[3.3-WIP] Thor's Return - Mjölnir Heraldic Autobomber

Hello, I'm Herrmyth, and i'd like to present "my" first build:


The Mjölnir Heraldic Autobomber


This Build is an Autobomber using the Mjölnir "Trigger on hit" ability, and using both the Herald of Ice and the Herald of Thunder to propagate kills inside packs.


The idea of using Heralds for propagating kills in packs is certainely not a novelty, however, most of the existing builds on this concept are using Cospri's Malice and mostly are Shadow-based with the Assassin ascendency.


DISCLAIMERS
Spoiler

  • This build certainely does not pretend to make the best autobomber (if it even makes sense), it's merely a showcase of what I did with the trio Scion+Mjölnir+Heralds
  • This build is certainely not optimal yet and i'm really open to any suggestion for improving it !
  • I'd like to mention Cutedog's video about his Cospi's Autobomber, that helped me understanding the mechanics for the construction of this build : https://www.youtube.com/watch?v=gBtiSZXpgSw
  • This is not a Boss Killer, and not a League Starter, more something like a Proof of Concept


WHY A SCION ? AND WHY THE MJÖLNIR ?
Spoiler

Because why not ?

More seriously, you can't really answer one question without the other.
Basically I had a levelled up Scion Trapper , and wanted to transition it into an Autobomber, so i checked the options I had :

There are four options for triggering spells from attacks :
  • Cospri's Malice
  • Mjölnir
  • Cast On Crit setup
  • Cast On Melee kill setup



The Cospri's and Cast On Crit Setup are basically the same , so we'll explain their PROS ans CONS together :

PROS
Extremely Consitant with very high crit chance
Quite easy to setup theoretically, especially from the Shadow area
CONS
Requires ~100% crit chance for the sake of consistency (you don't want to shield charge a pack and not proc your spell)
0.5sec cooldown on the CoC Gem Setup is a LOT (Cospri's is 0.25 s cooldown)
The Cast On Melee Kill Setup allows you to use any melee weapon to trigger a spell :

PROS
Does not require a specific weapon
Any attack (non-vaal)attack can be used to trigger any (non vaal/mine/trap)spell
CONS
Requires a kill to proc the spell
You already fill 3 gem slots with your attack/CoMK support/your triggered spell, so to guarantee kills you'll probably need a 6L



The Mjölnir allows you to trigger a lightning spell on Hit :
PROS
Spell always trigger on hit
CONS
Requires 412 Strength
Only lightning spells can be used


As you can see all the options have their pros ans cons, but having a Scion, and being too lazy to level up a new char, I chose the last option.

BUT, THEN AGAIN... WHY ?
  • Getting up to 90+% crit chance on a any not-Assassin char is a real pain and quite expensive, basically the tree had to extend towards any crit chance node + required some expensive gear for the build to start functioning
  • The cast on melee kill seemed weird and clunky and i didn't believe Shield Charge to be able to kill mobs consistently in high tier maps (maybe it can work with whirning Blades, it may be an idea for a future build :p)


Now that the other options were invalidated, there were other reason for the choice of the Mjölnir :
  • The Left part of the scion area (towards the Templar and south of the life wheel) contain a LOT of strength on the travel nodes, making the 412 strength requirement less of a hassle
  • Arc just got buffed and just got some nice MTX that i don't have (yet)




CHOICE OF ASCENDANCY
Spoiler

The Ascendency choices are Inquisitor andElementalist .

Inquisitor is a very nice balance between offence(Penetration, More elemental damage taken by ennemies) and defense (Generating Consecrated ground gives quite some regen against bosses)

Elementalist is an obvious choice due to Elemental Reflect Immunity, Guaranteed 10% more damage on shocked ennemies and more penetration.

Assassin was my first choice instead of Inquisitor, but the +1% Base crit and the Power charge generation are quite lackluster compared to the first mentioned ascendancies.


Pros and Cons of the Build
Spoiler

CONS
Expensive build
Cant do guardians and shaper
Has some trouble with phase-based bosses
Not SSF Friendly
Not HC Friendly
Not MF Friendly
Not Skilled
PROS
Can still do 95% of the content
Running maps while zapping and shattering stuff is really cool
Seeing your heralds propagate and off-screen packs is REALLY cool

Overall review :
Damage : 3/10 without Esh's mirror stacks - 5.5/10 with
Survivability : 7/10
Fun 10/10




HOW DOES THIS BUILD WORK ?

It's quite simple :

Shield Charging a pack will trigger the lighting spell in the Mjölnir (Arc), Arc will kill some of the shocked/frozen mobs of the pack, trigerring Herald of Thunder and Herald of Ice.
Herald of Ice creates a explosion around the frozen corpse that will hit other mobs of the pack with AoE Cold and Lightning damage.
Herald of Thunder will trigger lightning bolts that will hit mobs around you, With the Adder Cold Support Gem, or the Ice Bite support, it will then trigger more Herald of Ice explosions within the packs.

Now, shield charge towards the next pack, and so on, an so forth...

With enough crit chance, you will afflict enough ailments to delete packs just by walking on them.

However, Heralds Have a Base crit chance of 0%, which is a bit of an issue, that leads us to the gearing/tree section.

HOW CAN THIS BUILD WORK ?

Gearing Section
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First Of all, we need a Mjölnir:

MJÖLNIR CORRUPTIONS
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With the 3.3 revamp of corruptions, there are some corruption outcome that can be very interesting :Increased Attack Speed > Fortify on melee hit > Onslaught on kill is my personal order


Since most of our damage output will come from Heralds, we need to be able to link them to support gems, but the reservation will get out of Hand, so we use The Coming Calamity as a Body Armour :



You need a lot of crit chance, but mostly, you need Base Crit Chance on your Heralds, in order of inflict ailments consistently :

As a Helmet, we need a Shaper Helm with +3 Crit Chance, for Gloves we use Essence of Horror crafted Gloves


A Crit Hatred Watcher's eye give an additional 1.8% crit chance, hatred will br socketed in an Essence Worm ring


Both of our Herald will use the Increased Critical Strike support gem for 1.8 Bas crit + 120% crit chance


With That we get 6.7% Base Crit for the Herald socketed in the Helmet, and 7.2% Base Crit in the Gloves one.

Next Step in Increasing Damage output : It's important to realise that Heralds are spells that deal non-spell damage, so spell damage and critical strike chance for spells (that scales only spell damage) won't help us.

In order to boost the damage output, using Esh's Mirror is almost mandatory, for the Amulet slot, Choir of the Storm is the BiS if we don't consider some mirror tier amulets.


We use 3x Grand Spectrum Jewels for scaling elemental damage.


The rest of the Gear (1 ring, Boots, Belt) will be mostly use for filing out resistances and the missing strength for the Mjölnir :


Noteworthy Jewels :
Pure Talent here is a must have, for the Stats, and the Penetration given on the Templar Start


3xMight of the Meek around the Scion Start gives this build a lot of QoL : Attack Speed, Movement Speed, Crit Multiplier, Resitances



About the Passive Tree


HOW TO
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LEVEL
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Level up a self-caster with Arc (or any of your favourite Lightning Spell). Respec into it while you have a 80+ lvl char.

Spoiler

KILL BOSSES
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Use Vaal Breach, Vaal Arc and Vaal Impurity of Lighting, it will give enough burst damage to kill up to T15 Bosses



Video Section
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I'm working on it
Last edited by HerrMyth on Sep 9, 2018, 12:14:47 PM
Last bumped on Sep 9, 2018, 12:01:54 PM
Maybe I'm dumb but wouldn't the "+3 crit chance for socketed spells" helm not do anything for herald of thunder because its spell crit and "Heralds are not spells, so spell damage and critical strike chance for spells won't help us"
The Herald's damage do not indeed scale with spell damage, however, the gem has the "spell" tag, which makes so that a socketed Herald Gem benefits from the +3% to base crit.

It is confirmed by both the Game Tooltip and PoB too (also crit really affects the gameplay of this build I assure you the +3 crit works)


-As i said "Increased Critical chance for spell won't help us" because the Damage from the heralds, is neither spell nor attack damage, it falls in the Secondary Damage category, even tho the Heralds gem have a spell tag

Increased Critical chance for spell applies to spell damage only, so it won't scale our damage up.

However, making so that our Heralds crit as consistently as possible is what makes this build viable. For that you need increased base crit (either generic or spells) and generic increased critical chance that will scale the crit chance on all types off damage

EDIT : I've modified the misleading part on the main post, heralds are spells but they don't deal spell damage
Last edited by HerrMyth on Sep 9, 2018, 12:12:18 PM

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