[2.3] Vanilla's Juggernaut Burning Prolif Discharge Build (10 End Charges)
I really want to play with this build!
Have 3 question. Is that kaom's heart viable? Kingsguard gain with 10 end charges 1k hp per charge, but kaom's gain nice flat life and fire damage. Anyways, can we use Realm ender staff, searing touch or any another with +2/3 to gems? (on SC) And what you think about repentance for this build? |
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Is the DPS screenshot of dischage with Righteous Fire on? I have pretty much the same gears, gems, etc as your setup and can't see how you've reached 32k DPS with it.
IGN: TrulyRighteous
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Apologies for the absence. Was out of town for a week, but I'm back now.
" No, Doryani's is better by a small margin. You can use Singularity as a budget-version until you can afford a Doryani's. Perfect rolled Singularity -------------------------- 110% Increased Damage 18% Cast Speed Perfect rolled Doryani's ------------------------ 132% Increased Damage 10% Cast Speed 0.2% Ele Leech " No problem. At first it will seem clunky but after you get used to it, it becomes very fast and efficient to melt down single target bosses with it. For your case, I suggest Realm Ender as your main (for packs), and then weapon swap to Singularity + ROTP (for single targets) " 1) Yes, you can progress to Kaom's Heart once you can afford it. Kingsguard is a solid chest in the mean-time, since you instantly gain 1K HP whenever you expend Endurance Charges (ex. when you discharge OR CWDT + IC triggers) OR when Endurance Charges expire (great way to passively regain HP out of combat). Just make sure you realize you don't have this "safety net" when you upgrade to Kaom's, though I guess Kaom's +life itself is a safety net haha. 2) Absolutely, I'd recommend a more offensive set-up for SC League and a more defensive set-up for HC League. As for Staves, Realm Ender is better than Searing Touch, as a fellow player pointed out earlier in this thread. 3) I wouldn't recommend it. ....... - a) At level 90, I had 206 Int, which means I was missing exactly 100 Int to be even able to equip the Gloves ....... - b) You may be pushing it with the amount of uniques equipped vs. Res. Keep in mind that typically in PoE, the more uniques you keep equipping, the more GG your remaining Rares need to be when it comes to Life and Resistances. Less uniques = more breathing room / freedom. ....... - c) With the glove's rolls: At worst, you gain 50% Increased Spell Damage. At best, you gain 80% Increased Spell Damage. These are pretty good boosts to the initial hit, but this build is all about the burning damage. Thus, Spell Damage is ranked quite low on the scale of priority. " Yes, I believe I took that screencap when RF was on. |
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Bump, updated the guide with a section regarding Uber Labyrinth
Farmable with this build. |
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bump
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bump
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I'm playing a version of this build in PSC currently. Almost 80 and having a blast.
Main differences are I"m not using RF (yet at least), and I"m using Blood Rage to generate Frenzy Charges combined with the baby cold-to-fire on the realmshaper. I've had 0 issues with bosses/rares using this setup + the 4L Flame surge to burn them down. Of course I haven't started pushing harder content yet. I'm also using Orb of Storms + Inc Crit to proc Elemental Overload. Original theory craft was to have the orb of storms to curse on hit with flammability and also use EE for a massive debuff. I"m one point from +1 curse on the tree to try that part out. I've ran a few EE maps so far, and it's just so powerful with the OoS debuff. Only issue I have with it is it would force me to use it all the time instead of just when I want to proc EO. Looking to upgrade my gear. Just sold a Shav's so I have some currency to play with. Looking at Death's Door next and/or maybe a +1 curse ammy if I like that setup. I haven't put on Kaom's way yet, as I"m trying to gear out my attribute requirements and res caps. Any suggestions as to where I should throw a few exalts at? Gear
Spoiler
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" That's great to hear. Yeah, there are different ways to approach this build, each with their pros and cons. " You'll definitely want to start running RF when you do more challenging content, for the innate huge double bonus to Flame Surge (RF's innate bonus to Spell Damage + Flame Surge's bonus to Spell Damage if target is burning). If you're farming Uber Lab, another possibility is to just swap Discharge with another strong Fire gem, like Firestorm. I've done this a couple times as a test. " Yup, I've seen that as a possible variant spin on this build. While I do like the idea of using OoS to proc Ele EQ and Ele Over, I personally find it a little clunky. It's an extra step to do for each pack of mobs where I'd rather just be Discharging -> Run to next pack -> Discharge -> etc. " Once you can settle your Res, having 2 x Kaom's Way is incredibly useful and will push your damage to the next level, as it provides two more Endurance Charges for your Discharge. Not to mention you'll be getting a shit ton of Life Regen, allowing you to recover much faster from small and medium hits. While these upgrades won't cost you a few ex to upgrade, I'd consider: - Getting boots that have double Res in at least the 30's - Potentially farming Merc Lab til you Enchant "X% Damage Leeched back as Life and Mana". It's very useful for this build - Getting similar stats on Belt but on a better Base type (Leather, Heavy, etc) - Very expensive, but buying a GG belt that has +1 Max Endurance Charge implicit vaal - Replace Rune Loop with a ring that has relevant Res rolls to your character - Replace Carrion Finger with a ring that has similar stats + Life What do your Jewels look like? |
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^ Thanks for the tips.
Using the OoS for procing EO (and maybe EE and +1 curse) can be clunky. The good thing I've found on EE maps is that I don't have to place it before the discharge. Since the monsters are undamaged pre discharge, I can still place it after for the -50% res for the burn. I played a little with the +1 curse flammability, but not sold on it. Seems like it would only be useful for really tanky bosses, but EE + more charges could probably get me there with it. I"m going to play test that whole setup some more. I only have 1x jewel right now. I like to save those slots till the end because I like to buy jewels that have whatever stats I'm missing. Getting +1 curse and EE limits my jewel slots, so I'm probably going to have to decide on either or neither soon. My main gearing problem right now is not Res. That's some of it, but it's the INT/Dex as well. I think my first purchase will be a great neck that has both and go from there. I was leaning towards death's door + 1 Kaom's Way is because the downsides are far less than 2x Kaom's way. It's much easier to find a high Res/Life ring than it is to find a pair of boots that have Res, Life, MS, and are armor base. I know the Death's Door is way more expensive than a Kaom's Way, but I'm not going to use those exalts anyway after this league, lol. I'll look into those +1 charge belts first though. Maybe that's cheaper than Death's Door. I'll see what it'll take to run RF. I assume I'll have to weapon swap to RoTP in order to do it though, with PoF. |
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" No problem at all. Let me know if you have any further questions. " True, although I would get as many nearby Jewel sockets as you can asap. The difference they make, especially for this build, is amazing. You can average some Fire Damage and %Life on them and end up with a big increase to Life/Damage. I think I have 5-6 Jewels on this build. " The thing with 2 x Kaom's Way is that it is for both Offensive and Defensive purposes. For every Endurance Charge you add to your maximum, you're increasing Kaom's Way's Life Regen, plain Physical Damage Reduction, and IC duration. Furthermore, every increase to max EC, you're also increasing the amount of Fire Damage that Discharge deals, which increases the Burn Damage. " Yup, I was able to run it with PoF + ROTP + 2 Kaom's Way at max Endurance Charges. It really does at a single load of single-target damage to your Flame Surge. |
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