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

So any1 got this build to do ANY dmg? Takes like 10 secs to kill a rare mob. Yes it's tanky, but absolutely no dmg so far.

So far I deeply regret switching to this build.

Realise I am missing helmet enchant and a good watcher's eye etc. Pob says this build got 7m full dps, I am very sure I'm not even near half of that.

I must be doing something very wrong, cause I'm fairly certain if maven decides to heal a map boss, it's never dying.

What am I doing very wrong? What will give me enough dmg to "melt the atlas"?

Thanks.

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HybridBoy wrote:

they changed how fortify works.
it suck, especially for molten strike.


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GGG wrote:

Sources of Fortify now grant a number of stacks of Fortification based on the percentage of the enemy's ailment threshold dealt by the hit that applied Fortify to you, with a large bonus to fortification stack generation against rare and unique monsters. You have 1% less damage taken from hits for each stack of Fortification, and Fortification lasts 5 seconds by default. Fortification from multiple melee hits or different sources stacks, up to a default cap of 20 stacks. You can only gain Fortification stacks from one hit every 0.1 seconds.


I don't get, why with "melee hits fortify" attacking a single enemy does not provide any stacks, but attacking a pack of enemies - provides. And it's not only molten strike problem.
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reqqq1 wrote:

I don't get, why with "melee hits fortify" attacking a single enemy does not provide any stacks, but attacking a pack of enemies - provides. And it's not only molten strike problem.



you need to deal enough melee damage to get fortify.
and its based on ailment threshold so you get even less (if any) stacks against bosses.

it feels really bad and the 100% duration node from the mastery is kinda mandatory.

i really dont think that fortify is viable in the build

currently using a sword with fortify implicit and 100% duration from mastery and it is still impossible to maintain 20+ stacks on bosses, even having some stacks is challenging, specially on high mobile bosses (almost any endgame boss)



i believe it is better to just allocate these fortify points somewhere else, such as more life
Awesome Build!

Also, for the Natures Patience downside, Teleport skills like flame dash completely negate it. I use it on my 300-500EHP RF Guardian tank, and you just flame dash out of stationary with no penalty.
Having a lot of fun with the build so far. Was wondering if its scalable to A8 and other endgame bosses. Having some trouble with endgame conquerors on the damage side. Has anyone had good success with endgame bosses? I'm only level 80, but dont see a ton of damage coming from the tree aside from one additional medium cluster.

Thanks!
hi, I'm trying it, very strong build even league starter.

I just would like to know how you can reach 10 Balls on molten strike i'm stuck at 8 with dying sun?


Last edited by fetullah on Nov 1, 2021, 1:58:47 PM
My league starter and i really dislike it. Can't go above 100 scourge, get one shoted (or killed so quickly it makes no difference) surprisingly often with even 90% phys reduction with 80% all resistances + 5% reduction from ascendancy and the grasping vines reduction from Nature's Patience. I feel with high density of mobs this build simply gets overwhelmed. Damage output is waaaay too low.
Can facetank conquerors though. But not worth it.
Hello,
I have two problems and will appreciate any help and tips about them. Thanks in advance.

Problem 1:
Im not sure if im doing something wrong. So my problem is that if i try to transfer from thief's torment to rare resist rings my sustain becomes very very bad. Feed the fury doesn't do as much as the PoB shows(1.4k per hit).

I understand that im still far away from the full form of the build but i still have the xoph's, kaom's, the 6L helm with +20 quality gems some of them +23% and molten strike is lvl 21.

As far as I see it is impossible for me to swap thief's torment before i get my hands on watcher's eye with LGOH while affected by vitality.

Problem 2:
The cast on damage taken support is just impossible to do with that 250% mana cost increase. Is the only way to make it work enlighten support on the auras?

Thank you again^^
"
AFNAlucard wrote:
Hello,

Problem 1:
Im not sure if im doing something wrong. So my problem is that if i try to transfer from thief's torment to rare resist rings my sustain becomes very very bad. Feed the fury doesn't do as much as the PoB shows(1.4k per hit).

I understand that im still far away from the full form of the build but i still have the xoph's, kaom's, the 6L helm with +20 quality gems some of them +23% and molten strike is lvl 21.

As far as I see it is impossible for me to swap thief's torment before i get my hands on watcher's eye with LGOH while affected by vitality.



There are a few ways to get good Life Gain on Hit (LHOG) so you don't feel the loss of Thief's Torment so much: 1) rare Elder rings can roll life gain on hit; 2) there is a cluster jewel notable called Feast of Flesh or 3) a bunch of +3 LOGH on jewels, but the opporunity cost of going this way is high


"
AFNAlucard wrote:

Problem 2:
The cast on damage taken support is just impossible to do with that 250% mana cost increase. Is the only way to make it work enlighten support on the auras?


Perhaps you'll need an enlighten L4. You can use Inspiration in your CWDT set up, but at the cost gem slot, so its sub-optimal.

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