3.11 -- Righteous Fire Juggernaut / Chieftain (Outdated and Abandoned)

"
zheng738 wrote:
"
NewArkhadiam wrote:

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




Thank you both, this will help alot.
Yea I'm still kind of budgeting on Heist since I havent really been grinding all too much.

I wasnt intending to have cyclone be a damage dealing ability, I dont think I went to any weapon based nodes. There were some nodes that I grabbed just to get the dex or more armor but forgot to refund those.

Going to try adding WoC to see how that goes. SR wasn't really my thing when it first came out and I still don't really like it but I assume this is mostly for bosses/rare mobs.

Guess the first order is to work on the gloves and boots resistances so I can clear up some nodes for more HP. Or maybe get an RF helmet and I can drop the staff. Will tinker around.

Also for whatever reason I thought immortal call would still give you invinc to phys damage, I see now that after playing 50+ levels with it why it wasnt doing what I thought :). I think last time I played was 3.8 but I dont recall if it was still doing that.
thats what bloodmagic gem is for, and a 2link sr + infus dosn't even require bloodmagic, nor does a dual curse cyclone in a 4link the mana cost of cyclone is only 2. thread of hope gives you access to 1 5%life +3% mana reduction skill but that node isn't even needed, the soverignty node however is needed.

at the start of the league however u should have shield charge + faster attack + fortify + bloodmagic.

atm the moment with aspect of the spider, vitality lv1, malev and purity of fire. only with the soverignty node i have a mana pool of 13 and thats enough to never run out. and should u require a littlebit more you simply take 1 mana reserve node next to soverignty.

ive never had a mana problem with rf
Last edited by zheng738#5818 on Oct 12, 2020, 9:53:37 PM
"
zheng738 wrote:



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





Thanks for those words man ... the truth is i have been like 3-5 days reviewing this build, and adding some things to see how to optimize it.

I just want to say that SR should not be underestimated as a source of damage ... At first I was more excited with flame wall because of its numbers (it actually does more damage), but it is very problematic to apply the 2 DoT (you need to use 2-3 sockets for a projectile and also alters the EE). So I ended up choosing the SR, and with it I reached almost 2M dps.
Hi fellow exiles!

I know there's a lot of room for improvement in my build, but two things are making me crazy.

First one is charges generation. After 9 charges it's very well ok, but eating the first hits can be... Problematic. Tried doedre's to generate charges, but it's suicide. Can't use writting jar too... Any tips?

Second: the damage I'm taking seens of the charts. Even with 9 end charges sometimes I get one-shoted by physical damage.

Heists are a pain because some mobs just hit like a truck and sometimes I can't eat some hits while charges build up.

Thanks in advance for any tip.
"There's no thing like random one-shots in this game. You only die because you take 353,456,237 hits in 0.2 seconds."

"The best items in the game should not be crafted, they should be TRADED." - Cent, GGG
"
frostzor27 wrote:
Hi fellow exiles!

I know there's a lot of room for improvement in my build, but two things are making me crazy.

First one is charges generation. After 9 charges it's very well ok, but eating the first hits can be... Problematic. Tried doedre's to generate charges, but it's suicide. Can't use writting jar too... Any tips?

Second: the damage I'm taking seens of the charts. Even with 9 end charges sometimes I get one-shoted by physical damage.

Heists are a pain because some mobs just hit like a truck and sometimes I can't eat some hits while charges build up.

Thanks in advance for any tip.



- At your first point, if you have that problem, the best you can do is use enduring cry.

- To your second point ... I would only say two things:

1) I am almost convinced that what nuked you is not physical damage ... this build easily reaches the physical damage reduction cap ... if you also add fortify, immortal call, molthen shell or any other guard skill, add "less dmg taken" .... If you also use Solaris as major god .... it is literally impossible to be one-shot by physical damage


2) Keeping an eye on your gear, your main problem is that you have no HP, and that's what probably kills you. Ignoring the kaoms, the entire of ur gear only give you 100-110 HP ... Precisely that amount of HP you should get only with a decent leather belt ... At a minimum, you should get about 350 HP with the belt, gloves, boots, helmet and amulet. With that life boost, you shouldn't have those problems.

Been running some labs to get a good enchant on my new crafting base and I hit RF grants 30% Inc spell damage T.T
Hi,

Thanks for this guide and build - loving it.

I just came back to RF after doing Ice Crash but this feels much tankier, smoother with much more QoL.

I'd appreciate any help in my next upgrade - I need more dps for boss encounters but as I just geared this in a hurry I'd like some tips on what to upgrade next. I'm not quite sure how best to scale my RF / VRF.

Any help much appreciated.

My char is Sparkie_ICJugg

https://www.pathofexile.com/account/view-profile/Sibaroni/characters
"
Sibaroni wrote:
Hi,

Thanks for this guide and build - loving it.

I just came back to RF after doing Ice Crash but this feels much tankier, smoother with much more QoL.

I'd appreciate any help in my next upgrade - I need more dps for boss encounters but as I just geared this in a hurry I'd like some tips on what to upgrade next. I'm not quite sure how best to scale my RF / VRF.

Any help much appreciated.

My char is Sparkie_ICJugg

https://www.pathofexile.com/account/view-profile/Sibaroni/characters



Hi man¡¡

- The first thing you should do is look for 6L on your helmet. Even if you have that "30% more elemental dmg", you will have more dps with burning dmg + conc effect

- Using Inc AoE and Conc effect at the same time is meeeh .... I would tell you to swap the gems, and use the remaining slot for another damage gem (efficacy or inspiration)

Then, I can imagine you are playing play with 98-99% mana reserved ... let's see, I would try this:

- Remove Malevolence and replace it with aspect of the spider .... malevolence gives you 20% more dmg, but aspect of the spider gives you 15% and releases 30% of your mana. With that, you could remove enlighten and reuse the 3 "mana reserved" nodes ..... if you use 2 to get "deep thoughts" you should not have mana problems. With this, you could use inspiration with Leap slam (remove blood magic), and you could put inspiration to RF (35% more dmg). In this way, you would do more damage than before, you would have more mana, you would have 1 extra skill point and you have 2 free sockets (with these two sockets, an interesting idea would be to change your CWDT to 4L, adding combustion), and put in a 3L vitality, PoF and something else (maybe Vaal molthen sell, Enduring cry ... etc).

- Of your gear ... in general little could be improved ... Apart from trying to get higher rolls and obtain an elder helmet 6L, I would recommend you change the amulet and focus it in a more offensive way ... The typical amulet with double influence is very expensive, but a hunter's amulet is a good option, since it has the +1 to int gems and Fire DoT multiplier .... If you get a roll of those, I recommend that you craft it with Aspect of spider , and what you can put (Life, resists, dmg).

- Finally, like any build .... try to remove the awakened gems and enchants.


Yesterday I failed Sirus in AL 0... Feelsbadman. I think it's because I didn't take unstopable to prevent the slows so I could not dodge the beams... And most important my regen didn't surpass the bleed while moving, guess I'll have to get another ammy...

So far I can do any T16 content no juiced, kill conquerors, Heists... But I'll have to relearn Sirus. Never killed him in a close range build.
"There's no thing like random one-shots in this game. You only die because you take 353,456,237 hits in 0.2 seconds."

"The best items in the game should not be crafted, they should be TRADED." - Cent, GGG
Thanks for the excellent, detailed advice NewArkhadiam. I managed to get back four mana reserve nodes in all and ditched enlighten. I now have a much better helm and running Aspect of Spider on ammy instead of Malevolence.

Cheers

Sibaroni

Report Forum Post

Report Account:

Report Type

Additional Info