[R.I.P.] life Mjolner done right by Rico - Juggernaut version - R.I.P. thx to "balancing" policy

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Thefarbod95 wrote:
Hey! Currently building this and really enjoying it! I do have to ask, though. How come you're not building into the Arsonist node? And how easily can you maintain RF? I'm currently having slight issues maintaining it and dipping my health very low very quickly.

Thanks!


You dont have to run RF, you would maintain it by using a ruby flask during the effect and then a flask to remove ignite afterwards but thats way too much micro-management for me. Ive played this build aslong as anyone else and literally have never used it so dont feel like you have to if your uncomfortable with it.

Theres nothing wrong with the arsonist node, its just not worth the cost it takes to reach it node wise.

If you get a moment glance at my skill tree in my profile, Valorforged, I have over 195 levels in this build, taken it to 95 and 97 and my current tree feels really good to me, very tanky and very good dps, it may work for you or atleast give you an idea or two, gl.
Last edited by JCOH35#4078 on Mar 5, 2018, 7:07:22 PM
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Thefarbod95 wrote:
Hey! Currently building this and really enjoying it! I do have to ask, though. How come you're not building into the Arsonist node? And how easily can you maintain RF? I'm currently having slight issues maintaining it and dipping my health very low very quickly.

Thanks!


I run a variation of this build, instead of tri resist I just run vitality and POF along with enlighten and empowered. RF can be sustain easily without RotP shield.
If I go first, I'll wait for you in the other side of the dark water.
@ JCOH35

What maps do you recommend for leveling in the 90's? this leveling is just annoying to say the least
@JCOH35 I see you are playing this Build as Ascendant. Do you think that is a stronger variant? Or why do you choose a different class?
One nice QoL thing from 3.2 is the "Unflinching" giving an endurance charge every second if you've been hit. With Scolds, this means you can always start fights at full endurance charges plus you can always reliably pre-buff with max length Arcane Surge if you're doing the self-cast Immortal Call thing.

Unrelated question - what exactly is so good about Watcher's Eye with the X% of phys damage taken as X (element)? I mean in general I understand those mechanics to be good, but for a build that can block most phys damage with Immortal Call, do they really shine over other potential options?
Last edited by gabrion2#5220 on Mar 6, 2018, 3:20:00 PM
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goldiakafreak wrote:
@JCOH35 I see you are playing this Build as Ascendant. Do you think that is a stronger variant? Or why do you choose a different class?


Scion isnt better at all ive just already leveled it twice as Juggernaut so wanted to do it differently.
Last edited by JCOH35#4078 on Mar 6, 2018, 3:38:45 PM
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Dragonsfire73 wrote:
@ JCOH35

What maps do you recommend for leveling in the 90's? this leveling is just annoying to say the least


Honestly the 90s isnt the issue, its 95+, itll get to the point where it takes you 4 full maps to get 1% exp, thats when you will want to die. I just ran whatever t10-16s I had, over and over and over. The streamers and racers have all the efficiency stuff worked out but they also have infinite resources to just buy any maps they want in bulk, I just used what I had.
Last edited by JCOH35#4078 on Mar 6, 2018, 3:40:40 PM
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gabrion2 wrote:
One nice QoL thing from 3.2 is the "Unflinching" giving an endurance charge every second if you've been hit. With Scolds, this means you can always start fights at full endurance charges plus you can always reliably pre-buff with max length Arcane Surge if you're doing the self-cast Immortal Call thing.

Unrelated question - what exactly is so good about Watcher's Eye with the X% of phys damage taken as X (element)? I mean in general I understand those mechanics to be good, but for a build that can block most phys damage with Immortal Call, do they really shine over other potential options?


The watcher's eye will shine on the endgame bosses such as elder, shaper, uber elder etc, and yes its extremley noticable, hence the 10-40ex pricetag.
I just switched to discharge and got ring with 1-2 cold damage and I'm wondering if that actually works with EE having such low damage?

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tharivd wrote:
I just switched to discharge and got ring with 1-2 cold damage and I'm wondering if that actually works with EE having such low damage?



If I understand your question correctly, the amount of cold damage shouldn't matter. The point is that if your attack hit only does physical+cold damage, then it will proc EE's reduction to Fire and Lightning resist - the two types your discharge will be doing.

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JCOH35 wrote:
The watcher's eye will shine on the endgame bosses such as elder, shaper, uber elder etc, and yes its extremley noticable, hence the 10-40ex pricetag.


Sorry to be dense, but can you explain a bit further? Is the reasoning because you are still taking a lot of physical damage at that point? IE you can't count on up time of Immortal Call to save you?

Or is it more that those auras, because of their +max res, are so good defensively for a build that is often immune to physical damage (ie shoring up the "weak point), and by extension, the Watcher's Eye jewel is good specifically because the auras are so good (at the phys to elemental conversion just happens to be the best option that exists on Watcher's Eye for those auras)?
Last edited by gabrion2#5220 on Mar 6, 2018, 6:06:52 PM

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