3.11 -- Righteous Fire Juggernaut / Chieftain (Outdated and Abandoned)

Updated 3.6 notes.

3.6_Notes

Important:

1. Scorching Ray changes
- Now deals 25% more damage, BUT only grants fire res reduction at max stacks. It doesn't take that long to reach max stacks, so i don't see it being that big of an issue.

2. new Scorching Ray support
- It gives you some phys damage reduction while channeling SR, and grants an infusion buff that buffs RF's damage by 10%. Use it in-place of Efficacy or Blood Magic.



3. new unique Sulphur flask
- Can be used inplace of a regular one for a decent damage boost. Won't be able to get both bleed immunity and 3% regen mod on flasks though, unless you drop Forbidden Taste for some other regular flask. Might have to get corrupted blood immunity corruption on one of the jewels to use this new flask.



4. new Malevolence Aura
- It grants a "20% more damage over time" multiplier, but unfortunately reserves 50% mana. Not really an option unless it's possible to get it on Aul's Uprising amulet, which will remove the cost. It might end up being an alternative to a Marble amulet, for those who'd rather have more damage over regen.




Other:

5. new max res cap is 90 for all elements
- Not an issue in challenge leagues. In Standard, with legacy gear, it's possible to get over 90, but most people are only a point or two over so it won't be much of a nerf.

6. it was mentioned that more sources of max res were added to the game

7. cool new implicits
- like onslaught on boots. other ones weren't revealed yet

8. "ash, frost, and storm" cluster(near EE, 3 points) was buffed
- Now grants 40 ele damage and 12 all res. It's a decent option now if you need resists.

9. boss curse reduction was reduced from 60 to 33% (act and map bosses) and from 80 to 66% (shaper, elder, guardians)
- gives us a slight damage boost(like 4-7% more damage, depending on the boss) when using witchfire flask, and makes second curse setups a bit more viable

10. flame totem creates consecrated ground at location
- it can potentially be used to spawn consecrated ground at will, but you'd need to link it with brutality gem to stop it from dealing fire damage and triggering bad EE
"
cronolumme wrote:
u think change Efficacy for Infused Channeling Support in the scorching Ray its a good idea?

maybe take a Singular Focus node too ?

infused channeling looks really good, definitely use that
singular focus isn't worth it
"
Seronia wrote:
And as an additional damage option what about Divine Judgement ? (middle big wheel on the left) 5 points and 56% ele damage + 28% burning damage and if applicable 4% ele pen. (connecting from devotion)
just a thought

not worth it, ele pen doesn't work with RF and SR
Updated PoB pastebin and passive trees. One thing i can't yet add to PoB is the new Scorching Ray support gem Infused Channeling. Other than that everything should be up to date.
Level 43 atm, just found an exalt orb!

After buying 2 kaom's way rings, what would you guys reccomending to upgrade next?
U need # cold/light damage to attacks only to proc EE with shield charge? So if I don't mind procking it with brand I dont really need this stat? =\
"
MetalBoBr wrote:
U need # cold/light damage to attacks only to proc EE with shield charge? So if I don't mind procking it with brand I dont really need this stat? =\


Correct. If you're manually casting brand and you don't mind the decrease in clear speed, you don't need to get the stat *HOWEVER* make sure you DON'T have "adds x FIRE damage" or "adds x FIRE damage to SPELLS" on ANY piece of gear. If you're using a Pyre ring, that includes COLD damage because it converts some of your cold damage to fire. (the "spells" concern is because of brand)

If using Pyre - Can't have COLD or FIRE on ANY piece of gear (Weapon, gloves, boots, rings, amulet, lab enchants)

If not using Pyre, just don't have FIRE on any piece.

When in doubt, you can mouse-over the spells on your hotkey bar and it gives a breakdown of damage. If it says "x - x Fire Damage" you have an issue. I check it periodically for Shield Charge and Brand just to make sure I didn't overlook something.

P.S. - If you get the dmg stat, it lines up with you refreshing Fortify w/ shield charge, and having Brand on cwdt is more Scorch time for your bosses ;) I tried hard-casting it a bit last season and it just didn't feel as smooth
Mobile games have better trading...
Last edited by Tonst3r on Mar 9, 2019, 1:02:59 PM
Didnt play between version 2.2 and 3.5, my good old RF main character seems have a lot of buffs since 2.2 (that juggernaut class o_ O)

At the end of 3.5, im very proud of his gear, except the fail corruption on gloves lol. I dont play with max endurance charges (only 7), i prefer maximise heal points and defenives stats like chaos resistance (miss 2% to cap). Im little lost with all new crafting options and new contents.

My defensive stats :
Spoiler


My current gear :
Spoiler


Did you think i miss something important in this build ?
Thank you for this usefull guide !
Last edited by Gambbang on Mar 10, 2019, 8:53:41 AM
"
Gambbang wrote:
Did you think i miss something important in this build ?

Yeah, you are missing a lot... gear, passive tree, gems. I'd list it all, but it's a lot. Like you are not even using elemental equilibrium and elemental overload, have no recovery, and no elder helmet. I think you'd be better off just going through the guide. And if you have any question once you do, let me know, i'll try to help you out when i can.
Thanks for posting this build, brother.

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