3.11 -- Righteous Fire Juggernaut / Chieftain (Outdated and Abandoned)

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FujiPanda wrote:
Question about survivability. I've been playing this game on and off but this is the first time I've ever gotten so far and I'm loving this build.

I know I can do up to T5 maps comfortably as I havent really gone further yet. However I tried a T15 and thought I was okay until I got nuked randomly.

How can I make myself have more survivability?
Lvl 86 Juggernaut (Unflinching, Unrelenting, Unbreakable, Unyielding)
Stats below are when I have 9 endurance charges
6K HP and I use cyclone + fortify
I also use immortal call + molten shell on CWDT
Using searing touch staff instead of onehand+shield, although I feel like my damage drops off a lot if I go back to shield.

Perhaps there's just something I'm not understanding when it comes to defenses?
Once you cap on everything including chaos, what else can you do other than having Evasion and Dodge?



we can't see your gear because its locked, juggs don't need immortal call, also as a rf, while fire multi/jewels/burning/fire dmg bumps up your dmg, your 2ndary damage enchance is tied to you hp. most rfs should always have around 8k hp if not more. if your using a staff you have to compensate for the loss of max resistances with gear. u dont need evasion/dodge either, having a little certain helps, but it sounds like in your case you just don't have enough hp to take a hit and instantly regen back to full
Last edited by zheng738#5818 on Oct 12, 2020, 3:39:07 PM
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zheng738 wrote:

we can't see your gear because its locked, juggs don't need immortal call, also as a rf, while fire multi/jewels/burning/fire dmg bumps up your dmg, your 2ndary damage enchance is tied to you hp. most rfs should always have around 8k hp if not more. if your using a staff you have to compensate for the loss of max resistances with gear. u dont need evasion/dodge either, having a little certain helps, but it sounds like in your case you just don't have enough hp to take a hit and instantly regen back to full


ah I changed the setting, maybe you can see it now.

Gear wise, I'm using really old gloves, boots and amulet.
I was just worried if I started upping my HP, my regen wouldn't scale up as high too.

If its just a matter of gaining more HP, then how do you compensate with the regen?
When I switched to the 2H staff first, my problem was that the loss of 5% max fire res caused my degen and regen to be nearly equal.

This is what I think I have now.
81% cap fire res
at 6017 HP * .9 = 4873 self dps
4873 * .19 = 925 total self dps
If that's how the math works out I'm only healing about 600HP/s

Thanks for the response, perhaps I need to relook at the recommended gear.

"
FujiPanda wrote:
"
zheng738 wrote:

we can't see your gear because its locked, juggs don't need immortal call, also as a rf, while fire multi/jewels/burning/fire dmg bumps up your dmg, your 2ndary damage enchance is tied to you hp. most rfs should always have around 8k hp if not more. if your using a staff you have to compensate for the loss of max resistances with gear. u dont need evasion/dodge either, having a little certain helps, but it sounds like in your case you just don't have enough hp to take a hit and instantly regen back to full


ah I changed the setting, maybe you can see it now.

Gear wise, I'm using really old gloves, boots and amulet.
I was just worried if I started upping my HP, my regen wouldn't scale up as high too.

If its just a matter of gaining more HP, then how do you compensate with the regen?
When I switched to the 2H staff first, my problem was that the loss of 5% max fire res caused my degen and regen to be nearly equal.

This is what I think I have now.
81% cap fire res
at 6017 HP * .9 = 4873 self dps
4873 * .19 = 925 total self dps
If that's how the math works out I'm only healing about 600HP/s

Thanks for the response, perhaps I need to relook at the recommended gear.



there is no easy way to say this, but you need to redo the entire gear and links, regen is the last thing you have to worry about atm
Last edited by zheng738#5818 on Oct 12, 2020, 4:56:08 PM
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zheng738 wrote:

there is no easy way to say this, but you need to redo the entire gear and links, regen is the last thing you have to worry about atm


That's not really a big deal imo. I've been kind of referencing the guide and going with what I thought would work well.

It's gotten me this far and I'm sure I could push a little further with what I have but if I have to start over then I'm at the point where I have a means to redo a lot.

What is wrong with my gem setup?
Links are somewhat what was recommended

What is particularly wrong with the gear?
Aside that I have really old gloves, boots, amulet.
I was just using them for resistances and that lightning proc.

It also kind of boils down to, whatever I can fix now I will know what to do for next league.
Last edited by FujiPanda#1360 on Oct 12, 2020, 5:10:35 PM
"
FujiPanda wrote:
Question about survivability. I've been playing this game on and off but this is the first time I've ever gotten so far and I'm loving this build.

I know I can do up to T5 maps comfortably as I havent really gone further yet. However I tried a T15 and thought I was okay until I got nuked randomly.

How can I make myself have more survivability?
Lvl 86 Juggernaut (Unflinching, Unrelenting, Unbreakable, Unyielding)
Stats below are when I have 9 endurance charges
6K HP and I use cyclone + fortify
I also use immortal call + molten shell on CWDT
Using searing touch staff instead of onehand+shield, although I feel like my damage drops off a lot if I go back to shield.

Perhaps there's just something I'm not understanding when it comes to defenses?
Once you cap on everything including chaos, what else can you do other than having Evasion and Dodge?




i saw ur skills tree and gear, and just u probably cant do endgame with that.

- U need improve ur gloves and ur jewells
- U waste so much skill points on dodge-evasion, damgage for ur cyclone and all resist when u must cap them with the gear

So... u need to relog the tree and waste some currency on items. In my opinions, dont like play cyclone with RF becasue both scale completely differently. Just go for flae wall or Scorching ray. Drop the immortal call and use only molthen sell....


This is an example for a build: https://pastebin.com/B5VzBxLA

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NewArkhadiam wrote:

i saw ur skills tree and gear, and just u probably cant do endgame with that.

- U need improve ur gloves and ur jewells
- U waste so much skill points on dodge-evasion, damgage for ur cyclone and all resist when u must cap them with the gear

So... u need to relog the tree and waste some currency on items. In my opinions, dont like play cyclone with RF becasue both scale completely differently. Just go for flae wall or Scorching ray. Drop the immortal call and use only molthen sell....


This is an example for a build: https://pastebin.com/B5VzBxLA



Thanks for the advice.

So if I know that I need to put resistances on gear so I can clear up skill points for my tree. In this case am I still just pouring points into HP?

Am I not to worry about the degen at that point? Because my life regen is based partially off my total life pool.
Also that pastebin isnt working for me.
What do you guys think about

1. Withering step as a movement/CWDT skill. Extra tankiness due to some dodge, extra movement speed for map clear due to phasing.

2. Medium Thread of Hope in socket near Golem's blood pickng both Disciple of the Unyielding+Slaughter. That gives huge boost to dps (10*8% increased damage, 3*4% more dps while mapping). Only costs 2 extra points.

3. Culling strike as movement skill support instead of faster attacke. Attack speed presumably won't be that bad with q20 gem and Culling Strike somewhat improves boss dps.

4. Flesh and Stone with sand stance to further improve tankiness (maybe better fit for Chieftain to sacrifice some dps by anointing Charisma instead to allow running this aura)
Last edited by mkdnpna#0355 on Oct 12, 2020, 7:26:41 PM
"
FujiPanda wrote:
"
NewArkhadiam wrote:

i saw ur skills tree and gear, and just u probably cant do endgame with that.

- U need improve ur gloves and ur jewells
- U waste so much skill points on dodge-evasion, damgage for ur cyclone and all resist when u must cap them with the gear

So... u need to relog the tree and waste some currency on items. In my opinions, dont like play cyclone with RF becasue both scale completely differently. Just go for flae wall or Scorching ray. Drop the immortal call and use only molthen sell....


This is an example for a build: https://pastebin.com/B5VzBxLA



Thanks for the advice.

So if I know that I need to put resistances on gear so I can clear up skill points for my tree. In this case am I still just pouring points into HP?

Am I not to worry about the degen at that point? Because my life regen is based partially off my total life pool.
Also that pastebin isnt working for me.




There are many points to consider

- Life: Normally more points are used in inc life than in life regeneration because you get that regeneration from other sources (watchers eye, elder belt, marble amulet, the stone golem or vitality ...). Also, the increase of the maximum life gives you life regen because this is a percentage of the maximum life.


- Resistances: In addition to life, the belt, gloves and boots must have at least 2 resistance mods (Ideally, they should have triple resistance). Also, these mods must have high rolls because using that staff and the kaoms you are losing 2 potential items with which to increase resistances. If you don't reach the cap, use the jewelry for it. Remember that the 9 EC give 36% elemental resist when calculating.


- Cyclone: ​​this ability scales with physical damage and everything that increases it (attack speed, crit chance, crit multi ...), while the RF scales with Fire Dot Mult, Inc DoT dmg, Fire dmg.... With this, you can already intuit that the cyclone is not going to hurt. That's why it doesn't make sense that you spend nodes to increase physical damage, damage with "X" weapons, crit or attack speed .... The most efficient thing is that you use flame wall or SR as a second skill, since they scale with the same things than RF (with a few exceptions). Cyclone is usually recommended because it is a very easy way to apply buffs and debuffs, (Cover in ash, EE, Fortify, Combustion, Curses ---), but in my opinion its not worth.


- Cluster jewels: the use of these jewels is mainly focused on damage, but in exchange many nodes are sacrificed in the passive tree. Therefore, there are two problems:

1) Finding a balance between what is sacrificed to wear the jewelry

2) Get good (expensive) jewelry

I personally don't like them, since I can't sacrifice tree nodes, but if you choose to use them, I'd recommend that you focus on the gear first.


- Think about the build: you have to see what skill you want to use with the RF, if you want to go with several curses, what auras you want to use, if you are going to use warcries ...
In your case, you dont use SR, WoC, or Combustion .... SR and WoC apply Fire Exp that decreases the enemies fire resist. Combustion also decreases it ... both debuffs are better than flammability, becasue curses sucks against bosses,

I don't know ... if you want to use the kaoms and that staff. I would recommend you:


6L Staff: RF - Burning dmg. Conc Effect - Inpiration - Ele focus - Efficacy

4L: SR - Inf chanelling - Burning dmg - faster casting / elemental focus (with the SR you get the Fire Exp and the inf chanelling give u "infusion", which also applies to the RF)

4L: Shield charge / Leap slam - Fortify - Faster attack - Inspiration

4L: Vitality - PoF // OoO / Storm Brand - Inc critical strike chance

When you get a helmet from the elder, you will have 2 more sockets available to put what you want(6L SR, golem, CWDT + MS ...)
"
NewArkhadiam wrote:
"
FujiPanda wrote:
"
NewArkhadiam wrote:

i saw ur skills tree and gear, and just u probably cant do endgame with that.

- U need improve ur gloves and ur jewells
- U waste so much skill points on dodge-evasion, damgage for ur cyclone and all resist when u must cap them with the gear

So... u need to relog the tree and waste some currency on items. In my opinions, dont like play cyclone with RF becasue both scale completely differently. Just go for flae wall or Scorching ray. Drop the immortal call and use only molthen sell....


This is an example for a build: https://pastebin.com/B5VzBxLA



Thanks for the advice.

So if I know that I need to put resistances on gear so I can clear up skill points for my tree. In this case am I still just pouring points into HP?

Am I not to worry about the degen at that point? Because my life regen is based partially off my total life pool.
Also that pastebin isnt working for me.




There are many points to consider

- Life: Normally more points are used in inc life than in life regeneration because you get that regeneration from other sources (watchers eye, elder belt, marble amulet, the stone golem or vitality ...). Also, the increase of the maximum life gives you life regen because this is a percentage of the maximum life.


- Resistances: In addition to life, the belt, gloves and boots must have at least 2 resistance mods (Ideally, they should have triple resistance). Also, these mods must have high rolls because using that staff and the kaoms you are losing 2 potential items with which to increase resistances. If you don't reach the cap, use the jewelry for it. Remember that the 9 EC give 36% elemental resist when calculating.


- Cyclone: ​​this ability scales with physical damage and everything that increases it (attack speed, crit chance, crit multi ...), while the RF scales with Fire Dot Mult, Inc DoT dmg, Fire dmg.... With this, you can already intuit that the cyclone is not going to hurt. That's why it doesn't make sense that you spend nodes to increase physical damage, damage with "X" weapons, crit or attack speed .... The most efficient thing is that you use flame wall or SR as a second skill, since they scale with the same things than RF (with a few exceptions). Cyclone is usually recommended because it is a very easy way to apply buffs and debuffs, (Cover in ash, EE, Fortify, Combustion, Curses ---), but in my opinion its not worth.


- Cluster jewels: the use of these jewels is mainly focused on damage, but in exchange many nodes are sacrificed in the passive tree. Therefore, there are two problems:

1) Finding a balance between what is sacrificed to wear the jewelry

2) Get good (expensive) jewelry

I personally don't like them, since I can't sacrifice tree nodes, but if you choose to use them, I'd recommend that you focus on the gear first.


- Think about the build: you have to see what skill you want to use with the RF, if you want to go with several curses, what auras you want to use, if you are going to use warcries ...
In your case, you dont use SR, WoC, or Combustion .... SR and WoC apply Fire Exp that decreases the enemies fire resist. Combustion also decreases it ... both debuffs are better than flammability, becasue curses sucks against bosses,

I don't know ... if you want to use the kaoms and that staff. I would recommend you:


6L Staff: RF - Burning dmg. Conc Effect - Inpiration - Ele focus - Efficacy

4L: SR - Inf chanelling - Burning dmg - faster casting / elemental focus (with the SR you get the Fire Exp and the inf chanelling give u "infusion", which also applies to the RF)

4L: Shield charge / Leap slam - Fortify - Faster attack - Inspiration

4L: Vitality - PoF // OoO / Storm Brand - Inc critical strike chance

When you get a helmet from the elder, you will have 2 more sockets available to put what you want(6L SR, golem, CWDT + MS ...)


this is a very good response and id thought id add a littlebit to it. there are many ways to run the rf, as the responses above stated everything he said is correct. i personally don't like wave of conviction and i will never use leapslam. i want to use the inpsiration setup someday but that would require a quad helmet for me and ive never owned one of those yet.

the only thing i can really recommend above is don't use sr as a dmg source, use it in a 2link, simply sr + infused channel. the sr is just there to provide exposure and the infused is actually very useful.

also the biggest advantage in using a staff is you get +5 levels and 6l, while searing touch isn't a endgame staff its still very good early, but yours isn't even 6linked...

and don't run rf inside a 6l or glove, believe me ive tried to move rf away from the helmet, non of them setups even come close because of the 30% more dmg modifier, and ive tested stuff like staffs with "supported by arcane surge" which allows you to use swift affliction with rf, non of them came close to a helmet


Last edited by zheng738#5818 on Oct 12, 2020, 8:38:49 PM
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mkdnpna wrote:
What do you guys think about

1. Withering step as a movement/CWDT skill. Extra tankiness due to some dodge, extra movement speed for map clear due to phasing.

2. Medium Thread of Hope in socket near Golem's blood pickng both Disciple of the Unyielding+Slaughter. That gives huge boost to dps (10*8% increased damage, 3*4% more dps while mapping). Only costs 2 extra points.

3. Culling strike as movement skill support instead of faster attacke. Attack speed presumably won't be that bad with q20 gem and Culling Strike somewhat improves boss dps.

4. Flesh and Stone with sand stance to further improve tankiness (maybe better fit for Chieftain to sacrifice some dps by anointing Charisma instead to allow running this aura)



1) You need Leap Slam o Shield charge to get Fortify and both of them could help u to apply EE properly (with add light/cold dmg to attacks).

2) Not necesary. Nodes before to disciple or Unyielding are also good and interesting to catch.

3) Faster attacks is mandatory. Without that you are very slow and it is very difficult to dodge attacks. If u want Culling strike, just link it to Orb Of Storm or Storm Brand.

4) Check the numbers, but in my experience, this build is so annoying about the mana (so much mana reserved and low mana regeneration rate).

Just think about it...
- leap slam or shield charge are 17-20 mana
- SR or Cyclone have high cost mana as channeling skills (probably 20-30-40 mana per cast.... imagine aprox 1,5-2 cast rate)
- WoC + Storm Brand + Flammability + some guard skill (MS or Inmortal call)...

Even with good staff at mana costs and mana regen, u will need to invest in annoinments (Charisma is so bad for annointment) and probably u will need an enlighten....

Just, if u want "less dmg taken", use immortal call. It is so so so much Efficient.

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