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

"
Spelac wrote:
"
VigorDracul wrote:
Hi just wanted to know if this ring is good for this build.



One open Suffix.


That's pretty good


What would you craft on it, or would you sell it? I dont knnow if there are other builds that would have greater use for it?
Last edited by VigorDracul#2148 on Nov 19, 2021, 10:59:41 AM
https://discord.gg/sC8dTh79fF

If anyone is interested, I would love to have more people to theorycraft this build further without having to clog up the forum post. With Brass Dome and Divine Flesh being tossed around, I figured it would be a perfect time to come together as a small community to try and push this build as far as it'll go.
Last edited by ghrin13#6761 on Nov 20, 2021, 4:42:03 PM
Author says that divine flesh might not be needed now that its easier to get that 80% res from tree-gear.

Can someone confirm?
"
babicko wrote:
Author says that divine flesh might not be needed now that its easier to get that 80% res from tree-gear.

Can someone confirm?


Yep, dropped the divine flesh and invested more into vitality instead. Feels much better. I even plan to drop cleansed thoughts to further reduce my chaos res since everything else is at 80% anyway.
"
babicko wrote:
Author says that divine flesh might not be needed now that its easier to get that 80% res from tree-gear.

Can someone confirm?


im testing brass dome setup instead of divine flesh.


got 85/85/85/80 max res with almost 30k armor.

the biggest problem is penetration, which is what divine flesh is great against.
because, for example, when shaper shoots his balls at you, they deal cold damage with 25% pen.
so with 85% max res your actual res against this hit is 60%, which is very low.
with divine flesh though, you take 50% of ele as chaos, and the shaper's skill specify its penetrating cold res, not chaos res.
so its basically halves the pen to 12.5%.
with my divine flesh setup i had 81/81/81/89 max res, so the actual cold res against the hit would be ((81-25)+89)/2= 72.5%, this value is much closer to the normal 75% res cap.


but its hard to test right now because GGG nerfed fortify and its basically impossible to have full stacks of fortification.


brass dome provides more physical mitigation, but that wasnt a real problem before, and its worse for ele damage so i think overall kaoms still wins.

what brass dome gets you is more sockets, which is always a good thing.
i really enjoy multiple totem support for my ancestral protector.
this also allows me to have more CWDT setups.
i have one setup with lvl 1 WOC and hydrosphere for more consistence procs and damage against bosses.
and another setup with lvl 20 molten shell, to take advantage of the armor from brass dome.

i dont really feel hydrosphere is doing anything really, but i dont play much so idk.


personally i think i will go back to kaoms and try to mess more with the tree.
the 100% reduced damage from crits that brass dome grant is nice, but i already have a kaoms with 50% corruption and another 30% from the belt, i feel its close enough to 100% to not worry about crit mods.

i also got a pretty good glorious vanity that have a good chunk of dps in it so its hard to argue against it.



i am not active much because of the nerfs, broken standard map tab and also real life.




a tip i can give for players that have good enough gear is to enchant your flasks with max charges.
it comes with a downside of not being able to gain charges during flask effect, but you dont really need the flasks for clear and it enables you to have like 6 uses of wise oak, 5 uses of dying sun and 2 uses of cinder bottled faith (3 if you get perfect +60 charges).


Something that I have been working around with that I've come to like quite a bit is trading out snipers mark for a Curse Flammability on hit ring and running Molten Shell in its place. It sucks losing sniper's on a single target, but flammability is still a DPS increase and the uptime on the curse is damn near 100% so there is always value out of it. Molten shell I have on my left click so its popped often enough to get some great DR and also Vaal Molten Shell for a emergency CD that has saved me a time or 2 in deep scourge. Not to say this works for everyone but it has worked well for me!
I have been following this guide and playing with this build prior to 3.16. As a result of the changes in 3.16, I modified the build to a crit one and would like to share it here. This crit build is as tanky as before with respectable dps. It requires minimal changes in gears and gems. The only major item I changed is the Weapon and use more cluster jewels. Instead of using Grelwood Shank, I use Paradoxica which has a higher crit base and scales very well with flat added damage. This is my PoB for your information:

https://pastebin.com/qpj5G3BS

Some benefits of turning the build into crit base include:

- Higher dps potential.
- Higher chance to ignite which is good for "Immolation Support" as well as the Fire Mastery node "Recover 2% of Life when you ignite a non-ignited Enemy".
- The loss of 2 projectiles by using Paradoxica is well compensated by the higher dps of the weapon. More importantly, both the strike and ball damages are substantially higher which makes reaching max fortification easier. I pretty much achieve max fortification with one hit most of the time.

Hope this post is useful to some of you who still want to stick with Molten Strike.
regarding those fortification stacks, and jugg being a bit meh nowadays, i was wondering if one could run a champion
"
Alfred2000 wrote:
I have been following this guide and playing with this build prior to 3.16. As a result of the changes in 3.16, I modified the build to a crit one and would like to share it here. This crit build is as tanky as before with respectable dps. It requires minimal changes in gears and gems. The only major item I changed is the Weapon and use more cluster jewels. Instead of using Grelwood Shank, I use Paradoxica which has a higher crit base and scales very well with flat added damage. This is my PoB for your information:

https://pastebin.com/qpj5G3BS

Some benefits of turning the build into crit base include:

- Higher dps potential.
- Higher chance to ignite which is good for "Immolation Support" as well as the Fire Mastery node "Recover 2% of Life when you ignite a non-ignited Enemy".
- The loss of 2 projectiles by using Paradoxica is well compensated by the higher dps of the weapon. More importantly, both the strike and ball damages are substantially higher which makes reaching max fortification easier. I pretty much achieve max fortification with one hit most of the time.

Hope this post is useful to some of you who still want to stick with Molten Strike.



thanks for sharing i will look into it when i have time.

going crit is something i played around in the past, but didnt quite got to a good enough point where i could recommend it.

with the fortify nerf, it might be worth going crit just for the stacks.
but i believe GGG will adjust the fortify mechanic as its not just a molten strike build problem, lots of other builds are suffering from it.
I try this build in 3.16 and its really solid. I use mainly for Delving and don't have any problems until now, depth 438 and easy.

But Molten Strike, on this playstyle, can't do Simulacrum 30. Its sad the current state of melee / tank builds.

Report Forum Post

Report Account:

Report Type

Additional Info