[3.23] [SC+HC] Righteous Fire (RF) Chieftain: One build to go from Act 2 leaguestart to pinnacles
" I'll admit I've not tried league yet (notice the lack of a challenge icon by my name as of writing) so I don't already know much about it. But if that is as you say:
As this is "damage taken," it's on their end, and this build normally lacks any other source of this... It's basically 20% more DPS. Main issue is that it's not a 100% chance, so you might have to land repeated blows for it to take effect, but it'd still be worthwhile. " Oath of the Maji sounds good, but keep in mind that Kaom's Heart doesn't provide much armour to begin with. While I've not gotten to try out the ascendancies myself, I'm actually leaning more towards Primalist, just because of the charm sockets. "Chieftain" affixes both has one to cover rare & unique enemies in ash (basically 20% more damage) as well as max fire resist mods, and a number of other mods seem potentially nice. Rufalius, hybrid Aura/Arc/Mana Guardian | Hemorae, TS Raider | Wuru, Ele Hit Wand Trickster
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Thanks for the answers and also could you explain me the mechanics of
penetration + (Damage Penetrates 6% of Enemy Elemental Resistances) exposure+ cover in ash+ scorch. Are they all seperate effects that adds MORE DMG? We do benefit from all of that stats correct? Each of them adds more damage seperatally and STACKS? I dont want to commit on waste stat in case i might be wrong On top of all because of the chieftain ascendancy Ramako sun light. That one says Nearby enemy monsters fire resistance against damage over time is -20% while you are stationary. Does this mean and stat of fire penetration doesnt work ? Is it fixed at -20 or can it go below -20 with further investment? Last edited by alisahinler on Dec 12, 2023, 4:38:58 AM
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" With the exception of "Covered in Ash," all of them apply to the same mechanic: resistances. So these effects are all summed together. Both Exposure and Scorch have the straightforward effect of subtracting from their fire resistance; their own tooltips (if you could see them) would show their resistance actually reduced. Penetration is more situational: it's attacker-side, and only applies to hits. As Righteous Fire does not hit (and the burning ground left by Fire Trap does not either) this doesn't really help us. "Covered in Ash" instead causes them to "take increased damage," which is a modifier to final, post-mitigation damage. It means that after everything else is calculated out, they will take a 20% increase over the damage being dealt to them. The only effect that would stack additively (and thus have sorta-diminishing returns) with the effect from "Covered in Ash" is Shock, which also provides an "increased damage taken" effect. " When it says "is" (i.e, "Fire Resistance against Damage over Time is -20%") then it's an override: nothing else will apply, it will just treat it as that. Granted, this is still a (small) improvement for pinnacle bosses, since given their high starting resistances of 50%, we actually can't readily push it as low as -20%... To say nothing of the occasional annoying rare monster that has 75% or higher. Rufalius, hybrid Aura/Arc/Mana Guardian | Hemorae, TS Raider | Wuru, Ele Hit Wand Trickster
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So These are the charm mods that I believe apply to RF in general
there is a few others like % increased strength and such but these are the ones I would say you should look for, for RF These are the T1 versions of the mods Prefix (5-6)% increased Area of Effect per Endurance Charge (11-20)% chance to Cover Rare or Unique Enemies in Ash for 10 Seconds on Hit (4-5)% chance to throw up to 4 additional Traps Culling Strike (20-30)% chance to gain an Endurance Charge when you are Hit (8-12)% increased Mana Reservation Efficiency of Skills Suffix You and nearby Allies have +(15-20)% to Elemental Resistances Recover 2% of Life on Kill/Recover 2% of Mana on Kill/Recover 2% of Energy Shield on Kill +2% to maximum Fire Resistance +1 to Minimum Endurance Charges/+1 to Minimum Power Charges +(10-15)% chance to Suppress Spell Damage Enemies you Kill that are affected by Elemental Ailments grant (26-40)% increased Flask Charges +(4-5)% to Chaos Resistance per Endurance Charge I don't know what the priorities would be here but: the cover enemies in ash would be on a charm culling strike and mana reservation efficiency would be on the others? the suffix part is the one you can probably mix and match |
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" Good work on sifting through all the mods! Yes, in general the "cover in ash" part would be by far the most important. We can spam shield charge until it takes effect, so keeping it up wouldn't be that hard. Cull would probably be the next-best prefix, since that's trivially proc'able with shield charge/leap slam or just fire trap. Reservation efficiency is great for most, but I'm not sure if it'd open up that much for us here... Unless we wanted an exclusively mana-based fire trap instead of lifetap. And speaking of taps... I'm not convinced the tiny chance to throw extra traps is worth the pain even for classes that do hit; but for us, it's pretty worthless because our DPS there is from burning ground, and burning ground cannot stack: an enemy is either standing in it or they are not, there isn't a "number of burning grounds" count. For suffixes, maximum fire resistance might be a nice shortcut to more easily hit 90%, and I've always felt that endurance charges are a strong pick... So taking that would be nice particularly given the rework removed any easy way to have permanent endurance charge uptime. Rufalius, hybrid Aura/Arc/Mana Guardian | Hemorae, TS Raider | Wuru, Ele Hit Wand Trickster
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In the Recovery Master node, there is a "Regenerate 50 Life per second". Are we not taking that? THe passive skill trees on the guide does not show that being taken.
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What loot filter are you using........
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" When I first wrote this, that mastery didn't exist, and instead we'd used a different one that granted 100% increased mana reservation efficiency for Vitality. However that was removed. I'd contemplated using it, but if you can get your fire resist capped, as well as both a Springleaf and Kikazaru, you're already going to have around 100 HP/sec of net regen while RF is up. The mastery would give a 58% increase to our total regen, but from my playtesting, we already have an insane amount and basically just out-regen anything we can encounter in Act 2 & 3. And later on, 50 becomes less and less meaningful. ...To say nothing that if we drop to 50% or less life, Springleaf's other mod procs, adding another 115/sec; (15% increased with the "Hearty" notable passive) dying becomes basically impossible already with this setup, so instead we can notice how long bosses & other enemies take to die standing next to us. This is why I don't recommend it; it's nice, but ultimately doesn't help us in the grand scheme of things. Of course, if we're playing SSF or the like and can't get those high-regen items, then this can plug the gap. (note that there's a more powerful Fire Mastery that grants us +1 HP/sec regen for every 1% uncapped fire resist: this is more significant, and I'd take this first) " I have a filter of my own design; I may release it at some point, but right now it's very short of publicly-releasable. For the most part though, it's a fairly standard "strict/very strict"-type filter. So I could approve of basically any filter that's along those lines. Rufalius, hybrid Aura/Arc/Mana Guardian | Hemorae, TS Raider | Wuru, Ele Hit Wand Trickster
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league start to pinnacles is this a joke? any high tier boss takes forever to kill. its a great mapper but thats about it
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Yeah - fine for mapping but the damage is just not there this time.
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