[3.13] Contagious Burning Discharge - Chieftain/Jugg | Budget to wild - League start friendly

A couple of questions and ideas around flat added damage mods, that could be very powerful with Discharge's 450% effectiveness value.

First, next to the obvious "adds # to # fire damage to spells" mod, there are some items like Circle of Anguish or Impresence that state "adds # to # to fire damage". Is that equally viable as the aforementioned mod, making these items an interesting choice?

When looking for uniques granting "adds # to # fire damage to spells" I found Volkuur's Guidance and Martyr of Innocence as well. Did anyone consider using them for our build?

In terms of (influenced) rare items, what are the must-get mods per slot? So far my list includes Hunter/Elder Helm (flat fire damage to spells), Warlord Boots (endurance charge, even 2 with corruption), Hunter/Shaper Gloves (fire damage over time multiplier), Hypnotic Eye Jewels (flat fire damage to spells, up to 2 mods). Do you have other suggestions?
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Irongunner wrote:
A couple of questions and ideas around flat added damage mods, that could be very powerful with Discharge's 450% effectiveness value.

First, next to the obvious "adds # to # fire damage to spells" mod, there are some items like Circle of Anguish or Impresence that state "adds # to # to fire damage". Is that equally viable as the aforementioned mod, making these items an interesting choice?

When looking for uniques granting "adds # to # fire damage to spells" I found Volkuur's Guidance and Martyr of Innocence as well. Did anyone consider using them for our build?

In terms of (influenced) rare items, what are the must-get mods per slot? So far my list includes Hunter/Elder Helm (flat fire damage to spells), Warlord Boots (endurance charge, even 2 with corruption), Hunter/Shaper Gloves (fire damage over time multiplier), Hypnotic Eye Jewels (flat fire damage to spells, up to 2 mods). Do you have other suggestions?


I actually just pulled out Anger, the flat damage just doesn't scale the ignite as well as I had hoped in theory crafting. Malevolence ends up being a strait DPS increase. Also added in summon skitterbots.

I think if you were building for the hit, then yeah, stack all of it you can get.

The boots are on my gear list, you'll want to pair with Shaper for cooldown recovery. Make sure you get it on belt too. We can get Discharge CD down to 1.53.

The gloves are a toss up and really depend on the rest of your gear. We will need dex to max out Second Wind (I guess you don't HAVE to max it, but EC cooldown is 8 seconds now, we can get it to 3.37) and also res from that slot since we can't get it a lot of other places. If you can meet dex req, and keep res capped while losing a suffix on gloves then go for it. Just icing on the cake.

Really the staff is the biggest craft, and crazy DPS boost. up to +5, Fire Dot Multi, DoT multi, Fire damage, Faster burns. Its just a massive boost. New base type gives +1 charge as well, but on a warstaff.

*NOTE TO ANYONE FOLLOWING THE GUIDE*

I changed auras around and added some different gear choices. Replica Ambu's really fits well and is super cheap currently. Grab the new PoB, or just swap Malevolence and summon skitter bots. More DPS and utility.
Last edited by bodhe#3613 on Sep 21, 2020, 2:48:03 AM
Kaom rings prophecy went from 15c this morning to 30c and rising. I am kicking myself for being too lazy to convert them since "I didn't really need the life regen at the moment".

Anyhow, comparing my Fireball trickster who was decked out to this guy; this guy already matches him in power with really not good gear. There is no doubt in my mind there is room to scale the ignite to huge levels that shame Fireball. The ONLY real downside is Blighted Maps are pure suffering for us, as they are for most melee-centric builds, but having RF level life regen and 9-10 Endurance Charges in these Heists is more than making up for it imho. You can also just walk into all the traps in the Uber lab trials, so that's always nice.
Have you thought about running righteous fire? Is it sustainable or what do you think you would need to do to sustain it?
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JoeODanger wrote:
Kaom rings prophecy went from 15c this morning to 30c and rising. I am kicking myself for being too lazy to convert them since "I didn't really need the life regen at the moment".

Anyhow, comparing my Fireball trickster who was decked out to this guy; this guy already matches him in power with really not good gear. There is no doubt in my mind there is room to scale the ignite to huge levels that shame Fireball. The ONLY real downside is Blighted Maps are pure suffering for us, as they are for most melee-centric builds, but having RF level life regen and 9-10 Endurance Charges in these Heists is more than making up for it imho. You can also just walk into all the traps in the Uber lab trials, so that's always nice.


Lol, I did the same thing with my rings. I was like ah, I'll wait till they're 1c, nope.

Not sure where your damage is sitting at but I did a blighted map without too many issues. Our prolif last awhile and can eat up mobs for a few seconds while you run and blast another area, dependent on choke points though. Also, don't sleep on the shooter minions, a few of those grouped up can handle one road unless a boss comes down. I think I am going to anoint rings for them and just build them everywhere, they got buffed and already did pretty good dps.

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block1618 wrote:
Have you thought about running righteous fire? Is it sustainable or what do you think you would need to do to sustain it?


Scales the hit, not the ignite. cuts our regen in half and if without charges for anytime you will get a pretty hard degen.
Hello, enjoying the build so far. Playing as a Jugg which I found to have better charge generation. The 25% chance to gain up to max really puts in a lot of work. Have you considered replica farrul's fur? It makes us gain up to our max frenzy and endurance charges so that could be pretty interesting if we could lower the swap to time with our discharge cd.
Well the dps ignite damage on decent gear seems not good for endgame, gotta wait and see what changes on a 6-link.
Last edited by OranjeJuice#0089 on Sep 21, 2020, 4:39:54 AM
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bodhe wrote:
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Irongunner wrote:
A couple of questions and ideas around flat added damage mods, that could be very powerful with Discharge's 450% effectiveness value.

First, next to the obvious "adds # to # fire damage to spells" mod, there are some items like Circle of Anguish or Impresence that state "adds # to # to fire damage". Is that equally viable as the aforementioned mod, making these items an interesting choice?

When looking for uniques granting "adds # to # fire damage to spells" I found Volkuur's Guidance and Martyr of Innocence as well. Did anyone consider using them for our build?

In terms of (influenced) rare items, what are the must-get mods per slot? So far my list includes Hunter/Elder Helm (flat fire damage to spells), Warlord Boots (endurance charge, even 2 with corruption), Hunter/Shaper Gloves (fire damage over time multiplier), Hypnotic Eye Jewels (flat fire damage to spells, up to 2 mods). Do you have other suggestions?


I actually just pulled out Anger, the flat damage just doesn't scale the ignite as well as I had hoped in theory crafting. Malevolence ends up being a strait DPS increase. Also added in summon skitterbots.

I think if you were building for the hit, then yeah, stack all of it you can get.

The boots are on my gear list, you'll want to pair with Shaper for cooldown recovery. Make sure you get it on belt too. We can get Discharge CD down to 1.53.

The gloves are a toss up and really depend on the rest of your gear. We will need dex to max out Second Wind (I guess you don't HAVE to max it, but EC cooldown is 8 seconds now, we can get it to 3.37) and also res from that slot since we can't get it a lot of other places. If you can meet dex req, and keep res capped while losing a suffix on gloves then go for it. Just icing on the cake.

Really the staff is the biggest craft, and crazy DPS boost. up to +5, Fire Dot Multi, DoT multi, Fire damage, Faster burns. Its just a massive boost. New base type gives +1 charge as well, but on a warstaff.

*NOTE TO ANYONE FOLLOWING THE GUIDE*

I changed auras around and added some different gear choices. Replica Ambu's really fits well and is super cheap currently. Grab the new PoB, or just swap Malevolence and summon skitter bots. More DPS and utility.


Why Skitterbots? I can't see a reason except for the chill, which is at 10% chill, right?

Also, you sure Malevolence is SUCH an upgrade? Just judging from the wiki and reading, at level 20 Malevolence has 20% damage over time and 19% skill duration (which would lead to 39% more damage in a way, right? If you disregard the dot dmg per tick etc) and HoA gives 40% more Burning Damage, which is 1% more? And we're not scaling the initial hit, sure, but the initial hit of HoA will give the initial hit a little bit of a boost.
Also, just a headsup, since I just noticed this by accident. It doesn't seem like Firestorm can be on level 8, as it requires level 46. I am assuming this is a fault from GGGs side, as in their WIKI it does say it should be able to be level 8. And that this happened because of the urgent change of what level you got Firestorm at right before launch.

Edit: you need a level 4 Firestorm :)
Last edited by Popmycherry#3940 on Sep 21, 2020, 5:04:19 AM
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Popmycherry wrote:
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bodhe wrote:
"
Irongunner wrote:
A couple of questions and ideas around flat added damage mods, that could be very powerful with Discharge's 450% effectiveness value.

First, next to the obvious "adds # to # fire damage to spells" mod, there are some items like Circle of Anguish or Impresence that state "adds # to # to fire damage". Is that equally viable as the aforementioned mod, making these items an interesting choice?

When looking for uniques granting "adds # to # fire damage to spells" I found Volkuur's Guidance and Martyr of Innocence as well. Did anyone consider using them for our build?

In terms of (influenced) rare items, what are the must-get mods per slot? So far my list includes Hunter/Elder Helm (flat fire damage to spells), Warlord Boots (endurance charge, even 2 with corruption), Hunter/Shaper Gloves (fire damage over time multiplier), Hypnotic Eye Jewels (flat fire damage to spells, up to 2 mods). Do you have other suggestions?


I actually just pulled out Anger, the flat damage just doesn't scale the ignite as well as I had hoped in theory crafting. Malevolence ends up being a strait DPS increase. Also added in summon skitterbots.

I think if you were building for the hit, then yeah, stack all of it you can get.

The boots are on my gear list, you'll want to pair with Shaper for cooldown recovery. Make sure you get it on belt too. We can get Discharge CD down to 1.53.

The gloves are a toss up and really depend on the rest of your gear. We will need dex to max out Second Wind (I guess you don't HAVE to max it, but EC cooldown is 8 seconds now, we can get it to 3.37) and also res from that slot since we can't get it a lot of other places. If you can meet dex req, and keep res capped while losing a suffix on gloves then go for it. Just icing on the cake.

Really the staff is the biggest craft, and crazy DPS boost. up to +5, Fire Dot Multi, DoT multi, Fire damage, Faster burns. Its just a massive boost. New base type gives +1 charge as well, but on a warstaff.

*NOTE TO ANYONE FOLLOWING THE GUIDE*

I changed auras around and added some different gear choices. Replica Ambu's really fits well and is super cheap currently. Grab the new PoB, or just swap Malevolence and summon skitter bots. More DPS and utility.


Why Skitterbots? I can't see a reason except for the chill, which is at 10% chill, right?

Also, you sure Malevolence is SUCH an upgrade? Just judging from the wiki and reading, at level 20 Malevolence has 20% damage over time and 19% skill duration (which would lead to 39% more damage in a way, right? If you disregard the dot dmg per tick etc) and HoA gives 40% more Burning Damage, which is 1% more? And we're not scaling the initial hit, sure, but the initial hit of HoA will give the initial hit a little bit of a boost.


Ash's burning damage is not global. It's tricked me like that before in the past too. It's kind of sad, because I love using HoA and very few things run it these days.

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