[3.17] Hybrid's Molten Strike Jugg - Hold right click to TANK anything |MELT the Atlas|Divine Flesh|

Been playing around with this build and must admit that I am quite disappointed. Even with 85% shadow resistance and max endurance charges it doesn't feel particulary tanky, and the dmg output is heavily reliant on HIGH-EX gear. Compared to the nebuloch build from a few seasons ago, it feels harder to gear, with less dmg and tankiness. I'll probably try to swap from kaom's heart to something like loreweave in order to increase dps and make gearing more flexible.
Last edited by Flaxiz#6671 on Feb 14, 2021, 5:45:22 PM
What's the difference between "Molten strike fires an additional projectile" (or 2-3 projectiles) and Tribal Fury? Is it just the spread of balls or what?
I'm thinking of getting a helmet with 3 additional projectiles and just realized i'm not 100% sure what Tribal Fury actually means
"
Spelac wrote:
What's the difference between "Molten strike fires an additional projectile" (or 2-3 projectiles) and Tribal Fury? Is it just the spread of balls or what?
I'm thinking of getting a helmet with 3 additional projectiles and just realized i'm not 100% sure what Tribal Fury actually means

Tribal fury literally targets 1 more enemy when you are attacking. So when you have +2 targets you kind of have ancestral call. This improves clearing (you may consider it as AOE) and also positioning (especially in combination with range). Additional projectiles just add a projectile to your molten strike explosions. Combined with +X to targets hit, you will hit those targets with +1 projectile as well (if it lands on them ofc).


"
Flaxiz wrote:
Been playing around with this build and must admit that I am quite disappointed. Even with 85% shadow resistance and max endurance charges it doesn't feel particulary tanky, and the dmg output is heavily reliant on HIGH-EX gear. Compared to the nebuloch build from a few seasons ago, it feels harder to gear, with less dmg and tankiness. I'll probably try to swap from kaom's heart to something like loreweave in order to increase dps and make gearing more flexible.

Well. When I started playing this build I kind of felt that on 10-20ex investment it just didn't shine. I did some changes. What made it feel better was changing the tree:
1) getting +2 strike skills on gloves = drop everything around tribal fury
2) dropping +1 max res in tree and changing route to shield defences + block
3) using medium range thread of hope in the socket near golem's blood. It will grab you some decent nodes.

Also I felt that the real trick here is just to have 8.5k+, preferably 9k+ hp.
Blind on abyss jewel also helps.
I also felt like I don't even really need +2 all res on the shield. % life could be better and easier to buy/craft.
dmg reduction corrupts / crit reduction (potential switch to lunaris) / chaos dmg red... on kaom's are sold almost for free. < easy upgrade as well

I was quite lazy recently and haven't finished the build and kind of half-assed what I have but it is doing fairly ok even now. The only real struggle for me is uber atziri and "the feared" when she has company. But this is probably because I'm not patient enough.

I believe it also has a major upgrade getting a chest piece with something like "attacks taken as chaos damage" and additional curse on enemies (or anything you can find useful). If you get decent life mods you will only lose 800-1000 raw hps for a huge dmg boost, including some bonuses like enfeeble or whatever you prefer. This will also open at least one slot for a pure damage ring since you'll get some res from the chestpiece.

<loreweave can be a decent budget option as well. As for 2x nebuloch. They are definitely budget friendlier than this and deal more damage with the same amount of investment but less tanky (a shield is a shield).


Edit: I forgot to say that there is another thing to make this build tankier - life recovery rate. Belt mod and watcher's eye are the things which make it look like the gifs in OP.
Last edited by Heathcl1ff#2697 on Feb 15, 2021, 8:31:53 AM
"
Heathcl1ff wrote:
"
Spelac wrote:
What's the difference between "Molten strike fires an additional projectile" (or 2-3 projectiles) and Tribal Fury? Is it just the spread of balls or what?
I'm thinking of getting a helmet with 3 additional projectiles and just realized i'm not 100% sure what Tribal Fury actually means

Tribal fury literally targets 1 more enemy when you are attacking. So when you have +2 targets you kind of have ancestral call. This improves clearing (you may consider it as AOE) and also positioning (especially in combination with range). Additional projectiles just add a projectile to your molten strike explosions. Combined with +X to targets hit, you will hit those targets with +1 projectile as well (if it lands on them ofc).


"
Flaxiz wrote:
Been playing around with this build and must admit that I am quite disappointed. Even with 85% shadow resistance and max endurance charges it doesn't feel particulary tanky, and the dmg output is heavily reliant on HIGH-EX gear. Compared to the nebuloch build from a few seasons ago, it feels harder to gear, with less dmg and tankiness. I'll probably try to swap from kaom's heart to something like loreweave in order to increase dps and make gearing more flexible.

Well. When I started playing this build I kind of felt that on 10-20ex investment it just didn't shine. I did some changes. What made it feel better was changing the tree:
1) getting +2 strike skills on gloves = drop everything around tribal fury
2) dropping +1 max res in tree and changing route to shield defences + block
3) using medium range thread of hope in the socket near golem's blood. It will grab you some decent nodes.

Also I felt that the real trick here is just to have 8.5k+, preferably 9k+ hp.
Blind on abyss jewel also helps.
I also felt like I don't even really need +2 all res on the shield. % life could be better and easier to buy/craft.
dmg reduction corrupts / crit reduction (potential switch to lunaris) / chaos dmg red... on kaom's are sold almost for free. < easy upgrade as well

I was quite lazy recently and haven't finished the build and kind of half-assed what I have but it is doing fairly ok even now. The only real struggle for me is uber atziri and "the feared" when she has company. But this is probably because I'm not patient enough.

I believe it also has a major upgrade getting a chest piece with something like "attacks taken as chaos damage" and additional curse on enemies (or anything you can find useful). If you get decent life mods you will only lose 800-1000 raw hps for a huge dmg boost, including some bonuses like enfeeble or whatever you prefer. This will also open at least one slot for a pure damage ring since you'll get some res from the chestpiece.

<loreweave can be a decent budget option as well. As for 2x nebuloch. They are definitely budget friendlier than this and deal more damage with the same amount of investment but less tanky (a shield is a shield).


Edit: I forgot to say that there is another thing to make this build tankier - life recovery rate. Belt mod and watcher's eye are the things which make it look like the gifs in OP.


Thanks for a very thorough response. Some of it, I've already done on my own. Like dropping the 3 nodes for +1all max res and trying to get gloves to eliminate the need for tribal fury. I'll look into the rest of it and report back ;)
First season to learn/play POE and I must say this build is 10/10. Its like playing the game on training wheels since you have a much bigger window of error to learn boss patterns. Finding budget items for this build was really great since it was comparatively cheap as hell to get something running for T16 maps which let me farm for more expensive items. Best damage jump is definitely getting a +30% elemental damage on the elder helmet with a 20/20 Immolate and Conc.


Ran out of currency to finish. Need to farm for the next few days. Maven's Orbs are expensive in RHC
Last edited by Robet24#6240 on Feb 16, 2021, 2:44:10 AM
"
Robet24 wrote:


Ran out of currency to finish. Need to farm for the next few days. Maven's Orbs are expensive in RHC


was thinking of crafting one from scratch myself with a legacy base i have in std


but it require so much currency and im pretty bad at crafting so idk...


really tempting though, as the lvl25 mods increase damage by quite a bit.
Last edited by HybridBoy#6125 on Feb 16, 2021, 6:18:47 AM
@Robet24

Hey bro, would you mind sharing the steps for crafting that helm?
Im really enjoying the build a lot, never been this far in the endgame before.

I got a question regarding rings. I am using a poachers mark and a life on hit ring right now. Sometimes when fighting tough Bosses and facetanking there Hits my only Problem is that I dont regenerate life fast enough so I am using 2x Forbidden Taste to get back up fast, but they obviously only work a few times.

Do I need life on hit rings even? I see many players here dont use them and rather get more life or often increased elemental damage.
Is more damage better for recovery because life leech scales better or how do you guys get back to full?
"
Zyvex23 wrote:
Im really enjoying the build a lot, never been this far in the endgame before.

I got a question regarding rings. I am using a poachers mark and a life on hit ring right now. Sometimes when fighting tough Bosses and facetanking there Hits my only Problem is that I dont regenerate life fast enough so I am using 2x Forbidden Taste to get back up fast, but they obviously only work a few times.

Do I need life on hit rings even? I see many players here dont use them and rather get more life or often increased elemental damage.
Is more damage better for recovery because life leech scales better or how do you guys get back to full?


you're missing a watcher's eye jewel with "#% increased life recovery rate while affected by vitality". combined with the vitality aura and the unbreakable node from the ascendancy, thats probably the main source of life regen.

another thing is the cinderswallow urn flask, with "regenerate #% of life per second during flask effect". its not as good as the vitality+watchers eye, but its a nice increase in life regen.

when you get the corrupted "#% chance to fortify on melee hit" on the weapon, it will also increase your survivability by a considerable amount.

another tip: forget about life leech, and think about life regen instead. the life leech provided by the node "feed the fury" on the large cluster jewel is sufficient enough.
Last edited by leonores#2411 on Feb 16, 2021, 12:57:06 PM

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