[2.0] THOR'S RAINBOWNUKE: DO ALL MAPS, UBER ATZIRI, AND EXPLOSIONS!

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tackle70 wrote:
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manu91xd wrote:
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All projectiles now behave like arrows. Multiple projectiles emitted at exactly the same time can no longer hit the same target.


And what about this? Wasn't it already affecting the number of procs enought? Or did i get it wrong?


I could be wrong, but I don't think that affects anything with this build. It may affect lightning strike vs single target, but I think lightning strike is already only counted as a single hit/proc on a single target. Molten strike's projectiles are not emitted at exactly the same time.


Correct. You cannot 'shotgun' with Lightning Strike on a single target, so it will be unaffected, and the projectiles will still be able to chain thanks to Mjolner. Molten Strike is the one in question because it's tough to tell as it is whether or not the projectiles will not 'shotgun' as they are technically all launched at the same time. However, they do have overlapping AOE, which is intended, and I don't think that particular mechanic is getting changed.

As far as the rest of the changes that I saw...it could possibly yield legacy Mjolners, but I think GGG is going for a retroactive nerf here and all will be affected. There's still a lot to consider especially with the jewels that could offer extra damage, spell leech, or even a unique one that I saw (if I recall correctly) that will give you something like %4 All Attributes for each Keystone you have taken. If that doesn't change or get axed then you're looking at something like:

1. Resolute Technique
2. Blood Magic
3. Unwavering Stance
4. Pain Attunement
5. Ghost Reaver
6. Elemental Equilibrium (possibly)
7. Iron Grip (may be close enough to it and for only one point)

You take all of those and you're looking at around 24%-28% increased attributes and that's no small chunk there. Could very well make gearing for Mjolner a lot easier, but of course this is all still up in the air. In any case, the Mjolner style of build here is going to be seeing some major shake-ups and a lot of theorycrafting is going to have to be done once we get some more concrete tree changes and jewels.
The way I'm currently seeing it is that gearing for Mjolner builds is likely to become much easier and more flexible, but actually making them into GG faceroll builds is going to have a higher floor on # of passive points. I expect that the build may be extremely average until like level 90+, but time will tell.

Jewels are the HUGE wildcard here, even more than rather or not mjolner goes legacy. I'm seeing 3 jewels which will cost 1 passive point to use (just drop the jewel in) and 4 jewels which will cost 2 passive points to use (passive point then jewel drop). Given what we're seeing from jewels, that may substantially increase the potential power (and expense) of this build and also provide some very difficult choices to figure out how to min/max the passive tree properly.

Reflect and %max res are also big wildcards - they removed +increased% buff effect, so it doesn't appear to me that 85% lightning resist will be possible - back to 83% cap without saffels/etc. If that's the case, it means 13% more reflect damage taken, and combined with the nasty new thorns aura, there is potential for this build to need relatively serious changes to avoid 1-shotting itself all over the place.
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
Yeah, I heard about the thorns thing in the beta, though I haven't seen it yet. However, those who have and who have talked about the new reflect changes are saying things are way too powerful at the moment and even builds without a whole lot of DPS are either outright killing themselves, or coming extremely close to it. I do this as being a big problem since we're losing Inner Force and the Devotion node has lost some punch as well, so getting those max resist up is going to be an issue.

I agree with the jewels as being a major factor and depending on the rolls that some of them might get, they will likely be worth the passive point investment. That said, I also think that this is going to make the flask nodes near the Witch starting area even more of a juicy option just because an extra 30% flask effect means another +3 to max resists on any flask you use for a total of +13 max resists for the flask duration.
Without Buff Effect, its only possible to get 83% max lightning resist. With witch flask nodes, you can get up to 96% max lightning resist. Overall, this makes the build more vulnerable to the thorns aura and reflect. Although supposedly in the most recent beta patch, the strength of reflect was toned back a bit, I still see it as being a problem.

A few possible fixes to the issue:

1) Use the fortify support gem for the flat 25% damage reduction - It might be hard to fit in to the build though.

2) Instant leech - Going vaal pact might become an even more necessary solution for survival. I'm not too particularly fond/experienced with vaal pact, but I'm sure there will be room for implementation. Tackle70, what do you think, based on your previous experience trying a vaal pact alternative?

3)10% Chance to Fortify on Hit Unique Jewel. This Jewel data was supposedly data mined by other players. It has a generic name of UniqueJewel22 and it has a very funny/joke item description. However, should it officially make it into the game, due to this builds high attack speed, it might become a somewhat strong defense mechanism.

Well PoE 2.0 is still a while away, hopefully there will be upcoming changes and modifications that can help players boost their defenses even further.
Last edited by iSo1iD#4681 on Apr 30, 2015, 11:37:47 PM
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iSo1iD wrote:
Without Buff Effect, its only possible to get 83% max lightning resist. With witch flask nodes, you can get up to 96% max lightning resist. Overall, this makes the build more vulnerable to the thorns aura and reflect. Although supposedly in the most recent beta patch, the strength of reflect was toned back a bit, I still see it as being a problem.

A few possible fixes to the issue:

1) Use the fortify support gem for the flat 25% damage reduction - It might be hard to fit in to the build though.

2) Instant leech - Going vaal pact might become an even more necessary solution for survival. I'm not too particularly fond/experienced with vaal pact, but I'm sure there will be room for implementation. Tackle70, what do you think, based on your previous experience trying a vaal pact alternative?

3)10% Chance to Fortify on Hit Unique Jewel. This Jewel data was supposedly data mined by other players. It has a generic name of UniqueJewel22 and it has a very funny/joke item description. However, should it officially make it into the game, due to this builds high attack speed, it might become a somewhat strong defense mechanism.

Well PoE 2.0 is still a while away, hopefully there will be upcoming changes and modifications that can help players boost their defenses even further.


I couldn't go back to a regen version of the build after using VP for a while now. This build is much stronger overall with VP than with regen once you have the DPS, gear, and sufficient passives. In maps, I'm basically unkillable outside of -max maps, facetanking Palace Dominus' touch of God with a nasty mod combo, or attempting Vaal Temple Trio with a nasty mod combo.

I think there's just way too much we don't know about how all the balancing changes are going to work in 2.0 to have reasonable guesses as to how it's going to shake out. For example, they've mentioned possibly buffing Vaal Pact, which would help a lot.

I'm not personally thrilled about the idea of dropping 3+ passive points on the flask nodes - I think this build is going to be stretched VERY thin even at level 100 to get all the passives it really needs to function at a top level, and I suspect that 3-4 points enabling use of more jewels will be more valuable overall. I had forgotten about that fortify jewel - that will be a must have item if it proves true.

Reflect can't utterly kill this build, though. They could make it so that reflect does 10x the damage it does now and you could just pick up flask nodes + use Saffel's and have immunity to reflect.

Also - just specced out of all the buff effect nodes to test ; you can get 84% lightning resist with level 23 purity of lightning and no buff effect (need to pick up an additional 6% aura effect), not just 83%. So it's a 1% nerf, not 2% like I originally thought.

To those of you running BM/MC/Vaal Pact: Is Lust for Carnage enough to avoid carrying a health pot?

My biggest concern at this point, practically speaking, is how difficult to get / expensive the necessary jewels are going to be. I don't really want to drop 100 ex on like 2-3 jewels...
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
Last edited by tackle70#1293 on May 1, 2015, 12:33:59 AM
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tackle70 wrote:

To those of you running BM/MC/Vaal Pact: Is Lust for Carnage enough to avoid carrying a health pot?


I tried the Lust for Carnage cluster and it works fine in a non-regeneration map (don't have vaal pact for my LL build; didn't carry a life flask). However, if you get +4 life on hit on equip (gloves?) you could probably save the 3 points (I can test that once I level up and drop my meginords vice).
Here's an official update regarding Molten Strike in Patch 2.0/beta

It seems that there wont be any changes to Molten Strike, which is good. Basically, Molten Strike does not "Shotgun" as its projectiles cannot hit enemy mobs. However, when the molten projectiles hit the ground they explode and deal damage in an AOE. These explosions CAN OVERLAP AND HIT A SINGLE ENEMY MULTIPLE TIMES. So Molten Stike remains the top-dog for use against single targets.

Spoiler


With so much uncertainty regarding the 2.0 update, I was wondering what other ways are there in which we can change up the build.

One idea that seems plausible is not using the "Greater Multiple Projectiles" support gem. Personally, I have mixed feelings on whether I can live without GMP. Sure I can't hit as many mobs whilst using my lightning strike, but I can instead utilize the Fortify Gem for a permanent defensive buff.

On the other hand, not having GMP may weaken my single target Molten Strike, as I have far less projectiles spawned. So its really a matter of consistent DPS versus defense in the end. Of course, if the 10% chance to fortify on hit gem is implemented into the game, I will be able to have the best of both worlds.

Any opinions on the matter?
Last edited by iSo1iD#4681 on May 1, 2015, 10:43:32 AM
If you're taking out GMP/LMP then there can be possibilities for a dual-curse setup if you're going to use your 6-Link for Molten Strike and not for auras, though some do like using it for that. There is a unique gem that will allow you to have an additional curse on enemies if you have something like 70 Intelligence allocated in its radius, which means you don't need to take the Whispers of Doom notable. Though this is the RT variant of this style of build you could run these curses:

1. Assassin's Mark
2. Elemental Weakness
3. Warlord's Mark
4. Conductivity
5. Enfeeble
6. Temporal Chains

Most people with this build are likely running Elemental Weakness, so exclude number 2, but some might be running the crit variant so they'll likely use Assassin's Mark. In any case, if you're crazy with coloring a Shav's or what not, you might be able to sneak in Warlord's Mark along with EW and get a little extra survivability boost thanks to the extra leech and extra Endurance Charge gaining. Could also stand to reason that if for some strange reason Voll's Devotion has seen a nerf (no one has seen one yet in beta as far as I know) this might be a substitute for it, or at the very least the survivability as stated. Fortify could also be an option if you're willing to get the extra red socket, otherwise if you don't want to change the green then Temp. Chains is not a bad idea either.

The other thing to consider along with some jewels potentially allowing for gearing to be easier is the fact that spell leech jewels will work on all spell damage, so Doryani's belts might not be such an easy pick. Could very well open up the possibility for just a solid Heavy Belt, or if you're lucky to have one saved up a Headhunter could be slotted. Resists generally aren't an issue with this kind of build, so no loss there for the most part, and the whole gaining of rare monster buffs is especially nice when you get a few of them going at once. Even makes Temporal Chains maps bearable, too.

One last thing to consider is that with the potential for easier gearing in terms of meeting stat requirements thanks to the jewels it is possible to be much more likely to run both Saffell's Frame and even Rainbowstrides if you wanted. Since self-cast IC is unaffected by all of this from what I have seen so far, and if the Voll's neck piece stays relatively the same, then getting spell block at the cost of some ES is going to be much easier. One other thing...and this could very easily change...with the Intuitive Leap gem I think it is possible to grab the 'Infused Shield' notable/cluster without having to take CI. IF that still remains, then that's something else to consider in terms of gaining extra ES and either not needing Discipline, or keeping it and dropping points elsewhere that you would've spent on ES nodes/attributes for gearing.

But yeah...all food for thoughts that are very subject to change.
Last edited by Tanakeah#5640 on May 1, 2015, 5:15:54 PM
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One other thing...and this could very easily change...with the Intuitive Leap gem I think it is possible to grab the 'Infused Shield' notable/cluster without having to take CI.


If that remains, then 10K ES would be doable without any mirror gear on this build. It also could mean that the build would be legitimately viable in endgame with Solaris Lorica instead of Shavs.
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
Errrr...scratch what I said about Discpline...it apparently has a reduced mana cost on the beta:

http://dd.reddit.com/r/pathofexile/comments/34jb59/cb_spoiler_discipline_is_now_40_mana_reduced_down/

Down from 60% to 40%. Subject to beta change of course, but wow...

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