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

Even with Vorici tho you still need a lot of chromes to hit the right colors.
Well im still trying with the min 2 red sockets and im already a couple 100th deep.
But of course you're right Forsaken Masters made this build so much easier to gear.
on the hunt
Hey, thinking of trying this build out. However, I do have a question: is it still possible to do this without the 6L Shavs, or can you still do it with just a 4L/5L? And if it still is how do you set up your gems?
Thanks for updating the build for 2.0, seems pretty fun!
Last edited by BloodyHell#0003 on Jul 27, 2015, 6:26:22 PM
"
tackle70 wrote:
"
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.


I heard that physical damage is absolutely no issue on the kingsguard, as they have like 80% or so physical reduction from armour with flasks etc up. They're effectively just trading phys. mitigation for health whereas we depend on the high life pool to tank the hits.
I've actually been messing around with a bit of an RT variant of the life-based rainbownuke build, and not going crit. I honestly don't like the crit variant styles I've seen, but that's personal preference. Sadly, I cannot run Kingsguard yet as it doesn't have all the sockets linked (only a 5L) and to really maximize the build you absolutely want 6s/6L on it. Anyway, I haven't settled on a tree at all, but here's something very rough for people to look at:



Again, not optimized at all, but what this tree aspires to do is to get a lot of jewel sockets as well as much aura reserve and buffs as possible. Because this is a life build you can run Blood Rage for extra IAS and Frenzy charge generation, which means you can put nodes elsewhere as I have to get other stuff. This obviously doesn't go after crit nodes or armor nodes, and some would probably criticize it because of the lack of armor nodes, but that's what the jewel sockets are for. In fact, a lot of the crit trees I've seen really do not go after jewel sockets, even though they pass right next to them and that's honestly a waste IMHO. Jewels are very powerful and getting 7 in this tree is quite good...getting Armor%/Evasion% and Life% is very nice, and you can get generic increased damage or even IAS as well if you're lacking.

That all said, what I was also trying to accomplish is to run as many auras on mana as possible and not use it at all for attacks. For this to work, that means you're looking at a chest piece setup of something like:

Molten Strike > Multistrike > Fortify > Blood Magic > Faster Attacks > GMP

Now, here's what the total aura stats from this setup are:

1. 69% increased Aura effect
2. 38% mana reservation

A quick look at the aura calculator will give you this:

https://poe.mikelat.com/#k0Jp-Rh/raZPu_q

As you can see, with the help of Apha's Howl and a 'simple' level 3 Enlighten on everything you can run:

1. Wrath
2. Purity of Fire
3. Purity of Lightning
4. Grace
5. Herald of Thunder

With level 21 corrupted Purities in Alpha's you're going to get +8 to those resists, so you're at 83 to all, and then 93 whenever you pop flasks. For normal map running and just the rare reflect that should be more than fine. You can switch to Saffel's Frame for 98% to all, or at least to fire and lightning on -max resist maps or elemental reflect and keep the flasks up as you go. More importantly, you're getting 5 auras running and they're getting a very big boost, and with Wrath and Herald of Thunder going (nevermind potential spell damage on jewels) and Grace adding in a huge amount of Evasion to be converted to armor...it's not bad.

Granted, this isn't hyper-optimized by any means and I still need to fully test the character out, though it seems to be promising. I think this might actually turn out to be better than the other variants I've seen, but again, will need to test it. So at the very least to anyone who is reading this, consider this pure theorycraft and a huge WIP.
Hi,
I found my first Mjölner on the Warbands league and so i would use your build but,
Do you think i can play it without using Voll's Devotion ?
Just the time for me to farm the currencies to get one ^^
"
Jyron wrote:
"
tackle70 wrote:
"
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.


I heard that physical damage is absolutely no issue on the kingsguard, as they have like 80% or so physical reduction from armour with flasks etc up. They're effectively just trading phys. mitigation for health whereas we depend on the high life pool to tank the hits.


I want to clear up some misconceptions about the life based kingsguard build:

-I run a very conservative and defensive version of the kingsguard build in my guide. I have about 90% spell/elemental damage in my passive tree and only 2 viridian jewels with no damage mods. My arc damage per cast is half of the stats posted in OP, but my discharge per-use damage is actually a bit higher (~23000 with 5 power charges and 7 endurance charges). This is because we use Iron Will in our mjolner which gives us more than 120% increased spell damage to both the fire and lightning components of discharge. Since we typically discharge more endurance charges than power charges, our discharge actually does more fire damage than lightning damage.

-We do have a relative small life pool (~5k) compared to monster damage in high level maps, but keep in mind that we have near elemental immunity (98/93/97) with flasks, and an insanely high amount of physicial mitigation from armour stacking (60k). Of course, these stats are achieved with surgeon flasks, which we can sustain 100% of the time. That being said, I only feel the need to keep up my flasks every pack when I'm doing extremely rippy maps (ele weakness + extra ele damage + vulnerability + onslaught, for example).

-How good is armour? Armour is insane in this patch. I attempted uber atziri with an old school .lightning coil build (~1400 armour) 2 weeks ago, and a single blue trash mob would hit me for over 3000 with topaz flask up. Right now, I farm uber atziri with around 100k armour against trash, and the blue mobs only tickle me for 500~800, and I can survive a critical strike from a powerful crit rare vaal fallen with 2000 life. This means I have at least 18000 EHP against trash mob in alluring abyss. And because armour is less effective against large hits, I have even more EHP against smaller hits.

With this setup, I have never died to physical one hits, ever. I die to uber and the trio occasionally (a lot when I was still figuring them out), to corrupting blood and chaos damage because I'm a low skill player. But I've never die from physical one-shots, or from jumping into a large pack and being overwhelmed by physical damage. I think it's more likely for to get one-shotted through 10K ES and 0 armour than 5k life and 50k armour. Armour is a lot better than you think right now.

-I have no problem with any map mods. I do rippy 100+ quantity maps regularly with zana onslaught mod. This include any combination of ele weakness, ele reflect, extra elemental damage, turbo, twinned, -max, temp chains, etc.. I avoid ele reflect and temp chains because they are annoying to deal with, but when I roll something like ele weakness + vulnerability + extra elemental damage I will happily run it with onslaught and enjoy my free 150% quantity map.

I've once face tanked twinned, extra cold damage, -max wasteland bosses with onslaught. I literally facetanked them both at the same time without moving, and all I had to do with keep up sapphire, jade and granite flasks because their smashes couldn't one-shot me and the two of them never smashed at the same time. I've also done colosseum (with boss), abyss, twinned excavation, shrine, twinned maze (-max) etc.. All with pretty harsh damage mods, because damage mods meant higher quantity, which meant more ilevel 83/84 bases I could sell at the time..

-The ability to recover life and flask charges from distance is incredible. I do it regularly in the double vaal fights and trio fights when I'm short on flasks. It's a legitimate uber strategy.

I agree that this build is better for farming particular bosses though, if we're talking about uber atziri. However, if this build allows me, an average player to pull off deathless uber runs with under 20 fps through sheer facetanking, I doubt there's much it can't do.
[2.0] Heavy Armour Mjolner, deathless uber viable
https://www.pathofexile.com/forum/view-thread/1329067
Fair enough; still think you'll find 5-6k HP to be insufficient in the right -max map though, and don't see any advantages of a kingsguard build beyond deathless Uber farming and/or Malachai farming as far as what it's capable of doing.

Anyways, it's good for folks to be able to pick their preferred playstyle; it's clear that Mjolner is sort of the go-to endgame unique to build around right now in standard.
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 28, 2015, 8:47:56 AM
Compared to a low life build, the life version can actually have 99/98/98 resists with 100% uptime, which I think is more useful than 3k more EHP in a -max map. You can swap out the rare shield for a legacy saffell's, but how much ES will you lose and how will this affect your capability to survive physical damage?

The main advantage of the life kingsguard build is that our life pool rarely fluctuates against physical damage even in level 82 maps, and that we can sustain flask charges indefinitely which allows us to face tank 82 daresso's with rippy mods.

https://www.pathofexile.com/forum/view-thread/1329067

I encourage you to check out my build and finally compare apples to apples. My friend Xionista had just come up with a brilliant scion tree too
[2.0] Heavy Armour Mjolner, deathless uber viable
https://www.pathofexile.com/forum/view-thread/1329067
Last edited by sgw9426#0036 on Jul 28, 2015, 3:00:08 PM
Quick question, when mapping I often map with a quantity gem in my mjolner over life leech. Now I am doubting that the IQ actually works in that set up. Can someone confirm one way or another?
"
sgw9426 wrote:
Compared to a low life build, the life version can actually have 99/98/98 resists with 100% uptime, which I think is more useful than 3k more EHP in a -max map. You can swap out the rare shield for a legacy saffell's, but how much ES will you lose and how will this affect your capability to survive physical damage?

The main advantage of the life kingsguard build is that our life pool rarely fluctuates against physical damage even in level 82 maps, and that we can sustain flask charges indefinitely which allows us to face tank 82 daresso's with rippy mods.

https://www.pathofexile.com/forum/view-thread/1329067

I encourage you to check out my build and finally compare apples to apples. My friend Xionista had just come up with a brilliant scion tree too


There's no way to compare apples to apples without actually playing both builds with good gear, and I don't feel like spending a ton of exalts to figure out which of two faceroll GG builds is slightly better than the other. I literally can do any map in the game right now and 99% of the possible bosses that can show up in those maps; don't really feel the need to burn cash. I'd personally rather be able to do 100% of maps and 99% of bosses than 99% of maps and 100% of bosses.

My resists are 96/96/97/75 with nearly 100% uptime on everything but the chaos res which is more like 50% up time... that's without wearing Saffel's.

In a -15% max map, a 5K EHP life build @ 84/83/83 is going to be a lot more rippy than a 7.5K EHP low life build (with Saffels) @ 86/86/87 IMO.

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 29, 2015, 12:03:47 AM

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