[2.6] life Mjolner done right by Rico - Berserker version

"
mookiiee wrote:
Per the suggestion in the thread, I began using Warlord's Mark / Blasphemy which makes a big difference in keeping up endurance charges. This build is still very strong in my view.

The majority of builds I see posted on this thread do not take Elemental Overload. Is there a reason for not taking Elemental Overload? It seems like a good DPS boost to me. Thanks.


It is.

Not my chart.

http://imgur.com/9b9s6H0

The red cells is when EO is better than Crit+Multi.
Last edited by akaflux#6374 on Sep 4, 2016, 1:04:01 PM
So the way to go is PoL + PoF + AA + Blasphemy + WM :-)

And gem links something like:

4L: Enlighten lv4 + PoL + PoF + A.Armour

3L: Enlighten lv3 + Blashphemy + W.Mark

Some notes:

Taking first node 4% reduced mana
**********************************
Enlighten Lv4: PoL (29%), PoF (29%), AA (22%) ,
Enlighten Lv3: Blashpemy + WM (31%) (can´t use it)

Taking second node 4% reduced mana
***********************************
Enlighten Lv4: PoL (28%), PoF (28%), AA (21%) ,
Enlighten Lv3: Blashpemy + WM (30%) (can´t use it)

Taking third node 10% reduced mana
***********************************
Enlighten Lv4: PoL (26%), PoF (26%), AA (19%) ,
Enlighten Lv3: Blashpemy + WM (28%) (DONE)

Note: you need to put BM gem in your chest!!! (8 left mana only)

Passive Tree

(\ /)
( . .)♥
c(”)(”)
Last edited by redix27#0903 on Sep 4, 2016, 2:26:49 PM
"
redix27 wrote:
So the way to go is PoL + PoF + AA + Blasphemy + WM :-)

And gem links something like:

4L: Enlighten lv4 + PoL + PoF + A.Armour

3L: Enlighten lv3 + Blashphemy + W.Mark



If you don't have Enlighten lv4, you could just take the aura node at the bottom of the tree.

Ain't a waste since you get an extra +1% resist from PF PL.
Last edited by akaflux#6374 on Sep 4, 2016, 2:24:53 PM
All right, today I did various red maps.


This is now the setup that I'm "beta" testing (so far so good):


Passive skill three:
----------------------------------

Passive skill three version @lvl 92


Gear & gems:
--------------------




Build highlights:
--------------------------
+ above 5k life
+ 5+ molten aps
+ 93% chance to hit
+ 4/6 max charges (minimum 3/3 charges, average 3/4 charges)
+ 80% phys dmg reduction (16k armor unflasked + 3 endu charges)
+ 86/79/86 resistances unflasked
+ 92/79/92 resitances flasked
+ cannot be frozen
+ cannot be stunned
+ 220 life regen/s
+ using shield charge and molten strike at the same time (sc for packs, molten for bosses)
+ Surgeon's flasks and doing crit
+ 14,5k discharge single blast dmg @ full charges (thats after 35% less nerf)
+ 10 average discharges per second
+ Fortify
+ Elemental Overload
+ Shocking via Arc
+ Ele weakness via blasphemy


Compared to 2.3 version:
--------------------------------

lost:
- 1% less life
- 0.5 less APS (not needed)
- 3 less endurance charges
- 71% increased fire dmg
- lost Fire Penetration gem
- lost 1% maximum fire res

gained:
+ 1 more power charge
+ 32% elemental dmg increase
+ +20% aura effectiveness (gained +1 max fire, +1 max light res, 3k armor)
+ 30 int
+ 10 str
+ 20/20 Arc in Mjolner
+ Elemental weakness via blasphemy (or any other 35% aura)


Old 2.3 build was doing at its max (3+9 charges): 275k DPS
and 254k DPS on average (2+9 charges)

New 2.4 version is now doing: 303k DPS at its max (4+6 charges)
and 200k DPS on average (3+4 charges)


Now, I'm not counting in shock status from Arc (+50% MORE dmg) and Arc dmg by itself (4k) as the old version had also shock status as an option (via Discharge only) however it was shorter and less common than now with 20/20 Arc. So when we include just Arc dmg (not shocks) average DPS will be very close to the original build.


So what I did here:

1) Less fire focus, more overall elemental focus with all the spell and ele increased nodes (not only fire increased nodes).
2) Added Arc for applying shock but more important for generating addtional power charge each attack cycle (thus addtional endurance charge each next attack cycle) to have in result at least guaranteed 3/3 charges each Discharge (and with 10 Discharges/s guaranteed 3*100*10 = 3k hp healing via Kingsguard).
3) Removed Fire Pen gem but included fourth aura: ele weakness via blasphemy (that affects both fire and light resistances on mobs)

So overall dmg is very close to that what it was with potential of dmg spikes that goes higher than preaviously was even possible.

Now remember that dmg with all the builds will feel weaker than in 2.3 because all the monsters gained additional HP across the board in T4-T12 maps with this patch.


As a bonus video of this setup in action:
----------------------------------------------

T13 Excavation with ele weaknes and some other stuff:

https://www.youtube.com/watch?v=1TTqKLEfyZQ


Now for the next few days I'll be fine tuning the build.
Latest guides:
3.11 Loki's Rainbownuke:
https://www.pathofexile.com/forum/view-thread/2904155
3.7 CI CoC Discharge: https://www.pathofexile.com/forum/view-thread/2605608
3.7 Juggernaut life Mjolner: https://www.pathofexile.com/forum/view-thread/1846362
Last edited by RicoKGB#5871 on Sep 4, 2016, 5:20:52 PM
Looking good sir!!
"
RicoKGB wrote:
All right, today I did various red maps.


This is now the setup that I'm "beta" testing (so far so good):


Passive skill three:
----------------------------------

Passive skill three version @lvl 92


Gear & gems:
--------------------




Build highlights:
--------------------------
+ above 5k life
+ 5+ molten aps
+ 93% chance to hit
+ 4/6 max charges (minimum 3/3 charges, average 3/4 charges)
+ 80% phys dmg reduction (16k armor unflasked + 3 endu charges)
+ 86/79/86 resistances unflasked
+ 92/79/92 resitances flasked
+ cannot be frozen
+ cannot be stunned
+ 220 life regen/s
+ using shield charge and molten strike at the same time (sc for packs, molten for bosses)
+ Surgeon's flasks and doing crit
+ 14,5k discharge single blast dmg @ full charges (thats after 35% less nerf)
+ 10 average discharges per second
+ Fortify
+ Elemental Overload
+ Shocking via Arc
+ Ele weakness via blasphemy


Compared to 2.3 version:
--------------------------------

lost:
- 1% less life
- 0.5 less APS (not needed)
- 3 less endurance charges
- 71% increased fire dmg
- lost Fire Penetration gem
- lost 1% maximum fire res

gained:
+ 1 more power charge
+ 32% elemental dmg increase
+ +20% aura effectiveness (gained +1 max fire, +1 max light res, 3k armor)
+ 30 int
+ 10 str
+ 20/20 Arc in Mjolner
+ Elemental weakness via blasphemy (or any other 35% aura)


Old 2.3 build was doing at its max (3+11 charges): 275k DPS
and 254k DPS on average (2+9 charges)

New 2.4 version is now doing: 303k DPS at its max (4+6 charges)
and 200k DPS on average (3+4 charges)


Now, I'm not counting in shock status from Arc (+50% MORE dmg) and Arc dmg by itself (4k) as the old version had also shock status as an option (via Discharge only) however it was shorter and less common than now with 20/20 Arc. So when we include just Arc dmg (not shocks) average DPS will be very close to the original build.


So what I did here:

1) Less fire focus, more overall elemental focus with all the spell and ele increased nodes (not only fire increased nodes).
2) Added Arc for applying shock but more important for generating addtional power charge each attack cycle (thus addtional endurance charge each next attack cycle) to have in result at least guaranteed 3/3 charges each Discharge (and with 10 Discharges/s guaranteed 3*100*10 = 3k hp healing via Kingsguard).
3) Removed Fire Pen gem but included fourth aura: ele weakness via blasphemy (that affects both fire and light resistances on mobs)

So overall dmg is very close to that what it was with potential of dmg spikes that goes higher than preaviously was even possible.

Now remember that dmg with all the builds will feel weaker than in 2.3 because all the monsters gained additional HP across the board in T4-T12 maps with this patch.


As a bonus video of this setup in action:
----------------------------------------------

T13 Excavation with ele weaknes and some other stuff:

https://www.youtube.com/watch?v=1TTqKLEfyZQ


Now for the next few days I'll be fine tuning the build.
how do you leap slam with no mana! im running the updated build and i'm loving it!
"
RicoKGB wrote:

2) Added Arc for applying shock but more important for generating addtional power charge each attack cycle (thus addtional endurance charge each next attack cycle) to have in result at least guaranteed 3/3 charges each Discharge (and with 10 Discharges/s guaranteed 3*100*10 = 3k hp healing via Kingsguard).


If I understood the changes of how Mjolner works, for every trigger event you will trigger one skill gem. So Its either Arc or Discharge that will proc, and I really think discharge with any amount and combination of charges will be better.
Arc Discharge has been a standard combination even before this implementation by Rico. It's working fine, and as intended by him. I'm discharging with 10+ charges at a time now.

I'd give it a whorl.


Edit :

@ RICO

Where should I place my last two points under Juggernaut?
Last edited by dessie99#4444 on Sep 4, 2016, 9:53:17 PM
"
dessie99 wrote:
Arc Discharge has been a standard combination even before this implementation by Rico. It's working fine, and as intended by him. I'm discharging with 10+ charges at a time now.

I'd give it a whorl.


Edit :

@ RICO

Where should I place my last two points under Juggernaut?


Unyleding which give u 30% more dmg. while discharge - 35% and u have + 30% so u just lose 5% dmg.
"
BL00DST41N3D wrote:
how do you leap slam with no mana! im running the updated build and i'm loving it!


If you want to squize Leap Slam into it you need to rearange gems a bit:

CWDT - Immortal Call - Increased Duration put in shield (drop Enfeeble)

Now unlink 4l boots to have 2 x 2link and put there:

Blasphemy - Curse of your choice

Leap Slam - Blood Magic


"
dessie99 wrote:
@ RICO

Where should I place my last two points under Juggernaut?


Unyeilding for even more dmg and tankiness.


"
akaflux wrote:
If I understood the changes of how Mjolner works, for every trigger event you will trigger one skill gem. So Its either Arc or Discharge that will proc, and I really think discharge with any amount and combination of charges will be better.


Not really. I've tested Discharge - CD - Elemental Focus, was decent but with Arc its better.

Now why is that? Simply because cooldown timer is not per Mjolner but per each spell socketed in it. So you will still cast Discharge 10 times /s and Arc 10 times /s (each having their own 100ms cooldown) the only difference is that they will not trigger at the same time. In ideal scenario with 100% chance to hit 100% chance to cast on hit and 10 hits per secound you will squize max out of it, both spells will cast 10 times / s just one 100ms after another.

This build has 93% chance to hit (monsters that are at lvl 92, so capped 95% chance really) 100% chance to cast, just above 5 aps to generate at minimum 10 hits /s with Molten Strike (one from initial hit + at least 1 from balls). So we are sure we're getting max out of 100ms cooldown with Molten Strike and we're casting Discharge and Arc both at 10 times per secound frequency.


I'm still experimenting on which gem order in Mjolner is better but I think Discharge - Arc rather than Arc - Discharge.


All right guys give me some feedback on how its going as theres a CI CoC (B)itch waiting in line for 2.4 optimisation :)

Latest guides:
3.11 Loki's Rainbownuke:
https://www.pathofexile.com/forum/view-thread/2904155
3.7 CI CoC Discharge: https://www.pathofexile.com/forum/view-thread/2605608
3.7 Juggernaut life Mjolner: https://www.pathofexile.com/forum/view-thread/1846362
Last edited by RicoKGB#5871 on Sep 5, 2016, 1:59:48 AM

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