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

Vikroda:

That's about what my calculations were coming out to when I was doing some looking around at the new reductions and the like. Glad I have a few spare level 3 Enlightens though sadly no corrupted level 4, but I could always put a few gems into my "The Vertex" helm for the +1 and plug in the more expensive auras there. I may end up having to drop Herald of Ice from my setup to fit in Wrath, but that's all right as the additional damage from Wrath should more than make up for the loss of HoI even with HoI supported by Enhance.

Can even move my IC setup into my RRB shield since I really only need IC + Increased Duration at this point since Enhance doesn't provide benefit to IC's new quality bonus, though wouldn't know what to stuff into the blue socket...maybe an Enlighten just to lighten the mana cost (pardon the feeble pun). My current boots are mirrored for GGRB so that does leave me with Purity options and the like, which is nice and gloves will be the wildcard for me, possibly housing Blood Rage with Enhance and whatever else I can fit in on the build...maybe even Vaal Discipline there, or even put VD in with IC in the shield.

Definitely will need to finely balance so that I have enough life to actually use my skills and since I use life regen from the tree, shouldn't be a problem, and might actually be better since I can possibly push a few more points into some Strength nodes to get the shield defense in the Mara area as well as the big life regen notable there for a decent investment. Of course, this is all assuming GGG doesn't go an screw with Mortal Conviction yet again... :p
It looks more and more like my prediction that this build is going to need to also pick up Charisma is coming true...

I wouldn't be surprised if they adjust Mortal Conviction up to 40% less reserved from 50%... otherwise, with the new aura/reduced mana changes, it's going to be crazy OP since it will be the only way to substantially reduce the mana reservation of heralds.
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 8, 2015, 7:33:13 PM
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tackle70 wrote:
It looks more and more like my prediction that this build is going to need to also pick up Charisma is coming true...

I wouldn't be surprised if they adjust Mortal Conviction up to 40% less reserved from 50%... otherwise, with the new aura/reduced mana changes, it's going to be crazy OP since it will be the only way to substantially reduce the mana reservation of heralds.


I wouldn't put it past GGG as I saw the Mjolner adjustment to its proc rate coming...Mortal Conviction is definitely a possibility as well. Pathing to Charisma isn't fun, and there's no real efficient way to get there now...suppose you could come from Harrier and nab the jewel socket along the way, but that's still wasting a lot of highway nodes, even if the dex isn't necessarily a waste for this build as it does use dex. But even so, compared to what you could get for the extra points...build might be seeing an aura or two lost depending if things go south in a hurry.
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Tanakeah wrote:


I wouldn't put it past GGG as I saw the Mjolner adjustment to its proc rate coming...Mortal Conviction is definitely a possibility as well. Pathing to Charisma isn't fun, and there's no real efficient way to get there now...suppose you could come from Harrier and nab the jewel socket along the way, but that's still wasting a lot of highway nodes, even if the dex isn't necessarily a waste for this build as it does use dex. But even so, compared to what you could get for the extra points...build might be seeing an aura or two lost depending if things go south in a hurry.


I agree that going for charisma isnt rather wasteful even with the dex and jewel node it provides. Its just far too many point spent trying to get a bit more reservation. It would be better off placing passives in nodes that have a larger impact on the build.

On the topic of Mortal Conviction, given how long the beta will last, its not certain if MC will come out of this untouched (hopefully it remains the same). However, GGG has said that the changes to auras was to reduce the dependency on the reduced mana gem and to make auras more attainable by Blood Magic Characters. Hopefully, this translates to MC being left as it is.
Last edited by iSo1iD#4681 on May 9, 2015, 2:57:39 AM
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Tanakeah wrote:
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tackle70 wrote:
It looks more and more like my prediction that this build is going to need to also pick up Charisma is coming true...

I wouldn't be surprised if they adjust Mortal Conviction up to 40% less reserved from 50%... otherwise, with the new aura/reduced mana changes, it's going to be crazy OP since it will be the only way to substantially reduce the mana reservation of heralds.


I wouldn't put it past GGG as I saw the Mjolner adjustment to its proc rate coming...Mortal Conviction is definitely a possibility as well. Pathing to Charisma isn't fun, and there's no real efficient way to get there now...suppose you could come from Harrier and nab the jewel socket along the way, but that's still wasting a lot of highway nodes, even if the dex isn't necessarily a waste for this build as it does use dex. But even so, compared to what you could get for the extra points...build might be seeing an aura or two lost depending if things go south in a hurry.


If Charisma is what's needed to add Wrath, it's actually more efficient than you think. For my build, it costs a net of 7 passive points to get there from Harrier (can spec out of two +30 Dex nodes), but wrath adds a ~33% more multiplier to the lightning damage. I worked out the math a week ago or so and with my particular tree and gear, it wound up being equivalent to picking up seven +16% spell damage nodes.

It's likely to me something that depends a lot on individual build/gear/level, but it's potentially very much worth it.
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
Ahhhhh, didn't know Wrath added that much damage...I stand corrected on that part and totally forgot that I could drop points I'd normally spend grabbing extra dex nodes and the like. I'll have to do some retooling of my tree then, though of course that'll still all depend on what GGG decides to do with the tree and jewels. Might be worth it for my build variant especially if I can pick up some jewels with block chance on them and use those instead of investing into shield block nodes since I could likely get 5-6 jewel sockets with the pathing I'd end up using.
Wrath has a 21% more lightning damage multiplier at level 20 (22% at level 22). So i feel that Wrath is going to fit very well in the Vertex or in combination with your empowered PoL/PoF. Routing all the way to the Charisma Aura cluster is rather worthwhile if you dont run BM.

On a side note, the cost of lightning strike at level 1 is reduced from 8 mana to 6 mana (same cost as level 1 molten strike), which is pretty nice. As such, I have reconsidered some aspects of my build set-up. Overall, I'm hoping that Wrath will raise my DPS sufficiently to counter any potential nerf to Mjonler. Whilst, Fortify will help solve my defensive woes.

In Glove (3 linked + 1 unlinked): Level 3 Empower + Level 21 PoL + level 21 PoF, Level 20 PoI

In Helmet (4 linked vertex): Level 5 Enlighten + Level 22 Wrath + Level 22 Haste + Level 22 Discipline

In Chest (6 linked): 1/0 Lightning Strike + 20/23 Multistrike + 20/23 Faster Attacks + 20/20 GMP + 20/20 Fortify + 21/23 Reduced Mana

In Boots (2 linked + 2 unlinked): HoT, Vaal Discipline, Level 4 Enchance + 20/22 Blood Rage

In Shield (3 linked): 20/23 Increased Duration + 4/0 CwDT + 6/0 Immortal Call

Total reservation Cost: 98% (32 out of 1600 life left unreserved)

Cost of Lightning/Molten Strike: 13 Life

Fragile Boon Unique Jewel: 2% Life Regen Per Second (32 life per second at 1600 life), Take 10% More Damage from enemies (countered by the 25% damage reduction from fortify, giving a net damage reduction of 17.5%)

Other Unique Jewels: Specialist and Intuitive Leap

Here is the link to my Aura Calculations and Theoretical Passive Tree (In game, the CI node will not be taken, and instead the jewel slot near it will be taken so as to use Intuitive Leap. Also, my last passive point will be used to get +1 max endurance charge from Oak).

https://poe.mikelat.com/beta/#TIec2Sf/e0qO8CY/gb1bnCo/1FOn0h/AYoJoX

http://bit.ly/1KutSKe

As always, this is just a concept that will be subject to changes in the game.
Last edited by iSo1iD#4681 on May 9, 2015, 3:58:15 PM
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Wrath has a 21% more lightning damage multiplier at level 20


Which, after aura nodes, yields ~33% more lightning damage.
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
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tackle70 wrote:
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Wrath has a 21% more lightning damage multiplier at level 20


Which, after aura nodes, yields ~33% more lightning damage.


Yup, 33% more lightning damage for a level 20 Wrath and 35% more lightning damage for a level 22 Wrath. (at 60% increased Aura Effectiveness).
Yeah, I'm definitely going to be slotting in Wrath for this build and might just drop Herald of Ice in my current setup for it. That's way too much lightning damage to pass up and will be well worth getting.

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