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

Looking at this some more, it seems my LL build will benefit nicely from the changes up and coming. That is, assuming nothing else currently gets changed, like how Discharge works, Mjolner, and whatever else the devs might do with the passive tree. That said, here is what I am thinking:

1. Potentially dropping Herald of Thunder and Herald of Ice from my build and instead switching them with two curses. I'll have to shuffle some points around to get the 'Whispers of Doom' notable, but that shouldn't be too hard, and if by some miracle I level up this build to 98 then I can get it without any point allocation. At that point I'll have two curse options for the Blasphemy gem to go with and I think I could do:

- Enfeeble + Warlord's Mark
- Enfeeble + Conductivity
- Temp. Chains + Enfeeble

Honestly, damage usually isn't a problem for this build and rather it is the incoming damage that is and hurts. With Enfeeble up and affecting enemies that means it's much easier for me to get into range and when I do, enemies are already weakened. Warlord's Mark might be a good idea for life leech, and actually might be able to replace the Life Leech gem in the setup if that's the case. Granted, can't use it on curse-immune maps, but for everything else it works good. Not to mention the curses set as auras cannot be reflected, so that gets around Atziri's little mechanic, too.


2. If I can remove the LL gem, then either Iron Will or even the new 'Controlled Destruction' might work out really nice. Another more multiplier certainly wouldn't hurt and would be helpful at killing things faster, even if this particular build doesn't need too much help on damage. Plus, being RT, we aren't hurt by the loss of critical strike chance, so that's a plus. I'll have to see if perchance I can make use of this gem on my Kingsguard build, since that doesn't need the LL gem at all.


Ok, just some quick initial thoughts there, but I'll think on it more for later if I come up with anything else. :)
I plan to add Blasphemy+Warlord's Mark in place of Herald of Thunder, add in Rallying Cry, and see if I can get away with Lightning Penetration instead of Life Leech in Mjolner.

That is, assuming that there are no drastic balance changes revealed in patch notes that will affect the build and require further adjustments.
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
Warlords Mark + Blasphemy will make an interesting change to the build by allowing us to swap out the Life Leech Gem for any other support like Lightning Pen. Whilst this is fantastic for generic mob clearing, its is rather bad for use against Map Bosses (with their 60% curse effectiveness reduction) and Act Bosses (with their 70% curse effectiveness reduction), which means you will be leeching significantly less from Warlords Mark, despite the dps increase. This shouldn't typically be a problem, as you can easily switch gems any time. However, in hectic situations like surprise Beyond Bosses spawning, the sudden lack of sufficient leech might get you killed.

All in all, it might prove an interesting change to the Rainbownuke, but it isn't exactly gonna be a no brainer set-up, as you still need to gauge your battles beforehand. Also, hopefully there will be Threshold Discharge/Arc/Molten Strike Jewels to Test!
Last edited by iSo1iD#4681 on Nov 19, 2015, 3:57:51 AM
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iSo1iD wrote:
Warlords Mark + Blasphemy will make an interesting change to the build by allowing us to swap out the Life Leech Gem for any other support like Lightning Pen. Whilst this is fantastic for generic mob clearing, its is rather bad for use against Map Bosses (with their 60% curse effectiveness reduction) and Act Bosses (with their 70% curse effectiveness reduction), which means you will be leeching significantly less from Warlords Mark, despite the dps increase. This shouldn't typically be a problem, as you can easily switch gems any time. However, in hectic situations like surprise Beyond Bosses spawning, the sudden lack of sufficient leech might get you killed.

All in all, it might prove an interesting change to the Rainbownuke, but it isn't exactly gonna be a no brainer set-up, as you still need to gauge your battles beforehand. Also, hopefully there will be Threshold Discharge/Arc/Molten Strike Jewels to Test!


It could be close... it's going to need testing. Consider the hypothetical scenario where a boss has 75% lightning resist:

Suppose you deal 1000 lightning damage vs boss before mitigation (I'm assuming you have 3% lightning pen from the tree):
1) Life Leech Gem: You deal 280 damage and leech back 5.6 life (1000*0.28 damage, 1000*0.28*0.02 leech)
2) Lightning Penetration: You deal 650 damage and leech back 5.2 life (1000*(0.28+0.37)) damage, 1000*(0.28+0.37)*0.4*0.02 leech)

You could end up in a scenario where you leech 10-40% less but kill 100-150% faster... it's possible that it could work out. With a lot of high level map bosses, you just want them dead as fast as possible because they get dangerous otherwise.
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
Last edited by tackle70#1293 on Nov 19, 2015, 1:01:36 PM
Looks like this build could...possibly...maybe...need some changes with the whole new Ascendancy thing coming out. We'll have to see what the Scion gets for sure, but I am also looking at the Duelist right now for the life-based Mjolner build I run and...wow...this could get interesting.
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Tanakeah wrote:
Looks like this build could...possibly...maybe...need some changes with the whole new Ascendancy thing coming out. We'll have to see what the Scion gets for sure, but I am also looking at the Duelist right now for the life-based Mjolner build I run and...wow...this could get interesting.


worst case scenario is probably just that the scion gets shit ascendancy classes and you have to roll a different class
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
So far, with the ascendancy classes revealed, the Gladiator (duelist) and Inquistor (Templar) sub-classes look very interesting for Life Based Mjolner builds and Low Life Mjolner Builds.

The Gladiator offers the increased block chance, increased attack speed, 100% efficient spell block and the opportunity for this build to build frenzy charges without needing blood rage (albeit only in generally map/area clearing).

The Inquisitor might prove very interesting. The "Instruments of Virtue" Node grants 10% attack and 20% cast speed when you attack, and grants 20% spell damage and 40% attack damage when you cast a spell. (if it works with mjolner procs, it will be extremely strong). Then there is the path that will lead to the "Pious Path" Node, which along the way gives you a 20% chance to generate consecrated ground (that gives life regen who those who run regen variations of the build) on hit and kill. Then whilst you are on consecrated ground, you deal 30% increased damage, have 50% reduced skill cost (which is a huge bonus for those vaal pact variations) and status ailment immunity (no free, no shock, no burn GG). Also, for those few people running crit Mjolner builds, they will get that OP 100% elemental resist ignore.

Im expecting there to be a witch sub class focused on spell or elemental damage. As for scion, I believe their one sub class will probably have the most diverse range of options.
This is a very, VERY, VERY rough idea for using the Duelist as a Champion spec and going with a LL RT Mjolner build. Please understand this may all change depending on what GGG does with balancing stats, passive tree stuff, etc, etc. That all said, this is to show that it could very well be possible to run this build as a Duelist, so here we go:

1. ROUGH PASSIVE TREE



I didn't allocate all of the points for several reasons including the fact that at the Templar jewel node there would be the Intuitive Leap jewel placed there to get the Power and Endurance Charges and the Faith and Steel notable. Not only that, but I am not sure if I would need Unwavering Stance, though likely will with going Low Life, but that would require some testing out to make sure totally. Now as far as auras, a quick and dirty shot through the aura calculator...


2. ROUGH AURA GROUPING



Since I am going dual-curse with this build for how it's talented that means I'll have to drop Herald of Ice. It's a bit of a loss for sure, but could make up for it using Taste of Hate and making sure to have a 'Cannot Be Frozen' modifier on another flask elsewhere. I know in the spec tree the "First to Strike, Last to Fall" node states that "Status Ailments are removed when you reach Low Life", and that's quite specific. Since we wouldn't reach (technically?) LL at any point and are in it from the start, that means that we can't avoid status effects, unless it doesn't work like that...GGG might need to clarify here.

That all said, mostly the standard auras here, and you can even get away with just Level 3 Enlightens on everything else save the first one, which assumes you put the gem into "The Vertex" helm for the +1. I am still undecided fully on the curse choice for making into auras, but I am thinking the likely choices will be:

- Enfeeble + Warlord's Mark
- Enfeeble + Elemental Weakness
- Enfeeble + Conductivity
- Enfeeble + Temporal Chains

I can't really think of any other combos that would work well, and Enfeeble is just too powerful to pass up, especially when combined with permanent Fortify. As far as other things go...the remaining jewels...


3. ROUGH JEWEL STATS

%Energy Shield, %Armour/Evasion, Spell Damage, LGoH (maybe?), %Damage While Holding a Shield, and potentially Shock Chance would be the likely candidates. Since this build is going Iron Reflexes that's why I run the Grace aura to get A LOT of Evasion to convert into Armour, and the big '100% increased Armour/Evasion when on LL' node in the spec tree will help that out a lot. That also means that hybrid Armour/Evasion and Energy Shield gear is not a bad choice, though you'll still likely want a big pure ES shield in the long run. BUT, could need some testing out to see. The other reason I say LGoH on jewels might not be needed is because without needing the Fortify gem you could instead run the LGoH gem in your attack setup and thus no longer need that or the LGoH nodes in the passive tree.

The curses turned into auras also means that you don't need the Curse on Hit gem either, so you could slot other gems into the attack setup to amplify that as well. Again, will need some tweaking around for sure. There's a lot more that I am not covering, but want to get this stuff down for those who might be interested to spark some future discussion and see if other classes aside from Scion and Witch (likely) will also be able to run this build setup.
Slight update on my build idea here, and anyone is welcome to chime in to see if you have any improvements. And of course, all is a WIP considering it's just theory now:



Four points are not allocated once again due to Intuitive Leap in the Templar area.
Has anyone tried AA as a defensive mechanic? It really feels like this build's weakness is physical damage and this sounds like a neat way of mitigating some of it. Or is "less" just too bad with that little Armour?
Last edited by BundesHeinz#7437 on Nov 23, 2015, 12:17:41 PM

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