[3.17] Hybrid's Molten Strike Jugg - Hold right click to TANK anything |MELT the Atlas|Divine Flesh|

Soz wrong post
Last edited by naaltje on Jan 20, 2019, 9:27:11 AM
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TheNicsen wrote:
Hey, thank you for the nice guide.

I would like to share a imo more improved gem setup, since the gem setup you show still has 3 spare spots for gems.

Helmet: as described

Sword: CWDT(lvl 3)-Punishment, Blood Rage
Note: Punishment is a curse that gives attack speed + physical damage, with CWDT lvl 3 it can be upgraded to lvl 7, im not sure what the best lvl is, but im currently running with these levels. its pretty much like having blasphemy)

shield: anger,hoa,ancestral warchief

gloves: CWDT-Immortal Call-Increased Duration - Summon lightning golem
Note: i dont use tombfist atm, otherwise i would not cap my ele res.Im using rare gloves with maximum life, 15% attack speed, phys damage to attacks, cold and lightning resistance. Using tombfist with 1 abyssal you can remove increased duration, with 2 abys you have to put Lightning golem in boots). I used tombfist with 1 abys jewel (maximum life +adds fire damage + adds lightning damage to attacks), but the damage boost and life boost with the 6% attack speed/maximum life of tombfist was pretty much negligible imo. Additionally, 2 abys jewel in tombfist are extremely expensive (betrayal league: 7.5 ex

Boots: whirling blades - blind support - fortify - blood magic
Note: i dont think faster attacks is necessary, since you have already enough attack speed for whirling blades imo. Blind is nice, pretty much denies the need for the blind on hit roll in the abys jewels. Fortify is also a nice buff to have but could be removed by onslaught, culling strike or whatever.

EDIT: i assume that enlighten is not essential for HOA and anger, since u should not have mana problems at all using thiefs torment or mana gained on hit in jewels.



ty, but its not any better, its actually worse.


punishment is a really small buff since its just ~20% increased attack speed, and the melee phyz buff only applies to the melee portion on the MS skill.
thats why it shows an increase in the ingame tooltip, only the melee part of MS is presented there.

ancestral protector totem is far superior because its 20% MORE attack speed and you can place it whenever you want.

if you really cant resist using an offensive curse, you want projectile weakness\flammability\ele weakness.
but it shouldnt come instead of the totem.

i dont like curses in CWDT setup cuz they are not consistence, only nice "on paper" (POB).

also low level CWDT will eat up your endurance charges constantly and therefor will reduce your defense.



not using tombfists is giving up on a big buff, not only that the gloves provides %life, attack speed and abyss jewel socket, they give the intimidation debuff on enemies which is 10% increased damage taken.
to put this in perspective, its like 2 spider webs with "aspect of the spider" skill, but its active ALL the time and its instant when you get close to the monsters, no buildup time.

if you cant cap your res without the gloves, you should upgrade other stuff.
dont make the res hot fix gloves into an endgame gear.

the increased duration isnt needed because with 4 E.C immortal call has plenty of up time.



blind support? are you reading the guide?
we use a "chance to blind" mod on one of the abyss jewels, no need for the gem.
hitting mobs with WB isnt ideal since its "range" is pretty small, thats another reason why i dont use fortify in this setup, even on uber elder.
i would swap BM with fortify on endgame bosses to increase defense.
also faster attacks makes dodging easier, never say no to more attack speed.

enlighten is always welcomed, helps alot in no regen maps.




you can play however you want, but i had to reply to this so people would know the downsides of your setup compared with the one in the guide.
why did hybridboy went go a shaped shield instead the lion eye ?
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WILDTRAK wrote:
why did hybridboy went go a shaped shield instead the lion eye ?


min\maxing.

wanted another +1% to all max res.
dont bother with it tho, its way too expensive and not really needed.


few pages back i mentioned the upgrades i did.


"
HybridBoy wrote:
Personal update:

new kaoms:



new shield: (dont try to copy, VERY expensive and getting the right mods is tough)


barely lost any life but got +1% all max res.
also turned out to be a good source of res, which led to my next upgrade.

new belt:


same life overall, tiny bit more dps, but most importantly- life recovry rate.
which also affect life leech.
with the watchers eye jewel i get 50% increased life recovery rate :)

and for last, got a new ring:


"lost" 5 LGOH compared to the old one, but since i get poachers mark on hit i get extra life and mana GOH.
lvl 12 is 16 LGOH and 9 MGOH plus some more helpful mods like increased flask charges, less enemy evasion and easier frenzy charges generation.
not that we ever had a problem with F.C generation, but can be less "stressful" in no regen maps.

https://pathofexile.gamepedia.com/Poacher%27s_Mark
"
HybridBoy wrote:
"
TheNicsen wrote:
Hey, thank you for the nice guide.

I would like to share a imo more improved gem setup, since the gem setup you show still has 3 spare spots for gems.

Helmet: as described

Sword: CWDT(lvl 3)-Punishment, Blood Rage
Note: Punishment is a curse that gives attack speed + physical damage, with CWDT lvl 3 it can be upgraded to lvl 7, im not sure what the best lvl is, but im currently running with these levels. its pretty much like having blasphemy)

shield: anger,hoa,ancestral warchief

gloves: CWDT-Immortal Call-Increased Duration - Summon lightning golem
Note: i dont use tombfist atm, otherwise i would not cap my ele res.Im using rare gloves with maximum life, 15% attack speed, phys damage to attacks, cold and lightning resistance. Using tombfist with 1 abyssal you can remove increased duration, with 2 abys you have to put Lightning golem in boots). I used tombfist with 1 abys jewel (maximum life +adds fire damage + adds lightning damage to attacks), but the damage boost and life boost with the 6% attack speed/maximum life of tombfist was pretty much negligible imo. Additionally, 2 abys jewel in tombfist are extremely expensive (betrayal league: 7.5 ex

Boots: whirling blades - blind support - fortify - blood magic
Note: i dont think faster attacks is necessary, since you have already enough attack speed for whirling blades imo. Blind is nice, pretty much denies the need for the blind on hit roll in the abys jewels. Fortify is also a nice buff to have but could be removed by onslaught, culling strike or whatever.

EDIT: i assume that enlighten is not essential for HOA and anger, since u should not have mana problems at all using thiefs torment or mana gained on hit in jewels.



ty, but its not any better, its actually worse.


punishment is a really small buff since its just ~20% increased attack speed, and the melee phyz buff only applies to the melee portion on the MS skill.
thats why it shows an increase in the ingame tooltip, only the melee part of MS is presented there.

ancestral protector totem is far superior because its 20% MORE attack speed and you can place it whenever you want.

if you really cant resist using an offensive curse, you want projectile weakness\flammability\ele weakness.
but it shouldnt come instead of the totem.

i dont like curses in CWDT setup cuz they are not consistence, only nice "on paper" (POB).

also low level CWDT will eat up your endurance charges constantly and therefor will reduce your defense.



not using tombfists is giving up on a big buff, not only that the gloves provides %life, attack speed and abyss jewel socket, they give the intimidation debuff on enemies which is 10% increased damage taken.
to put this in perspective, its like 2 spider webs with "aspect of the spider" skill, but its active ALL the time and its instant when you get close to the monsters, no buildup time.

if you cant cap your res without the gloves, you should upgrade other stuff.
dont make the res hot fix gloves into an endgame gear.

the increased duration isnt needed because with 4 E.C immortal call has plenty of up time.



blind support? are you reading the guide?
we use a "chance to blind" mod on one of the abyss jewels, no need for the gem.
hitting mobs with WB isnt ideal since its "range" is pretty small, thats another reason why i dont use fortify in this setup, even on uber elder.
i would swap BM with fortify on endgame bosses to increase defense.
also faster attacks makes dodging easier, never say no to more attack speed.

enlighten is always welcomed, helps alot in no regen maps.




you can play however you want, but i had to reply to this so people would know the downsides of your setup compared with the one in the guide.


Im not sure you actually read my post^^
first: sorry i meant ancestral protector, not warchief. And you wont give up the protector btw.
The Setup is additional and pretty much independent of the curse you usewithout you loosing any of the gems u r using but enlighten. i added that flammability could be a good option also. So why wouldnt you use a curse when its possible? They only eat up endurance charges when connected to immortal call. I use 2 CWDT setups. Furthermore increased duration/ blind on hit/ fortify are optional, i use them, but ofc you may have better options.

The Tombfist thing is propably right, im not using it since im not in endgame (tier 7 maps) and for me it was the item that could be more easier replaced than for example xophs blood/helmet and i dont have money for the 2 elder rings with resistances (still using torment). Anyway, the main point was using an additional curse, using your gear it would be like:
Helmet: as described
Sword: CWDT-Summon lightning golem- Immortal call
Shield: Anger - HOA - Ancestral Protector
Gloves (with 2 abyss sockets) : CWDT - Punishment/Flammability/Projectile Weakness
Boots : Whirling blades - Faster attacks - Blood magic - Blood Rage

i hope you get my point
Last edited by TheNicsen on Jan 20, 2019, 12:21:42 PM
"
TheNicsen wrote:


Im not sure you actually read my post^^
first: sorry i meant ancestral protector, not warchief. And you wont give up the protector btw.
The Setup is additional and pretty much independent of the curse you usewithout you loosing any of the gems u r using but enlighten. i added that flammability could be a good option also. So why wouldnt you use a curse when its possible? They only eat up endurance charges when connected to immortal call. I use 2 CWDT setups. Furthermore increased duration/ blind on hit/ fortify are optional, i use them, but ofc you may have better options.

The Tombfist thing is propably right, im not using it since im not in endgame (tier 7 maps) and for me it was the item that could be more easier replaced than for example xophs blood/helmet and i dont have money for the 2 elder rings with resistances (still using torment). Anyway, the main point was using an additional curse, using your gear it would be like:
Helmet: as described
Sword: CWDT-Summon lightning golem- Immortal call
Shield: Anger - HOA - Ancestral Protector
Gloves (with 2 abyss sockets) : CWDT - Punishment/Flammability/Projectile Weakness
Boots : Whirling blades - Faster attacks - Blood magic - Blood Rage

i hope you get my point


i already explained why i dont use an offensive curse, its also in the FAQ.

i prefer to use a ring with poachers mark on hit to increase the life and mana GOH.


dont be blinded by the big numbers in POB, when you actually play you notice that the curses on CWDT are useless 99% of the time.
hi i am level 89 and i keep dying on high tier maps with attack mods atm i have 8300 hp my res are capped and i got pretty much most of defenses that this build uses i would be glad if u check out my char and help me to find out how to run deathless thanks!
Killed Uber Elder for the first time, thanks again for the build! it was really fun and noob friendly. My stuff:

Spoiler


Nice, yeah looking forward to killing the Uber Elder and Shaper, working on this Build at the moment. With my other char I got very close and I do good damage but it got to a point I got sick of dying randomly, it was a mix of different builds and me experimenting with some stuff. Needed a more tanky build so I found this one, so far so good. Very easy to follow build.
Hello HybridBoy,
First of all : thanks a lot for your build, it is awesome, I had pleasure to play it.

Sorry if this is answered in some of the 100 pages of reply (you're too famous), but I have some questions / suggestions :

- Replace the portal gem by Vaal Haste : it gives a significant boost of attack speed (+31% for you and allies) for free

- What do you think of War Banner ? It gives more accuracy (50%) and ennemies take more damage (11%), meaning also more attack speed.

- What do you think of arctic armor ? if combined to enlighten it gives a significant boost of tankiness

- What is better to you ? Ancestral Warchief or Faster Attacks ? I have issues to craft the right colors to my helmet so I use FA instead of AW, and it's cool.

- I can see on PoB that your effective DPS is around 500K when mine is more around 100K with similar items. Does it take in account the use of potions or any other boosters ?

Thanks for your help ! and If you have any other melee build please share !

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