[R.I.P.] life Mjolner done right by Rico - Juggernaut version - R.I.P. thx to "balancing" policy

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Wraeclaster wrote:
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tharivd wrote:
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Wraeclaster wrote:
Why do we use EE when there are so many more endurance charges than power charges? Maybe I understand how it works incorrectly..


I found your question confusing at first ;). But EE is triggered by cyclone cold damage, to lower fire and lightning res, for harder hit from discharge, so number of power/endu charges does not have direct connection with EE.


Thanks!


Ahhhhhhhhhhhhhhh i read the topic, but i miss the cold dmg on ring...

Old ring :



vs new ring :



It's amazing how I dps much more !! thx !!!

Question : i can't get a 3g3r after 1K + chrom, i stay on 2r4g with endurance charge on melee stun for last R (fortify, life on hit, cyclon, faster attack, blood magic) do you think it's ok ?



Again thx for this great build, i always wanted to do a Mjölner build since 2.1 or less :p
Hello,

"+ Shaper belt with at least 16% cooldown recovery in"

I have a belt with 14%, Is it a real problem not to have 16%+ or 14% is ok ?

I play on XBOX, and find a belt with 16% is very difficult.

Thanks
I love this build, I just don't understand how it survives super end game content. I'm level 84 at the moment with pretty much all the gear required for the build minus the unique belt and while I can blaze through maps and shred bosses, I just can't survive giant hits at all. I'm sitting at 5.3k health with 9300 armor, fortify, endurance charges, and capped resists, yet Uber Izaro one-shotted me from full health twice today. I'm just not sure what I'm missing.
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Kronikle wrote:
I love this build, I just don't understand how it survives super end game content. I'm level 84 at the moment with pretty much all the gear required for the build minus the unique belt and while I can blaze through maps and shred bosses, I just can't survive giant hits at all. I'm sitting at 5.3k health with 9300 armor, fortify, endurance charges, and capped resists, yet Uber Izaro one-shotted me from full health twice today. I'm just not sure what I'm missing.



you should be using 3 red gems and 2 green you should remove culling strike and replace that with life gain on hit and you wont die and can tank anything
The life gain on hit isn't going to let me survive a 1-shot. I don't have problems sustaining back to full, I just have problems getting killed in a single attack from full health.
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Kronikle wrote:
I love this build, I just don't understand how it survives super end game content. I'm level 84 at the moment with pretty much all the gear required for the build minus the unique belt and while I can blaze through maps and shred bosses, I just can't survive giant hits at all. I'm sitting at 5.3k health with 9300 armor, fortify, endurance charges, and capped resists, yet Uber Izaro one-shotted me from full health twice today. I'm just not sure what I'm missing.


Do you have righteous fire active when you're fighting? that would make a big difference as you'll have life ticked away drastically when your ruby flask has run out of charges. think you should just get a curse on hit setup with enfeeble as a 20/20 enfeeble will LESSEN (not decrease) dmg by a whole 30% (some bosses have curse mitigation though). RF can be a lonely gem spot. maybe your uber izaro had the worst mods the day you tried. you need more hp for sure to avoid the one hit kills. and you only have 3 jewel nodes apart from intuitive leap. you can benefit a lot more with rings with higher flat life (in the 60-70s range), lose those nodes that give specific elemental resistance, and put them in life nodes instead. 7 endurance charges give an insane amount of ele res so you only need like 95-100 uncapped. maybe even less. Id use those points and get them in more jewels (you're only one point away from a jewel node on your tree, 2 nodes from others). you're missing the node that gives 0.2% life regen per endurance charge, which is absolutely imperative to have. While you keep leveling, definitely prioritize those extra skill points on getting the 3-4 extra jewel spots that give ele res/life/spell dmg.
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lumpsumhero wrote:
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Kronikle wrote:
I love this build, I just don't understand how it survives super end game content. I'm level 84 at the moment with pretty much all the gear required for the build minus the unique belt and while I can blaze through maps and shred bosses, I just can't survive giant hits at all. I'm sitting at 5.3k health with 9300 armor, fortify, endurance charges, and capped resists, yet Uber Izaro one-shotted me from full health twice today. I'm just not sure what I'm missing.


Do you have righteous fire active when you're fighting? that would make a big difference as you'll have life ticked away drastically when your ruby flask has run out of charges. think you should just get a curse on hit setup with enfeeble as a 20/20 enfeeble will LESSEN (not decrease) dmg by a whole 30% (some bosses have curse mitigation though). RF can be a lonely gem spot. maybe your uber izaro had the worst mods the day you tried. you need more hp for sure to avoid the one hit kills. and you only have 3 jewel nodes apart from intuitive leap. you can benefit a lot more with rings with higher flat life (in the 60-70s range), lose those nodes that give specific elemental resistance, and put them in life nodes instead. 7 endurance charges give an insane amount of ele res so you only need like 95-100 uncapped. maybe even less. Id use those points and get them in more jewels (you're only one point away from a jewel node on your tree, 2 nodes from others). you're missing the node that gives 0.2% life regen per endurance charge, which is absolutely imperative to have. While you keep leveling, definitely prioritize those extra skill points on getting the 3-4 extra jewel spots that give ele res/life/spell dmg.


Thank you, this post has been incredibly helpful. I didn't even realize that endurance charges gave elemental resists until now! I'm gonna try the changes you suggested and see how that goes!
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Kronikle wrote:
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lumpsumhero wrote:
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Kronikle wrote:
I love this build, I just don't understand how it survives super end game content. I'm level 84 at the moment with pretty much all the gear required for the build minus the unique belt and while I can blaze through maps and shred bosses, I just can't survive giant hits at all. I'm sitting at 5.3k health with 9300 armor, fortify, endurance charges, and capped resists, yet Uber Izaro one-shotted me from full health twice today. I'm just not sure what I'm missing.


Do you have righteous fire active when you're fighting? that would make a big difference as you'll have life ticked away drastically when your ruby flask has run out of charges. think you should just get a curse on hit setup with enfeeble as a 20/20 enfeeble will LESSEN (not decrease) dmg by a whole 30% (some bosses have curse mitigation though). RF can be a lonely gem spot. maybe your uber izaro had the worst mods the day you tried. you need more hp for sure to avoid the one hit kills. and you only have 3 jewel nodes apart from intuitive leap. you can benefit a lot more with rings with higher flat life (in the 60-70s range), lose those nodes that give specific elemental resistance, and put them in life nodes instead. 7 endurance charges give an insane amount of ele res so you only need like 95-100 uncapped. maybe even less. Id use those points and get them in more jewels (you're only one point away from a jewel node on your tree, 2 nodes from others). you're missing the node that gives 0.2% life regen per endurance charge, which is absolutely imperative to have. While you keep leveling, definitely prioritize those extra skill points on getting the 3-4 extra jewel spots that give ele res/life/spell dmg.


Thank you, this post has been incredibly helpful. I didn't even realize that endurance charges gave elemental resists until now! I'm gonna try the changes you suggested and see how that goes!


Yeah they give an incredible amount. I think at 106 uncapped they give like 190-210 when at max endurance. even at 5 they give wayyyyy too much. so you can just get uncapped res around 90 and even with mods with ele weakness, as long as your hitting something, you'll always be capped.
if I had a six link staff of hands, what additional gem can I use to increase the mana of immortal call so i can level arcane surge a few more times?
Last edited by lumpsumhero#2631 on Apr 7, 2018, 10:53:26 PM
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lumpsumhero wrote:

Yeah they give an incredible amount. I think at 106 uncapped they give like 190-210 when at max endurance. even at 5 they give wayyyyy too much. so you can just get uncapped res around 90 and even with mods with ele weakness, as long as your hitting something, you'll always be capped.


You make it sound like the elemental resists that the endurance charges give scale in some way. I looked it up and it just says "4% to all Elemental Resistances per Endurance Charge", so at 7 charges that's 28% all resist which is nice, but it doesn't sound nearly as massive as you're describing.

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