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

If intuitive leap jewel allow us to take nodes connected to nodes affected by that jewel then probably good idea will be to drop some strength/dex nodes and take the more es node near ci.

Tree will be looking something like this

https://www.pathofexile.com/passive-skill-tree/AAAAAwAAOygDlm49YEO-gIMJRnFvnrQM4YjKSsrT6rodql-wvooNfJu1kyehL8M6hMV_xu-IGYoqOKKjwcX5N_sJwfPsGFha18_22pUgXIqP-nC7UilJsRqPLR_w1dDQe9fZE1XgTLMdT0lRX2ovb9AfRX41ue_rDlwRUKcrOw1q-m0ZEQ_ZW6yYfq8bJffXjRlLroRIm6HgEukCXGuPRtlfw20dFN2M-tJmnhcvtzFyD2TnJLCMdpRvWfNV1oCkZlSsqnKp9zLqGHzZ-OsUcfPdDjxoZTpS37-GYNtPYVI26ODD704B5yW8htGnMCcLn8uDtrfW

With lightning strike/molten in Vertex we can get rid of some lgoh on jewels and get some more str+dex/allstats to compensate dropped stat nodes on tree.

With that low manacost on attack skill we can run aura setup like 6l lvl4 enlighten+empower+disci+purity of fire and lightning+wrath and 4l haste+purity of lightning+herald+arctic armour without enlighten, that leaves us with like 65+ unreserved lifepool but with attack in vertex spamming attack should be pretty comfortable.

This way we gain 15%more es and additional protection vs physical damage from AA for the cost of dropping rare helmet for vertex.

Anyways this is pure theorycrafting, i havent testet it in game yet.

Btw: Has anyone calculated which class is better in 2.0, witch or scion?
Last edited by GodlikeViz#6310 on Jul 26, 2015, 10:53:54 PM
"
GodlikeViz wrote:
If intuitive leap jewel allow us to take nodes connected to nodes affected by that jewel then probably good idea will be to drop some strength/dex nodes and take the more es node near ci.

Tree will be looking something like this

https://www.pathofexile.com/passive-skill-tree/AAAAAwAAOygDlm49YEO-gIMJRnFvnrQM4YjKSsrT6rodql-wvooNfJu1kyehL8M6hMV_xu-IGYoqOKKjwcX5N_sJwfPsGFha18_22pUgXIqP-nC7UilJsRqPLR_w1dDQe9fZE1XgTLMdT0lRX2ovb9AfRX41ue_rDlwRUKcrOw1q-m0ZEQ_ZW6yYfq8bJffXjRlLroRIm6HgEukCXGuPRtlfw20dFN2M-tJmnhcvtzFyD2TnJLCMdpRvWfNV1oCkZlSsqnKp9zLqGHzZ-OsUcfPdDjxoZTpS37-GYNtPYVI26ODD704B5yW8htGnMCcLn8uDtrfW

With lightning strike/molten in Vertex we can get rid of some lgoh on jewels and get some more str+dex/allstats to compensate dropped stat nodes on tree.

With that low manacost on attack skill we can run aura setup like 6l lvl4 enlighten+empower+disci+purity of fire and lightning+wrath and 4l haste+purity of lightning+herald+arctic armour without enlighten, that leaves us with like 65+ unreserved lifepool but with attack in vertex spamming attack should be pretty comfortable.

This way we gain 15%more es and additional protection vs physical damage from AA for the cost of dropping rare helmet for vertex.

Anyways this is pure theorycrafting, i havent testet it in game yet.

Btw: Has anyone calculated which class is better in 2.0, witch or scion?


IL doesn't reach the more es% node, the radius is right on the edge of the node, and it needs to be at least half over the node.
"
GodlikeViz wrote:
If intuitive leap jewel allow us to take nodes connected to nodes affected by that jewel then probably good idea will be to drop some strength/dex nodes and take the more es node near ci.

Tree will be looking something like this

https://www.pathofexile.com/passive-skill-tree/AAAAAwAAOygDlm49YEO-gIMJRnFvnrQM4YjKSsrT6rodql-wvooNfJu1kyehL8M6hMV_xu-IGYoqOKKjwcX5N_sJwfPsGFha18_22pUgXIqP-nC7UilJsRqPLR_w1dDQe9fZE1XgTLMdT0lRX2ovb9AfRX41ue_rDlwRUKcrOw1q-m0ZEQ_ZW6yYfq8bJffXjRlLroRIm6HgEukCXGuPRtlfw20dFN2M-tJmnhcvtzFyD2TnJLCMdpRvWfNV1oCkZlSsqnKp9zLqGHzZ-OsUcfPdDjxoZTpS37-GYNtPYVI26ODD704B5yW8htGnMCcLn8uDtrfW

With lightning strike/molten in Vertex we can get rid of some lgoh on jewels and get some more str+dex/allstats to compensate dropped stat nodes on tree.

With that low manacost on attack skill we can run aura setup like 6l lvl4 enlighten+empower+disci+purity of fire and lightning+wrath and 4l haste+purity of lightning+herald+arctic armour without enlighten, that leaves us with like 65+ unreserved lifepool but with attack in vertex spamming attack should be pretty comfortable.

This way we gain 15%more es and additional protection vs physical damage from AA for the cost of dropping rare helmet for vertex.

Anyways this is pure theorycrafting, i havent testet it in game yet.

Btw: Has anyone calculated which class is better in 2.0, witch or scion?


Yeah as Jyron said, unfortunately you can't reach the Infused Shield notable with Intuitive Leap :(

As for which class is better - scion and witch are basically identical by level 100. I think scion is slightly better because you have slightly more strength (20 vs 14 for witch) and require fewer passive points to hit the main passive "highways" for the build, meaning that you can get the build functioning at a slightly lower level for Scion than you can for Witch. By level 95-100 though, they're basically the same - the only difference is that scion will have two passives granting 7% increased attack spead and 5 Dex and witch will have three passives granting 28% spell damage and +14 ES.
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
Made the suggested changes to my aura setup. Finally gave in and spent the ~25 ex needed to buy a level 4 empower also...



Made the defenses a little more sexy... 83 cold res and nearly 9K ES:
Spoiler
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
Hi thank you guys so much for updating the guide!
Love playing it once again.
I played the build back in the day when i could still run RF and BR for massive dmg boost.
Also i was running lightning strike + curse on hit elemental weakness.

Why did that change? Is the lightning pen from the tree enough to not make elemental weakness on hit worth it any more? Or are you simply valuing 4 empowered auras over the increased dps?
Only sad thing is that RF is out of the question for good.

Keep on nuking!

PS: Could you maybe add an uber run? Would love to see one in action with this build.
on the hunt
Last edited by schraegstrich#3559 on Jul 27, 2015, 6:38:28 AM
"
schraegstrich wrote:
Hi thank you guys so much for updating the guide!
Love playing it once again.
I played the build back in the day when i could still run RF and BR for massive dmg boost.
Also i was running lightning strike + curse on hit elemental weakness.

Why did that change? Is the lightning pen from the tree enough to not make elemental weakness on hit worth it any more? Or are you simply valuing 4 empowered auras over the increased dps?
Only sad thing is that RF is out of the question for good.

Keep on nuking!

PS: Could you maybe add an uber run? Would love to see one in action with this build.


I will eventually do an uber run in 2.0 after I hit level 100... I don't feel like risking my level 99 XP on it.

About Righteous Fire
Righteous Fire stopped being optimal for damage as of the 1.2 patch, because of a couple factors. First, GGG redesigned the passive tree and nerfed max resist, meaning that it took more passive point investment to be able to run RF.

Second and simultaneously, GGG added a lot more +spell damage nodes on the tree, and the end result was that when running the math, picking up spell damage on the tree, in conjunction with Lightning Penetration, allowed for even more damage as of 1.2 compared to running Righteous Fire+Iron Will. I did a lot of math on figuring out which was better; I think it's back around page 50-60 or something like that.

A side benefit of not using Righteous Fire is that it allows for the use of a high ES/Spell Damage shield instead of Rise of the Phoenix, and you can use Vaal Pact which increases the build's survivability (dramatically in some cases).

These changes have basically stayed the same for 1.3 and now for 2.0. Righteous Fire simply requires too much investment to be worth it anymore on this build. I believe a couple of the life-based Kingsguard builds are back to using it, however, as they can use life pots to counteract the degen.


About Blood Rage
So yeah BR got nerfed through the floor in 2.0 and is just not worth running anymore. However, it is possible at very high levels (i.e. when you have enough jewels) to get your attack speed very close to what it was before. I had about 6.3 APS in 1.3 with an Enhanced Blood Rage, and I have 5.71 APS currently in 2.0. Because Wrath now boosts our lightning damage with a HUGE More multiplier, the overall damage of the build is higher than it was previously with BR

I actually consider this a net buff to the build, and a more significant one than you might at first think. Not running Blood Rage mneans that you have at least one free gem slot (up to 3 free gem slots if you were using enhance/quality blood magic/blood rage). Not running Blood Rage also, and more significantly, means that you can heal to full by simply avoiding damage for 3 seconds. This allows a lot more flexibility in how you approach dangerous situations and improves overall survivability.


About Curse on Hit
This is really up to you if you want to use it or not. The main reason that it's no longer in the build guide is that I'm the one who wrote the build guide and I have never seen much value in using Curse on Hit + Elemental Weakness. Nothing has changed in game balance which affects this change, it's simply because someone else is writing the build guide now.

For my reasoning:
It has always seemed like a waste of two gem slots to me personally, because this build has zero issues with DPS against regular packs of mobs, which are the enemies which CoH will primarily affect. You practically 1-shot everything except rare and unique enemies, so why bother boosting DPS against those things which you are 1-shotting anyways? Most bosses are overcapped on their resistances, and because of the huge penalty to curse effectiveness on bosses, Elemental Weakness is just not going to do enough to be worth two gem slots IMO.

I see more benefit to using the 6-Link for auras, as it allows me to apply Empower + Enlighten to four auras at once, meaning I only need to use two sets of links for all my auras. Again, this is personal preference. You don't have to Empower your auras.

Others have continued to use this setup - it's really up to your own preferences. I personally think that Warlord's Mark is the better curse to pair with Curse on Hit now, as it allows an additional 2% Life Leech, but it would require a 5-off color Shavronne's Wrappings, which is expensive to chrome/buy




The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
I've been hearing a lot of talk from the life based crit mjölner builds with kingsguard that their build is overall superior to this one. What do you guys think about it? Obviously their crit version is going to do more dmg (not even sure about this, since RT makes us hit everything, all the time) but what really puts this build above theirs?
"
Jyron wrote:
I've been hearing a lot of talk from the life based crit mjölner builds with kingsguard that their build is overall superior to this one. What do you guys think about it? Obviously their crit version is going to do more dmg (not even sure about this, since RT makes us hit everything, all the time) but what really puts this build above theirs?


DISCLAIMER: I have not tested apples to apples (nor, I believe, have any of the Kingsguard build OPs).

I would dispute some of the claims like that their crit versions do more DPS, because they cannot run Wrath + Pain Attunement, which combine for a 2.52x damage multiplier on all your lightning damage. They also likely cannot run Herald of Thunder, further reducing their DPS boosts. I don't think they are going to make up for all that damage loss simply by going crit and using Lightning Pen, because they simply aren't going to be able to invest enough in crit nodes and gear to do so - at least not without insanely expensive items.

However, the biggest weakness of a life based Kingsguard build compared to this build is the overall life pool. It is fairly easy to get 8K+ ES with the lowlife variant of the build without terribly expensive gear. Most of the life based variants are sitting on a combined life/ES pool of 5-6.5K. Simply put, that's going to make a big difference in the most difficult maps. Many of those builds are compensating for that by wearing things like Saffel's Frame all the time in order to boost resists up to 100% with flasks, but that won't work in -max maps. Having that little health is also going to mean that some physical damage is going to 1-shot you whereas you would survive it with a lowlife build.

The big advantage you have by going life based Kingsguard is against some bosses, where you can stay far away and attack while maintaining a high level of life recovery since you are recovering life based on endurance charges expended rather than damage dealt (which is minimal at long range). You can also keep flasks up using Surgeon's flasks against bosses that don't have sufficient adds to keep your flask charges going otherwise.

So, in summary:
-Life based Kingsguard will have problems with some map mods that this variant does not
-Life based Kingsguard will have problems with physical damage in difficult maps that this variant does not
-Life based Kingsguard will be better against some bosses due to better ability to regain life at a distance when not doing much damage, and the ability to use Surgeon's Flasks to keep flasks up when you are not able to kill things.

As a general mapping build, this is going to be better. For farming particular bosses, you can make Life/Kingsguard variants better.
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 27, 2015, 1:04:07 PM
Thanks a lot for the well spoken & comprehensive answers.

Now i only need to color my shield 2r1g. A nightmare for me until now. :D
on the hunt
"
schraegstrich wrote:
Thanks a lot for the well spoken & comprehensive answers.

Now i only need to color my shield 2r1g. A nightmare for me until now. :D


Everything about Forsaken Masters made this build sooooooooo much stronger.

This would have been a nightmare before Vorici:


And these would have been nearly impossible:


Not to mention the ability to craft +Strength onto gear.
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard

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