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

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Robet24 wrote:
Got around to recording Sirus this league.

https://www.youtube.com/watch?v=gOqFglKYlnA

I'll end up doing my first Maven eventually as well. Should be an interesting record considering there will probably be a death.


clean fight, nice setup!
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Sinz0000 wrote:
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AreWeReady wrote:

can you link your pastebin for pob? so that i can check


https://pastebin.com/57RWtZvg
as far as i can see, you got nothing wrong with your passive tree/gear. the only thing that is missing is the watcher's eye jewel with ''#% increased life recovery rate while affected by vitality". that mod on the jewel will make a huge difference in your survivability. and the jewel is very cheap, like 10-20c.
later on when you have the means, you should also aim for more life on your gear, to try and get 8k+ hp. but once you get the jewel i mentioned above, i think you are set and good to go!
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AreWeReady wrote:
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Sinz0000 wrote:
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AreWeReady wrote:

can you link your pastebin for pob? so that i can check


https://pastebin.com/57RWtZvg
as far as i can see, you got nothing wrong with your passive tree/gear. the only thing that is missing is the watcher's eye jewel with ''#% increased life recovery rate while affected by vitality". that mod on the jewel will make a huge difference in your survivability. and the jewel is very cheap, like 10-20c.
later on when you have the means, you should also aim for more life on your gear, to try and get 8k+ hp. but once you get the jewel i mentioned above, i think you are set and good to go!



hey, thanks. will try this.
Last edited by Sinz0000 on Mar 9, 2021, 10:54:32 AM
Are you all running vitality mods aside from anger mods on your watcher's eyes ?

I don't have fortify on hit yet (trying to get some swords at 28% from Hillock before vaaling.. Does the beast craft that corrupt at 30%qual adds implicits ?) but I've recently upgraded stuff and got more atk speed.. And now my leap slam feels... too quick ^^'
I removed atk speed support on it and put a precision aura since I don't crit that often and had a green socket anyway.. and with the ascendancy the accuracy even grants more atk speed.. and I see two nice mods on the Eye : more atk speed ! And a tempting "gain flask charges on crit"

Maybe that's not as good as regen later on, but since I don't have the 30% more ele or elevated mods on helm yet, I kinda lack some dmg on tough fights.

Also.. Are synthesis implicits from Harvest of some use for our build eventually ? I've only tried on jewel so far to see what it does.. just adds an implicit to a rare, right ? We can use it on helmet, boots ? Does it replace implicit like projo dmg on gloves ?
Harvest in a nutshell : https://image.noelshack.com/fichiers/2023/48/6/1701517918-poeh.jpg
Ultimatum : https://image.noelshack.com/fichiers/2023/48/6/1701517789-ultimatum-league.png
Expedition : https://image.noelshack.com/fichiers/2023/48/6/1701518028-poe-expedition-in-a-nutshell.png
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Shafirion wrote:
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Robet24 wrote:



Well my first pair got bricked by a crafter that used the wrong craft. Found another pair of gripped that had the temple mod and tried again. (Fun fact: You can get the lightning/cold temple mod on gloves and use the change resist crafts from harvest and it changes the whole temple mod to that element)

Just have to finish the glove with higher life and probably ailment immunity on the suffix. Very proud of this craft.


Congratz on those beautiful gloves.

Can I ask how you did it? It is the last really big improvement I could get. But even getting the extra strike skills seems expensive. I slammed a hunter's ex on my open prefix. The chance to hit it is 11%. Since add/remove influenced mods is a very expensive craft, my first guess was that remove influenced mod, add attack and then spamming remove/add attack would be cheaper. But there are so many mods, that remove/add influenced mod is probably better.

Right now I would happily settle for the non-elevated mod.

If my calculations are right, getting that alone would cost 30 ex on average, add the Maven Orb and the 50/50 chance crafting these gloves should be 80 Ex on average.

Or did you find a better way?


So the little trick I did was to find a pair of ilvl 80 (or 81 for max chaos res) through ilvl 84 with the temple mod. 85+ adds 2 more mods to the pool.

After that, I filled out suffixes with Harvest and had ONLY 1 PREFIX. After that I added inf mod and then added one more. (Since you need 2 inf mods for Maven's orb). If nether one hit, I -+inf modifer until I did hit it. Theoretically every -+inf mod had a 1/5 to hit strike skills and once I did hit it, I would proceed with the Maven's orb.
Last edited by Robet24 on Mar 9, 2021, 12:33:18 PM
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Robet24 wrote:


So the little trick I did was to find a pair of ilvl 80 (or 81 for max chaos res) through ilvl 84 with the temple mod. 85+ adds 2 more mods to the pool.

After that, I filled out suffixes with Harvest and had ONLY 1 PREFIX. After that I added inf mod and then added one more. (Since you need 2 inf mods for Maven's orb). If nether one hit, I -+inf modifer until I did hit it. Theoretically every -+inf mod had a 1/5 to hit strike skills and once I did hit it, I would proceed with the Maven's orb.


That's nice. Does the elevated Mod make a big difference? I wasn't sure about that, since people tend to use it as a surrogate for Tribal Fury. It should improve clear, but does it do anything for bosses? I am determined now to go for the gloves as well. :D
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Shafirion wrote:
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Robet24 wrote:


So the little trick I did was to find a pair of ilvl 80 (or 81 for max chaos res) through ilvl 84 with the temple mod. 85+ adds 2 more mods to the pool.

After that, I filled out suffixes with Harvest and had ONLY 1 PREFIX. After that I added inf mod and then added one more. (Since you need 2 inf mods for Maven's orb). If nether one hit, I -+inf modifer until I did hit it. Theoretically every -+inf mod had a 1/5 to hit strike skills and once I did hit it, I would proceed with the Maven's orb.


That's nice. Does the elevated Mod make a big difference? I wasn't sure about that, since people tend to use it as a surrogate for Tribal Fury. It should improve clear, but does it do anything for bosses? I am determined now to go for the gloves as well. :D


So typically I start with Ancestral Call. You get rid of it with Tribal Fury and Gloves. You can still do mapping with either/or but it just doesn't feel as good. Then I drop Tribal Fury with the elevated mod.

Does it help with bosses? A tiny bit for some bosses, but the majority of what we do to get to those bosses is map. So I like to have the same gear for both.
personally i feel like +2 targets is almost necessary for mapping.
also when the boss have adds around it or multiple bosses the additional targets helps a lot.

if you get +2 from the gloves you can unspec Tribal Fury from the tree or anointment.
Well, I play my Slayer Build with Saviour/Paradoxica, so clear will generally be much better. It seems perfectly fine with 1 extra target. So I guess it depends on the other mod. If I hit impale I would probably just remove phys; if I hit ailments I would yolo Maven and hope for elevated strike skill mod.

To get there, however, I would have to hit strike skills. No luck today with 30 Ex worth oft harvest crafts. Then again it is end of the league, won't start anything new, and I might as well try getting the last peace of my build to wrap it up.
There are no fortify shanks available for me, where would you suggest I put in fortify?

Edit: NM, I completely missed the gem links section.
Last edited by Karumph on Mar 11, 2021, 2:48:56 PM

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