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

with this ring curse on hit gym and 3 cursed gems 1 cursed being from the skill tree may be very helpful in the build just need resistances
Last edited by nitro1914#4328 on Jul 17, 2015, 6:54:43 PM
The issue with curses is opportunity cost - you give up a lot to invest in multiple curses (a ring slot and/or 4+ passive points and gem slots) with only minor returns on investment - you don't really need them against regular mobs and they're weak against bosses. It's definitely an interesting idea but I think it's not optimal in most cases.
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
Have you guys tried taking Coordination and the other attack speed nodes on shadow beginning? I saw it was 5 points (potentially 8) to get 30 dex, 10str, 20% (32% when 8 points) attack speed. Or is it not worth it to lose the spelldmg/ES?
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Jyron wrote:
Have you guys tried taking Coordination and the other attack speed nodes on shadow beginning? I saw it was 5 points (potentially 8) to get 30 dex, 10str, 20% (32% when 8 points) attack speed. Or is it not worth it to lose the spelldmg/ES?


I have been playing around with the passive tree to see what options to consider and I did consider the viability of playing a shadow. The attack speed starting nodes that lead to coordination seems pretty good, until you consider that it costs you 6 passive points to reach there. Furthermore, the only beneficial stat you get for those 6 points is 24% increased attack speed and +20 to dexterity.

Such stats seems good at first glance, but it is far inferior to the scion starting attack speed nodes (excluding harrier), which for only 5 points, gives you 13% attacks speed, +5 dexterity and a jewel socket. That jewel socket can easily give you +16 dex and over 12% attack speed, Furthermore, you will waste more passive points routing from the Coordination notable to the "main" rainbow nuke tree.

Of course you can always "double dip" in both the scion and shadoww attack speed nodes, but you end up using far too many passive points, which could have been diverted into other more useful nodes like ES and spell damage. However, if you want to start as a shadow, there isnt anything truly wrong, is just less efficient routing overall.
Last edited by iSo1iD#4681 on Jul 18, 2015, 6:17:24 AM
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iSo1iD wrote:
Spoiler
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Jyron wrote:
Have you guys tried taking Coordination and the other attack speed nodes on shadow beginning? I saw it was 5 points (potentially 8) to get 30 dex, 10str, 20% (32% when 8 points) attack speed. Or is it not worth it to lose the spelldmg/ES?


I have been playing around with the passive tree to see what options to consider and I did consider the viability of playing a shadow. The attack speed starting nodes that lead to coordination seems pretty good, until you consider that it costs you 6 passive points to reach there. Furthermore, the only beneficial stat you get for those 6 points is 24% increased attack speed and +20 to dexterity.

Such stats seems good at first glance, but it is far inferior to the scion starting attack speed nodes (excluding harrier), which for only 5 points, gives you 13% attacks speed, +5 dexterity and a jewel socket. That jewel socket can easily give you +16 dex and over 12% attack speed, Furthermore, you will waste more passive points routing from the Coordination notable to the "main" rainbow nuke tree.

Of course you can always "double dip" in both the scion and shadoww attack speed nodes, but you end up using far too many passive points, which could have been diverted into other more useful nodes like ES and spell damage. However, if you want to start as a shadow, there isnt anything truly wrong, is just less efficient routing overall.


I'm maining a witch with the rainbownuke build, I just meant if it indeed is worth going for the extra attack speed and dex instead of, like you said, getting the useful stats ES, spell damage. I'm at the moment playing around with the passive tree as well and have noticed that changing the dex/str on certain items (like elreon rolls, jewels) I found that there are a LOT of varieties of which you can get the dex/str to get your spells to work. I'm just atm looking for the most efficient way of getting them all.
Well just go with what you feels comfortable to you man. As mentioned previously, there isnt anything inherently wrong in "double dipping" in all that sweet sweet attack speed. With master crafting and jewels, developing this build has become significantly more flexible. Its just my personal disdain for wasting passive points on +10 stat nodes and excessive routing that makes me prefer not to waste passive points travelling too far into the shadow area,
Alright thanks for your insight.
Well... I think that unless GGG nerfs it, the Village Ruin boss is officially not doable for this build if there are difficult mods on the map, and comes with a high liklihood of death even if there are only EZ mode mods on the map.

Skip it unless they nerf. You can draw the hound/pig guy and kill it easily but leave the rooster alone.

It's the first time there has been content that this build cannot really do, that I am aware of. I've tried all sorts of things... party play, use lightning pen to try and kill it more quickly, use Vaal summon skeletons to distract it, use vaal ground slam to stun it, try and kite it with lightning strike... nothing has worked.

Also, got tired of manually casting Warlord's Mark, so:


So it's kind of a bummer to start to have things that need to be skipped, but such is life in 2.0 it seems. I've not yet attempted any 82 maps and there are probably a couple 79/80/81s that I am missing. 81 Shrine Piety was easy even with some difficult mods so that was nice at least.
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
Last edited by tackle70#1293 on Jul 18, 2015, 11:14:35 AM
Haven't been able to tackle any of the higher new maps yet (none dropped for me), but for those who have the old Academy map, be careful with the boss as always. Those book tornadoes still hurt a lot, and with reduced IC uptime you really have to be cautious. I did the older Courtyard bosses and they still aren't anything too dangerous, just use proper resist flasks and either a powerful Granite, or a Rumi's and you'll do fine.

Got my Purity gems to level 20 at last, so now I can try and test reflect maps with the Fortify setup I have going and see how that works out.
I can second the comment about the Academy map... particularly with the new one (level 78). The boss does a LOT more damage than previously and if the mods are dangerous, do not expect to facetank the boss - you'll have to hit and run a little bit.

It's still nothing too dangerous but you have to use caution whereas before you could just facetank unless there was some sort of really nasty mod combo like vulnerability/GMP/twinned...
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard

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