manually casted, therefore we need to look at the Spell Total Combined Damage.
Using any Flask adds another 10% chance to Shock enemies, if Doryani's Invitation is equipped. This screenshot was taken with 3 Power Chargess and 3 Endurance Charges active.
Arc
Arc is not manually casted, therefore we need to look at the Spell Total Combined Damage and not Damage per Second.
Using any Flask adds another 10% chance to Shock enemies, if Doryani's Invitation is equipped.
Molten Strike
Molten Strike is used for triggering the spells listed above, therefore only the Attacks per Second, Chance to Hit and Projectiles Fired are important.
Lightning Strike
Lightning Strike is used for triggering the spells listed above, therefore only the Attacks per Second, Chance to Hit and Projectiles Fired are important.
Note, that Lightning Strike's projectiles chain one time because we are using Mjölner.
Defences
Without Flasks
With Flasks
DPS
Nuclear DPS is all you need to know! More than enough DPS to clear everything in the game efficiently. Achieving a precise calculation of DPS is nontrivial due to the number of variable factors and mechanics involved. There's some inconclusive discussion surrounding the issue on page 146 of this thread.
Example Gear (tackle70's)
Gear:
Flasks: Jewels: Extra Swap-in Gems: Swap in Greater Multiple Projectiles and Molten Strike in place of Lightning Strike and Fortify for killing most high level map bosses which require higher single target DPS than Lightning Strike provides. For Atziri (swap for Arc during Atziri fight or you will die to reflect in her mirror phase): My gear swaps for dangerous maps with -Maximum Elemental Resistance: Core items: Mjölner is the item, that this build is based around. All lightning spells socketed into Mjölner are triggered by 30% of the hits (50% on legacy) from attacks with this weapon. We always put the lightning spells Discharge and Arc into this item. Furthermore Mjölner provides an additional chain for all our projectiles, making Arc slightly more powerful and - more importantly - making Lightning Strike generate additional hits. The great benefit of Romira's Banquet is, that it grants a Power Charge whenever you deal a non-critical strike. Since this build is taking the Resolute Technique keystone in the passive tree we can not deal critical strikes and therefore can not lose Power Charges by using this item. This way we always have at least two Power Charges whenever Discharge is activated. (Both Discharge and Arc grant a Power Charge.) Since Discharge expends all Power Charges, Voll's Devotion effectively doubles the total amount of charges available for each consecutive Discharge by generating an equal amount of Endurance Charges. As a side-effect we almost always have three Endurance Charges to be expended by Immortal Call. This latter defensive role is by far the most important function of Voll's Devotion in 2.0+, because Immortal Call is your only meaningful defense against physical damage. If you can acquire the necessery Strength on your passive tree and gear to not need any on your gloves, Repentance Crusader Gloves are the Best in Slot item here. They provide an OK amount of Energy Shield, but most importantly provide a MASSIVE damage boost as they give you Iron Will. Since this build has 412+ Strength, Iron Will provides a minimum of 82% increased Spell Damage. The new unique flask Vessel of Vinktar is highly recommended for this build. It takes the build to a whole new level of power both in offense and defense. Defensively, the incredible 30% Lightning Leech enables you to become invulnerable to everything except one-shot-kills during the flask duration, as you heal to full nearly instantly every time Mjölner triggers. This is so strong defensively that you no longer need to use Life Leech in Mjölner and can instead use Lightning Penetration for a significant boost in your damage. NOTE: The 10% Lightning Penetration roll is ideal on this flask, but not necessary. The core stats of the flask are all you really need, and Lightning Penetration is just a bonus. Low-life: Because we are playing a low-life build, we need either Solaris Lorica or Shavronne's Wrappings to prevent chaos damage from almost instantly killing us. You do NOT need a 6-Link for this build to work. Only a 4-Link is required. Jewels: At least 3-4 Crimson Jewels with Life Gain on Hit are mandatory for this build so that you can sustain your attacks without carrying a Life Flask. Attack Speed, Energy Shield, Spell Damage, Strength, and Dexterity are all desirable rolls as well. IT IS CRUCIAL TO NOTE THAT CRIMSON JEWELS ARE WHAT PROVIDE YOUR LIFE GAIN ON HIT TO SUSTAIN YOUR ATTACKS. The following Unique jewels are recommended for this build if you already have enough Life Gain on Hit to sustain your attacks: Because we are using the Blood Magic Keystone, Clear Mind gives us a large amount of free Spell Damage with no downside. Energy From Within can be socketed just northeast of the Scion starting area in conjunction with the hybrid Energy Shield/Life wheel nearby to give a large boost to Energy Shield You will also need to use Conqueror's Efficiency if you wish to use Empower on auras in your 6L chestpiece as well as run Blasphemy+Warlord's Mark. Important stats: Since Mjölner requires 412 Strengh and 300 Intelligence to be worn we want to get as much Strengh and Intelligence as possible on our items next to the main focus of getting a large Energy Shield pool. Elemental resistances are less important due to the usage of the 3 Purity auras while Chaos resistance is very good to have. For well geared characters which have enough Strength and Intelligence, Attack Speed on the gloves and Movement Speed on the boots are good stats to aim for. Note that the Forsaken Masters expansion made gearing this character much easier than previously, as you can master craft up to 30 Strength or Dexterity onto a rare piece of gear which has an open suffix for crafting. Recommended Starter/Budget Items: The Vertex is an extremely good helmet for its price. It offers a decent amount of energy shield while also adding chaos resistance and another level to auras within its sockets. Note that it can also be used to socket your main attack and make use of the Gems in this item have 50% reduced Mana Cost mod; this will dramatically lower the amount of Life Gain on Hit you need to sustain your attacks. If we have trouble getting the 412 Strength, then Meginord's Vise is a great and cheap item to use. Doryani's Invitation (lightning version) provides Strength, Lightning Damage, Chance to Shock and Lightning Leech. This is exactly what we want! Note that this belt is not only inexpensive, but also more or less Best in Slot for this build. It is advisable to use a shield with Spell Damage and additional survivability. Rathpith Globe is a cheap and great item for this purpose. Rainbowstride are a cheap way to get a pair of boots with resistances, movement speed, and Energy Shield if you are just starting out. What Look for on Ideal Rare Gear:
Spoiler
Rare gear is desirable for your Helm, Boots, Shield, spare Ring, and most of your Jewels. Here is how I suggest you prioritize your stats on these items when looking for gear upgrades:
For your Helmet:
For your Boots:
For your Shield:
For your Ring:
For your Jewels:
For your Flasks:
Offensive spells: Arc+Discharge+Lightning Penetration We have 3 gem sockets in our Mjölner and need to use them to gain optimal damage. It is clear, that Discharge is a must due to the high damage it provides if enough charges can be obtained. As second spell Arc is chosen due to the superior damage and range compared to other possible lightning spells. Note, that using Discharge a second time is not an option, because we would only have half the amount of charges per usage of Discharge, essentially keeping our damage output the same while crippling the potential for elemental status ailments by having weaker hits. As a nice bonus, quality on Arc provides additional Chance to Shock, which again boosts our damage. The third socket in Mjölner should be Lightning Penetration or Controlled Destruction, if you have a Vessel of Vinktar flask. If you do not have Vessel of Vinktar, use Life Leech instead. NOTE: Going from top left to bottom right, make sure Arc is socketed before Discharge, as this will enable Arc to proc before Discharge and generate an extra charge for Discharge. Primary & Multi-target attack:Lightning Strike When facing a larger amount of enemies, it pays off to use another attack than for single enemies if it can generate even more hits per second. The attack of choice for us is Lightning Strike. The links used for Lightning Strike are: Lightning Strike-Faster Attacks-Multistrike-Fortify
Lightning Strike
At Level 20, Lightning Strike fires seven projectiles which all chain one time due to an effect of Mjölner. This saves us the need for linking Lightning Strike with Chain or Greater Multiple Projectiles. In addition to generating many hits per second Lightning Strike also has an amazing range, enabling us to melt packs even at a great distance. Note that quality on Lightning Strike is not only useless for this build but actually harmful! We do not want the projectiles to pierce and waste potential chains by flying into a wall. Here is a demonstration of how Lightning Strike works: Single-target attack:Molten Strike Mjölner triggers the socketed spells on every hit. Therefore we have to look for single-target attacks which cause the most hits per second. The best single-target attack for this build easily is Molten Strike. The links used for Molten Strike are: Molten Strike-Faster Attacks-Greater Multiple Projectiles-Multistrike
Molten Strike
Molten Strike introduces randomness, because the balls of molten magma always fly to different locations. However on average it hits frequently enough to be consistent and deal very high damage to single targets and small groups of enemies. It is very effective against bosses. The primary downside is that there is a build-up time until the first balls of molten magma hit the enemy; be careful if you have low energy shield. Here is a demonstration of how Molten Strike works against Dominus: Recommend use of Lightning vs Molten Strike: Simply use Lightning Strike to clear maps and then swap in Molten Strike to kill the boss if the boss has enough health to be difficult or slow to kill with Lightning Strike. Movement Skill: Leap Slam You should use the 3-Link in your shield to use Leap Slam-Fortify-Faster Attacks Leap Slam is the ideal movement skill for this build. It has good synergy with our increased attack speed, and provides us with an additional method for getting Fortify. Additionally, this provides you with the option of using Molten Strike as a primary attack. It is often slow and dangerous to simply walk up to an enemy - or boss - and use Molten Strike; the inclusion of Leap Slam allows you to have fast, precise control of your movement and attacks using Molten Strike. Leap Slam in, kill with Molten Strike, Leap Slam out. Defensive skills: Cast When Damage Taken + Immortal Call || Fortify || Blasphemy + Warlord's Mark This build makes use of Cast when Damage Taken in combination with Immortal Call to mitigate large amounts of physical damage. Since there always are Endurance Charges available there is no need for Enduring Cry. This is the primary way you mitigate physical damage with this build. Fortify is included in the build, as it provides a flat 20% reduction to all incoming damage, including damage from reflect. Fortify is linked to our movement skill, Leap Slam, as well as to our primary attack, Lightning Strike. Blasphemy is used with Warlord's Mark in order to leech life from surrounding enemies. This grants a substantial boost to our survivability, and ensures we can use Lightning Penetration or Controlled Destruction instead of Life Leech in our Mjölner. Auras & Heralds: This build takes maximum advantage of the Auras to boost offense and defense. Purity of Ice, Purity of Fire, and Purity of Lightning cover our elemental defenses and raise our maximum elemental resistance. Note that level 23 is desirable on at least Purity of Lightning to aid in defense against elemental reflect due to the additional maximum resistance reached at level 23. Haste is used to give a much needed boost to attack speed and also provides a bonus to movement speed. Discipline boosts our Energy Shield to endgame levels. Wrath and Herald of Thunder provide an enormous boost to Damage. Note that a level 4 Enlighten along with applying Empower to your auras is purely optional. Being at least level 75 is recommended for playing this build. By level 90 or so, you can make any class work well for this build at minimal trade-off. Scion is once again optimal, followed very closely by Witch
Bandit Reward Choices
If you have a legacy Mjölner, then kill all in each difficulty to receive 3 Passive Points If you have a new Mjölner, then kill all in Normal and Cruel to receive 2 Passive Points but help Oak in Merciless to receive +1 Maximum Endurance Charge.
Important Info About These Passive Tree Suggestions
NOTE 1: These assume a new Mjölner, not Legacy. If you have a Legacy Mjölner, you will have one extra passive point from the Bandits and take the Jewel Socket nodes instead of the +1 Power Charge nodes to the north of the Witch starting area. NOTE 2: You can and should optimize these based on how much +Strength and +Dexterity you need – you may be able to spec out of some of the +30 nodes and/or the Devotion notable and put those points into more Energy Shield or Spell Damage. NOTE 3: These are suggested trees for Scion and Witch. You can modify as you see fit. Want to take fewer Energy Shield and more Damage nodes? Go for it! Want to run one less aura and not take every aura node on the tree? Go for it! There is a decent amount of flexibility here. Tackle70's Level 100 Scion Tree (Legacy Mjolner, 3 charges) Scion, Level 100 Scion, Level 90 Scion, Level 80 Scion, Level 70 Witch, Level 70 Witch, Level 85 Witch, Level 100 Starting Passive Trees to work from for all other classes (after level 70, you just more or less follow the Witch/Scion trees) - Remember that you may have to adjust slightly to get enough Strength or Dexterity depending on your gear: Marauder, Level 70 Duelist, Level 70 Templar, Level 70 Ranger, Level 70 Shadow, Level 70
Suggestion for Leveling to 70
If you plan to use a new character for this build, I suggest you level to 70 with dual Flame Totem. This has very minimal gear requirements and basically no passive tree requirements other than the Ancestral Bond keystone if you are in softcore. All you really need is a Tabula Rasa, some leveling gear with resists and Energy Shield, and the Ancestral Bond keystone. You can level to 70 with this setup and just fill in the passive tree skeleton until it looks about like the level 70 starting trees for Rainbownuke. Around level 70, spec out of Ancestral Bond and switch over to Rainbownuke gear.
Passive Tree Philosophy: This build takes the following Keystones: Blood Magic, Pain Attunement, Ghost Reaver, Vaal Pact, Resolute Technique, and Unwavering Stance. Following Keystones, acquiring sufficient +Strength and +Dexterity to use your gear and auras is second priority. Once sufficient stats are acquired, (almost) all Aura nodes are taken. Finally, Energy Shield and Spell Damage passives are taken, along with as many Jewels as possible. 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 14, 2016, 10:54:27 AM
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So for shits and giggles I decided to test something I've been curious about for a long time...
Three Dragons Rainbownuke... try and freeze everything. I decided to try it out since the Vinktar flask means you can still get shock, and the damage is so high that I figured you could get freeze on high HP mobs without needing crit. It worked, though not as well as I'd hoped. This was the passive tree I tested: link You definitely can perma-freeze all normal and rare mobs, and even most mid tier map bosses. Problem comes with the super high HP bosses you get in 79+ maps. Couldn't freeze the Village Ruin bosses let alone Core Malachai. Result is that the build feels like just a weaker variant of the normal build, since you have a little less damage and a LOT less HP (at level 100, 6.8K ES with Repentance or 7.4k with my 250 ES gloves). But, if anyone ever gets curious... there it is, you can experiment with 3 dragons for your mjolner setup. The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard |
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Updated version of skill tree for 2.1.1 pls?
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" two posts above you........ The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard |
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Didn't knew it's 2.1.1 tree.thought it's still 2.0
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" I havent done much research in 2.1 since i play talisman right now. what nerf has been done to make uber atziri harder with this build? |
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" It's just due to the damage boosts she got in 2.0 - i just didn't get around to trying uber between 2.0 and 2.1. I'm sure that experienced players who are good at avoiding her damage will be able to do the fight, but I could not - I played like I did back in 1.3 where you could more or less just facetank her, and you cannot do that anymore. The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard |
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" It's just due to the damage boosts she got in 2.0 - i just didn't get around to trying uber between 2.0 and 2.1. I'm sure that experienced players who are good at avoiding her damage will be able to do the fight, but I could not - I played like I did back in 1.3 where you could more or less just facetank her, and you cannot do that anymore. The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard |
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Yeah, Atziri is a very heavy mechanical fight in terms of knowing how to react and even bait some of her skills that she uses. That, and her physical damage spears also got a damage boost, and this build doesn't have much in the way of physical mitigation, so those things WILL hurt.
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Recently I have been trying to optimize my tier 15 map clear speed using a 5 link LS/MS setup (the 6th socket is for my vaal discipline, which does not need to be linked). I have managed to greatly shave my clear time for maps by using two shavronnes wrappings for easy swaps (one with my LS setup and one with my MS setup). I dont recommend anyone to get two shavs just to maximize clear speed, but it certainly is a huge QoL boost.
My Single Target Setup: Molten Stike > Multistrike > Faster Attacks > Fortify > Greater Multiple Projectiles My Multi Target Setup: Lightning Strike > Multistrike > Faster Attacks > Fortify > Chain/Fork For multi-targets, chain/fork can greatly increase clear speed. Chain allows you to decimate packs instantly while slightly increasing your effective range. Fork greatly increases you effective range (often allowing you to hit or kill packs far offscreen), with a smaller increase to pack wiping speed than chain. I tested adding GMP as well, but it provided little benefit to my Lightning Strike. My choice of Fork or Chain depends on the map I am running. Fork is usually better for those wide open maps, whilst chain excels in smaller more cramped maps. Overall though, chain feels much better to use than fork. In the end, do you need a 5 link Lightning Strike...... not really, but its nice to have. Last edited by iSo1iD#4681 on Jan 17, 2016, 8:29:30 AM
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