[3.17] Hybrid's Molten Strike Jugg - Hold right click to TANK anything |MELT the Atlas|Divine Flesh|
Hey nice build guide. I have some questions due to the recent updates on warcry and MS related things.
1) Is it worth to use an Eternal Apple Shield with Infernal, Enduring, and Ancestral Cry? If this works it would possibly save two gem slots (Ancestral call support from the ancestral cry and Combustion support due to it built into Infernal cry and also infernal cry gives u explosion too). 2) How do you feel about the change of the Wild Strike Jewel, they took away extra projectiles (rip), threw in +chain, and said they will "buff" MS alittle to make up for this. Would it be necessary now to keep having to jewel swap when fighting tanky/tough bosses? |
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" yes, but will have to wait for the new tree to see if there is anything worth using. " thats not true for this build. with my std character i can tank the "die" quad beam and still have a big chunk of my life left. some testing needs to be done, but that will only happen with the new league. " 1. from first glance, probably not. but i need to see the numbers. 2. seems like we wont be using the threshold jewel since we are scaling the projectiles damage and count rather than the melee portion. so 50% less projectiles is very bad for single target. but again, will have to wait for next league. i might even make another version of the build, i have some ideas. | |
Yea patch notes will clear everything up, thx
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Hi Hybrid!
Is this build Uber elder/atziri viable? I can't wait to see this build's 3.11 update. Many thanks Last edited by empyyo on Jun 9, 2020, 7:59:45 AM
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Hey if I end up using the Eternal Apple to rotate Infernal cry and Ancestral cry, would that be sufficient to replace the multistrike and combustion gems? If so, what's a good add to the helm? Fire Pen and something else?
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I can't wait for this build to be updated, since the patch note is out.
I'd like to do the build, but waiting since i don't want to waste currency if something change :/ | |
" league start with something else. there are ALOT of changes so the current plan is to make a quick POB that is close to the last build and later on make a new POB with hopefully new mechanics, might be a 2nd version of the build. things needs to be tested in game before a new POB is released. | |
" Of course, i'm hyped, want to do this build so much but must be patient. | |
Hey man, playing this build for a couple of years now as I can only play standard. Love it. Been trying other builds but I always came back to it.
Looking forward to seeing the new patch updates. Thanks for the build and keep up the good work. When time allows I would be grateful if you could go over my char and see if there are any recommendations; the damage felt a bit clunky lately. | |
here are my thoughts after skimming through the patch notes:
enduring cry looks very good, fits the build really nicely. easier endurance charge generation in phases or just pre buffing yourself in the start of the map\boss fights. good defensive mechanics with mitigation and life regen. molten strike - its too early for me to decide if MS got nerfed hard or there might be a hidden buff with the new travel distance thing, will see i guess. the skill tree has alot of changes and needs to be done from scratch. also the cluster setup will need to be reevaluated, but i think i want to keep at least the natural affinity jewel. most of the items that got changed arent relevant for our build. people mentioned The Eternity Apple shield but i cant see how it is synergizing with the build, you dont really want to lose endurance charges. tribal fury is on the tree now, and looks like the connecting nodes arent totally worthless so it might be a good idea to pick it and anoint something else. other changes: in the next iteration of the build i would drop Tombfists completely for a rare pair of hunter gloves. these can roll the +1 target to strike skills, so this with tribal fury means we dont need ancestral call in our 6L setup and would be able to run with a full damage setup 100% of the time, no gem swapping. hunter gloves can also roll intimidation which is a really nice to have. in the current build i mentioned that a flammability on hit ring is an option, while it still is, it will be more beneficial for us to apply the curse via a curse on hit setup, specifically wave of conviction to kill two birds with one stone. the curse mod only rolls at low level (5 and 8), so we lose alot of -% fire res due to its low level vs a level 20 gem. on top of that, in regards to rings, i think its a good point to drop the LGOH mechanic. when i released the build initially, we were able to attack without a target at a very high attack speed (15-16APS) with a massive amount of balls (i think it was 16 while dual wielding). so LGOH was a no brainer, very good recovery method. but throughout the years (patches) all of those mechanics got nerfed and i dont think its worth the "sacrifice" of two rings anymore, as it is hard to get a good pair of rings with LGOH and other stats. maybe the MGOH on the jewels too. as i said before, some testing needs to be done before im giving the final verdict. and also why a new POB might not be ready at the start of the league. edit: here is the quick POB: https://pastebin.com/2wSg7r8U yea we dont take iron grip anymore, not worth the 3 points. its very close to the 3.10 setup, a new version is in the making, but probably wont replace this one. Last edited by HybridBoy on Jun 18, 2020, 2:38:17 AM
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