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

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ngtrungkhanh wrote:
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KasKyo wrote:

P.S. Have no idea how to counter chaos damage since so many unique and no place for resistance.


How about going through diamond skin and get blue nightmare/red nightmare for block. You will have 20+ all res, more room for chaos res in gear. Also find a boot corrupted +1 endurance charge with life and some res. +1 endurance charge will make the loss dps of not be ignited.


This Unique boots defacto give me 60% movespeed while mapping which is a lot and ~70% increase dmg so swap to compensate would be smth like tailwind + 1 endurance charge, 30% ms which will cost a lot.
Diamond skin would take too many points unless i spec out war cry nodes, which are kinda crucial for perma enduring cry and charge generation (having <4s cooldown makes ascendancy generation permanent).
I can probably get some chaos res in clusters... but that goes into expensive side of the build and i wanna keep costs under 10-20ex in total (which it's right now).
Wouldnt the alternative discharge gems just be straight up better with their version?
Currently experimenting - using wand and Romiras.
Frenzy+gmp+FasterAtt - you are always at 3 frenzy and 5 power charges and 6 endurance(after EC) + procs EleOverload.
This way you dont need extra end charges. just grab Avatar of fire and thats like another 5 end. charges for free.
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Qurest wrote:
Wouldnt the alternative discharge gems just be straight up better with their version?

Well, depends on build variation and purpose. Cast speed would be good for clear setup, 3 different charges damage still for clear if you use ring to generate power charges, chance not to consume is kinda.. crap (you have other sources to gather charges for bosses and while clearing you're full after each pack, also 10% is kinda unreliable). I went with just 21 without quality cause cheap.
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KasKyo wrote:
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Qurest wrote:
Wouldnt the alternative discharge gems just be straight up better with their version?

Well, depends on build variation and purpose. Cast speed would be good for clear setup, 3 different charges damage still for clear if you use ring to generate power charges, chance not to consume is kinda.. crap (you have other sources to gather charges for bosses and while clearing you're full after each pack, also 10% is kinda unreliable). I went with just 21 without quality cause cheap.



Just original discharge lvl 21 yeah? no alternative ones?
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Qurest wrote:
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KasKyo wrote:
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Qurest wrote:
Wouldnt the alternative discharge gems just be straight up better with their version?

Well, depends on build variation and purpose. Cast speed would be good for clear setup, 3 different charges damage still for clear if you use ring to generate power charges, chance not to consume is kinda.. crap (you have other sources to gather charges for bosses and while clearing you're full after each pack, also 10% is kinda unreliable). I went with just 21 without quality cause cheap.



Just original discharge lvl 21 yeah? no alternative ones?


I don't really see profit in them. May be only cast speed for smoother maping. But leveling them would take time and the only anomalous 21+20 on market costs 5ex when 21 costs 20c and 21+20 costs 2ex.
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KasKyo wrote:



Also here is my take on this build. 3kk single target dps, 17,7kk ignite damage, reasonable gear.
Further upgrade would be several ex/slot (good big cluster, watcher's eye, rare staff, enchanted warlord base helmet with -9%, may be synthesis base rings with +1 endurance implicit). I got 145% movespeed, weapon swap for clear/single target, glancing blow and no problem with mana.
Procing EE, EO and combustion with storm brand, curse on hit flammability with WoC.
No cwdt chain cause why tho, igniting with storm brand for ammu.
Any ideas to improve further? pob https://pastebin.com/y7aqvQUA
edit. fixed pob


Tried your take, still getting one shot by random stuff, more often than before, which, I know, makes no sense. Also, I'm not sure how you can cast WoC/Stormbrand manually, it feels like channeling (since the cast speed is so horrendously low).

Edit: Now also getting obliterated in maps.
Last edited by gtankbr#3301 on Sep 29, 2020, 2:47:18 PM
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gtankbr wrote:
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KasKyo wrote:



Also here is my take on this build. 3kk single target dps, 17,7kk ignite damage, reasonable gear.
Further upgrade would be several ex/slot (good big cluster, watcher's eye, rare staff, enchanted warlord base helmet with -9%, may be synthesis base rings with +1 endurance implicit). I got 145% movespeed, weapon swap for clear/single target, glancing blow and no problem with mana.
Procing EE, EO and combustion with storm brand, curse on hit flammability with WoC.
No cwdt chain cause why tho, igniting with storm brand for ammu.
Any ideas to improve further? pob https://pastebin.com/y7aqvQUA
edit. fixed pob


Tried your take, still getting one shot by random stuff, more often than before, which, I know, makes no sense. Also, I'm not sure how you can cast WoC/Stormbrand manually, it feels like channeling (since the cast speed is so horrendously low).

Edit: Now also getting obliterated in maps.


This is somewhat hard to believe (both this time and before) just based on the stats of the build, so if it's true I suspect it's playstyle related. If you record a short clip of a death or two, I'm sure people here could diagnose why you're dying - it's not "out of nowhere" or being "one shot by random stuff." It'll be because, for example, you were crit while you had few charges, or you ran straight into a barrage of projectiles instead of approaching obliquely, or you flame dash on the wrong cadence, or you don't circle strafe enough, or...

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KasKyo wrote:
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malebranche wrote:
Edit: Fire DoT multi on your jewels would be good too, probably.


They give slightly less dmg, checked right now. Just Burning damage roll is very high, upto 20%, so it gives a lot.


No thoughts on Command of Steel? It's a lot of increased, and it might also tilt the balance on which jewels are better (since increased mods have diminishing returns). The other thought is a helm with -fire res, life, and chaos res could be better than Hrimnor's Resolve. It's really only a middling life roll, some cold res, a flask affix, and a middling increased damage roll.
Great build. Anyone actually tried Jugg version? Im curious about charge generation with eye of innocence's + Ambu's Charge + Sunspite boots compared to Chief with same setup.
Last edited by MrLightless#1577 on Sep 29, 2020, 3:49:33 PM
Believe me, I've been playing since beta and I'm just as baffled as you are. I don't do ANY of the normal dumb shit (eat projectiles, get shotgunned by the door line, step on mines on the ground).
I've been so afraid playing this build I barely even use flame dash, unless I'm trying to run away. Heists take a solid 10 minutes because I'm freaking out I'll die instantly to "???". I've never felt this squishy with 9 endurance charges at all times, 23% phys into fire mitigation, max block. I'm literally spamming my flasks before white mobs because they get me to near death almost instantly once I engage.

Example below:



I got one shot by one of those guys from across the screen, they moved forward to kill my golem. Yes, I removed rumi's, my gear doesn't support Hrimnor's and I need a freeze flask.

Was on full charges btw, and had JUST used my flasks to move again. And yes, I'm aware of the curses on the map.
Last edited by gtankbr#3301 on Sep 29, 2020, 4:24:32 PM

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