Path of Exile Molten Strike is one of four damage sources, which deals damage to targets based on the damage values from weapons or unarmed. Skills that deal attack damage have the Attack gem tag skill consisting of two parts: an initial melee attack hit and a projectile attack. Molten Strike consists of two parts: An initial melee hit with the keywords Fire, Attack, Melee. A projectile attack with the keywords Fire, Attack, Projectile, AoE. Here We Will share you Poe 3.6 Marauder Builds With Main Skill Molten Strike.
[Juggernaut] Very Tank Hybrid's take on Jugg Molten Strike - Hold right click to TANK anything
There are many Molten Strike guides out there, probably with more damage too.
But they are focusing on damage too much, and it hurts the build in other aspects IMO.
So we made our build that fits our playstyle without compromising too much (if any) on damage.
The removal of min crit chance cap won't affect us since we are not using anything that lowers our crit chance.
Actually, in this patch, it would be easier to proc EO since consecrated ground now grants 100% increased crit chance.
Plus there is a new flask that triples the consecrated ground area AND grants +2% crit chance against mobs in it.
So if previously we had a 5% crit chance, we now have 14%.
5 (base from sword) +2 (from flask) X 2 (100% increased from consecrated ground) = 14 .
Blood rage's mana cost has been reduced, but we don't care, was never a problem.
Anger damage got buffed slightly.
tombfists got nerfed and no longer grants attack speed.
They are still a good choice for the build tho since you can even have abyss jewels in them and the intimidation debuff is a nice dps boost.
This league a rare pair of gloves with life, attack speed and some damage mod\s could make a decent alternative (but still less damage).
This will also open a new source of getting dex and res from gear.
Skill tree wise - can't see anything that will affect us.
Pros:
+ VERY tanky: many layers of defense
+ Lots of life: 9k without GG gear
+ Lots of damage
+ Can do all content
+ Excellent lab runner
+ Fast mapping
+ Can start on a budget, a good league starter too
+ Scales significantly with better gear
+ No clunky mechanics
+ Can do any map mod, Rippy maps isn't a big deal anymore
Cons:
-Not a "ZOOM ZOOM" character like deadeye TS\KB (but is it a con? :P)
-could get expensive if you try to min\max the build
Pantheon:
Major: Soul of Arakaali
you need to upgrade it for the life recovery rate.
Its works with blood rage and immortal call.
When immortal call procs with CWDT, you are immune to physical damage, and since blood rage degen is physical damage over time this scenario activates the pantheon buff.
Minor: Soul of Shakari
upgrade it for full effectiveness.
We used to roll with should of gruthkul for the phyz mitigation, but in 3.4 poison got buffed, so monster's venom also causes more damage and can be very deadly now.
Pre 3.4 poison wasn't even noticeable.
Bandits:
kill all
Ascendancy progression:
1. Undeniable for damage hit chance and attack speed.
2. Unstoppable for QOL.
3. Unbreakable for a lot of defense mods.
4. Unflinching as endurance charges have more effect in the endgame where physical damage is high.
PoB Link - https://pastebin.com/DDucTWGu
[Juggernaut] Harmonics Howa Moltenstrike CI Jugg
Since beastiary GGG has been putting more and more chaos damage back into the game, CI is in a secure spot. In Synthesis, you face loads of chaos damage in incursion temple, syndicate Tora, Mastermind Catarina, and Chayula breach.
This section is based upon league start at 3.6. We assume you have no access to uniques whatsoever.
General tips for leveling safe and smooth
- Try to get resistance capped at Act 5
- Try to understand life on gear
- You can use all weapons for damage, so focus on getting the highest real gun you can, and we will convert this into elemental damage.
Claws are excellent for a molten strike since they provide life on hit, but if you get another weapon with nice physical damage use it
- Try to get a Silver Flask + Sulphur Flask + Granite Flask + Quicksilver Flask + Life Flask
Bandits:
Kill all for two points 2 points
Pantheon:
Major
Soul of Arakaali with 50% increased recovery for energy shield.
Blood rage combined with CWDT+IC makes the recovery rate proc often.
Minor
Ralakesh: Cannot be blinded and increased chance to avoid bleeding + less DoT with bleeds.
PoB Link - https://pastebin.com/bdp1Rd2B
[Juggernaut] Deepest Tankiest 1.2K Depth Lvl 100 Update
It's a great build imo, and viewing it in that light coming from a Grelwood/15% reserve shield MS'er that hit 97 within Delve.
While the Brentwood we believe is a bit easier at the mid-game since it has a lot of giving on sockets and resists from rares in comparison to this one, this one will scale better where it eventually counts.
We figure what makes some struggle with this build is again that not only do you need all the uniques, but you need to invest in very focused jewels/eyes for resists to bring it all together. That, and some see the lower HP gear grade to gear grade between the two builds and forget to account for capping chaos resist closed a considerable weakness of the Greenwood build.
Initially saw this and was going to go greenwood and transition into this but I said hell with it and went all in. It's a great build it's appreciated for sharing it.
Loreweave max res drop doesn't matter for us that much.
We still use reduced ele dmg taken 50% total so the dmg we receive from 10% not mitigated just dropped to 11% not mitigated. So it's only 1% more ele dmg taken for us.
+no changes to other uniques or skills so we are good to go for 3.6
Pob Link - https://pastebin.com/8qMPRHYj
[Juggernaut] Fun, Cheap, 3M+ DPS, 5L Uber Elder Down ScourgeAgony - The Scourge + Herald of Agony Jugg
There's not much to it, as you're not doing much damage yourself. Your job is to whirl around and cast Molten Strike on mobs to poison them and gain/keep your Virulence stacks at 40.
For the most part, you can stand still as you gain Fortify from Molten Strike itself, but you know, move around.
Don't focus too much on what the crawler is doing or waiting for it. It rarely leaves things alive, so keep moving forward.
When it gets stuck or you Flame Dash across a chasm, use Convocation to port the Crawler to you. Similar thing for Proximity Shield mobs; go into melee range and Convocation.
Your flasks should be full pretty much all the time, so you can somewhat spam them — the total charge for tough bosses.
No regen maps are cancer as we have a small mana pool. 90% to avoid ailments is pretty annoying too, but doable, even in T16. Reflect maps are NP but use the best judgment always.
When in Single Target configuration and attacking something like Shaper, or Minotaur, remember to use Convocation to keep your Crawler at Point Blank range of the boss for the bonus dmg.
There are many moving parts to get max potential DPS to ~4M+. Keep in mind it's not sustained DPS, but I've taken the time to maximize uptime of every temporary effect. Also remember, that no build needs this much DPS.
The PoB Config section is set up as shown to let you understand what all the effects that are being taken advantage of being.
Not taking advantage of temporary effects is neglecting a key mechanic of the game. Just because something doesn't have 100% uptime, doesn't mean it isn't worth investing into especially when all it takes is adding it to a lvl 2 CWDT setup.
Inevitably some effects will have better uptime than others. For example, granting Frenzy charges to Minion is pretty reliable, as all it requires is hitting, which is something we do a lot to maintain Virulence. Allowing Power charges, on the other hand, will rarely happen, as we don't get that many kills blow.
Pob Link - https://pastebin.com/zE2cpr8t
[Juggernaut] Dual Grelwood Shank Molten Strike Juggernaut
The significant change(buff) is Juggernaut Ascendency.
The passive tree also has changes that buff this build.
Tombfist lost its attack speed stat. It's still pretty good for its intimidation debuff on enemies, but you won't feel you miss out a lot of damage by not using it.
Loreweave max resists nerf. You took like 10% more elemental damage by missing out of that 2% max resist.
Bosses which previously had 60% or 80% less effect of curses on them now have 33% or 66% less effect of curses on them respectively.
Offensive Curse is actually good on bosses now. 44% -> 29.3% against regular boss/ 14.15% against shaper/elder/guardians!
Wow, Wave of Conviction is such an excellent skill. Just cast once (or CWDT) and the enemy is having -25% fire resist from exposure! (Since we are using Avatar of Fire, the highest damage type from WoC will always be fire)
Pro:
+ Being a Tank (7 Endurance Charges or 5+ Endurance Charges with CWDT + Immortal Cry + Unflinching)
+ Being a FAST Tank (Attack Speed from Undeniable shine here, zip-zap everywhere)
+ Can do Uber Lab full key run reliably while decent geared
+ No weapon swap (Unless you want much faster Leap Slam)
+ No gem swap
+ No movement speed necessary needed)
Cons
- Caution: Molten Balls may affect your FPS and drown your GPU.
- Greenwood Shank require you to face-tank hits to dish out more damage
- Can't do Reflect (With thief torment on + 4-Link Molten strike + Yugul Pantheon, you can do reflect map somewhat but still dangerous. Go for Elementalist/ Raider Scion if you want reflect immune version and say screw you Atziri Mirror Clone)
- Can't do No leech Maps (If you are using Thief Torment, ignore this)
- If you were looking for high-end DPS destruction or sonic-speed screen clear build, this build is not for you
- Not block/dodge/evasion focused, any dangerous 1-shot (especially elemental damage) will still possibly 1-shot you if you don't dodge.
- 6k-ish HP with no block/dodge/evasion mechanic. Again, need to beware "extra damage as elemental" map mod and "- % maximum resistance" map.
- Expensive at league start and the moderate price at mid-league since 3.5 Greenwood Shank buff alongside drop rate nerf
Ascendency:
A significant change to Juggernaut Ascendency.
Now with more added tankiness!
For Kaom's Root :
1 /2: Unflinching or Unbreakable
3: Undeniable (Latest being Merciless Lab before you proceed to map)
4: Unrelenting
For Other Boots :
1 / 2 : Unflinching / Undeniable
3: Unstoppable
4: Unbreakable
Skill Tree - http://bit.ly/2FCCSDW
PoB Link - https://pastebin.com/0NukX7Yk
[Chieftain] Easy to fill up-res Molten Strike Chieftain
Typically molten strike is best paired with life gain on hit, by going claws (which means the going right side of the tree with inquisitor) or by getting elder rings with LGOH. Or go JUGG, cause why not go jugg with everything. Anger buffs. Loreweave and tomb first nerf. Nothing changes so far, except using Bottled Faith. Will add more stuff if 3.6 reveals some appropriate gear choices.
Pros:
+ Tanky. (6.5k+ hp, 6 end charges, regen, up to 80% max res, chieftain)
+ Busted single target.
+ Easy to fill up res.
Cons:
- Okayish clearspeed.
Bandits:
Alira
Ascendancy:
Tawhoa > Ramako > Ngamahu > Hinekora
Pantheon:
Solaris and Ralakesh.
Skill Tree - http://poeurl.com/b8K9
PoB link - https://pastebin.com/yKCniLxV
[Juggernaut] Very Tank Hybrid's take on Jugg Molten Strike - Hold right click to TANK anything
There are many Molten Strike guides out there, probably with more damage too.
But they are focusing on damage too much, and it hurts the build in other aspects IMO.
So we made our build that fits our playstyle without compromising too much (if any) on damage.
The removal of min crit chance cap won't affect us since we are not using anything that lowers our crit chance.
Actually, in this patch, it would be easier to proc EO since consecrated ground now grants 100% increased crit chance.
Plus there is a new flask that triples the consecrated ground area AND grants +2% crit chance against mobs in it.
So if previously we had a 5% crit chance, we now have 14%.
5 (base from sword) +2 (from flask) X 2 (100% increased from consecrated ground) = 14 .
Blood rage's mana cost has been reduced, but we don't care, was never a problem.
Anger damage got buffed slightly.
tombfists got nerfed and no longer grants attack speed.
They are still a good choice for the build tho since you can even have abyss jewels in them and the intimidation debuff is a nice dps boost.
This league a rare pair of gloves with life, attack speed and some damage mod\s could make a decent alternative (but still less damage).
This will also open a new source of getting dex and res from gear.
Skill tree wise - can't see anything that will affect us.
Pros:
+ VERY tanky: many layers of defense
+ Lots of life: 9k without GG gear
+ Lots of damage
+ Can do all content
+ Excellent lab runner
+ Fast mapping
+ Can start on a budget, a good league starter too
+ Scales significantly with better gear
+ No clunky mechanics
+ Can do any map mod, Rippy maps isn't a big deal anymore
Cons:
-Not a "ZOOM ZOOM" character like deadeye TS\KB (but is it a con? :P)
-could get expensive if you try to min\max the build
Pantheon:
Major: Soul of Arakaali
you need to upgrade it for the life recovery rate.
Its works with blood rage and immortal call.
When immortal call procs with CWDT, you are immune to physical damage, and since blood rage degen is physical damage over time this scenario activates the pantheon buff.
Minor: Soul of Shakari
upgrade it for full effectiveness.
We used to roll with should of gruthkul for the phyz mitigation, but in 3.4 poison got buffed, so monster's venom also causes more damage and can be very deadly now.
Pre 3.4 poison wasn't even noticeable.
Bandits:
kill all
Ascendancy progression:
1. Undeniable for damage hit chance and attack speed.
2. Unstoppable for QOL.
3. Unbreakable for a lot of defense mods.
4. Unflinching as endurance charges have more effect in the endgame where physical damage is high.
PoB Link - https://pastebin.com/DDucTWGu
[Juggernaut] Harmonics Howa Moltenstrike CI Jugg
Since beastiary GGG has been putting more and more chaos damage back into the game, CI is in a secure spot. In Synthesis, you face loads of chaos damage in incursion temple, syndicate Tora, Mastermind Catarina, and Chayula breach.
This section is based upon league start at 3.6. We assume you have no access to uniques whatsoever.
General tips for leveling safe and smooth
- Try to get resistance capped at Act 5
- Try to understand life on gear
- You can use all weapons for damage, so focus on getting the highest real gun you can, and we will convert this into elemental damage.
Claws are excellent for a molten strike since they provide life on hit, but if you get another weapon with nice physical damage use it
- Try to get a Silver Flask + Sulphur Flask + Granite Flask + Quicksilver Flask + Life Flask
Bandits:
Kill all for two points 2 points
Pantheon:
Major
Soul of Arakaali with 50% increased recovery for energy shield.
Blood rage combined with CWDT+IC makes the recovery rate proc often.
Minor
Ralakesh: Cannot be blinded and increased chance to avoid bleeding + less DoT with bleeds.
PoB Link - https://pastebin.com/bdp1Rd2B
[Juggernaut] Deepest Tankiest 1.2K Depth Lvl 100 Update
It's a great build imo, and viewing it in that light coming from a Grelwood/15% reserve shield MS'er that hit 97 within Delve.
While the Brentwood we believe is a bit easier at the mid-game since it has a lot of giving on sockets and resists from rares in comparison to this one, this one will scale better where it eventually counts.
We figure what makes some struggle with this build is again that not only do you need all the uniques, but you need to invest in very focused jewels/eyes for resists to bring it all together. That, and some see the lower HP gear grade to gear grade between the two builds and forget to account for capping chaos resist closed a considerable weakness of the Greenwood build.
Initially saw this and was going to go greenwood and transition into this but I said hell with it and went all in. It's a great build it's appreciated for sharing it.
Loreweave max res drop doesn't matter for us that much.
We still use reduced ele dmg taken 50% total so the dmg we receive from 10% not mitigated just dropped to 11% not mitigated. So it's only 1% more ele dmg taken for us.
+no changes to other uniques or skills so we are good to go for 3.6
Pob Link - https://pastebin.com/8qMPRHYj
[Juggernaut] Fun, Cheap, 3M+ DPS, 5L Uber Elder Down ScourgeAgony - The Scourge + Herald of Agony Jugg
There's not much to it, as you're not doing much damage yourself. Your job is to whirl around and cast Molten Strike on mobs to poison them and gain/keep your Virulence stacks at 40.
For the most part, you can stand still as you gain Fortify from Molten Strike itself, but you know, move around.
Don't focus too much on what the crawler is doing or waiting for it. It rarely leaves things alive, so keep moving forward.
When it gets stuck or you Flame Dash across a chasm, use Convocation to port the Crawler to you. Similar thing for Proximity Shield mobs; go into melee range and Convocation.
Your flasks should be full pretty much all the time, so you can somewhat spam them — the total charge for tough bosses.
No regen maps are cancer as we have a small mana pool. 90% to avoid ailments is pretty annoying too, but doable, even in T16. Reflect maps are NP but use the best judgment always.
When in Single Target configuration and attacking something like Shaper, or Minotaur, remember to use Convocation to keep your Crawler at Point Blank range of the boss for the bonus dmg.
There are many moving parts to get max potential DPS to ~4M+. Keep in mind it's not sustained DPS, but I've taken the time to maximize uptime of every temporary effect. Also remember, that no build needs this much DPS.
The PoB Config section is set up as shown to let you understand what all the effects that are being taken advantage of being.
Not taking advantage of temporary effects is neglecting a key mechanic of the game. Just because something doesn't have 100% uptime, doesn't mean it isn't worth investing into especially when all it takes is adding it to a lvl 2 CWDT setup.
Inevitably some effects will have better uptime than others. For example, granting Frenzy charges to Minion is pretty reliable, as all it requires is hitting, which is something we do a lot to maintain Virulence. Allowing Power charges, on the other hand, will rarely happen, as we don't get that many kills blow.
Pob Link - https://pastebin.com/zE2cpr8t
[Juggernaut] Dual Grelwood Shank Molten Strike Juggernaut
The significant change(buff) is Juggernaut Ascendency.
The passive tree also has changes that buff this build.
Tombfist lost its attack speed stat. It's still pretty good for its intimidation debuff on enemies, but you won't feel you miss out a lot of damage by not using it.
Loreweave max resists nerf. You took like 10% more elemental damage by missing out of that 2% max resist.
Bosses which previously had 60% or 80% less effect of curses on them now have 33% or 66% less effect of curses on them respectively.
Offensive Curse is actually good on bosses now. 44% -> 29.3% against regular boss/ 14.15% against shaper/elder/guardians!
Wow, Wave of Conviction is such an excellent skill. Just cast once (or CWDT) and the enemy is having -25% fire resist from exposure! (Since we are using Avatar of Fire, the highest damage type from WoC will always be fire)
Pro:
+ Being a Tank (7 Endurance Charges or 5+ Endurance Charges with CWDT + Immortal Cry + Unflinching)
+ Being a FAST Tank (Attack Speed from Undeniable shine here, zip-zap everywhere)
+ Can do Uber Lab full key run reliably while decent geared
+ No weapon swap (Unless you want much faster Leap Slam)
+ No gem swap
+ No movement speed necessary needed)
Cons
- Caution: Molten Balls may affect your FPS and drown your GPU.
- Greenwood Shank require you to face-tank hits to dish out more damage
- Can't do Reflect (With thief torment on + 4-Link Molten strike + Yugul Pantheon, you can do reflect map somewhat but still dangerous. Go for Elementalist/ Raider Scion if you want reflect immune version and say screw you Atziri Mirror Clone)
- Can't do No leech Maps (If you are using Thief Torment, ignore this)
- If you were looking for high-end DPS destruction or sonic-speed screen clear build, this build is not for you
- Not block/dodge/evasion focused, any dangerous 1-shot (especially elemental damage) will still possibly 1-shot you if you don't dodge.
- 6k-ish HP with no block/dodge/evasion mechanic. Again, need to beware "extra damage as elemental" map mod and "- % maximum resistance" map.
- Expensive at league start and the moderate price at mid-league since 3.5 Greenwood Shank buff alongside drop rate nerf
Ascendency:
A significant change to Juggernaut Ascendency.
Now with more added tankiness!
For Kaom's Root :
1 /2: Unflinching or Unbreakable
3: Undeniable (Latest being Merciless Lab before you proceed to map)
4: Unrelenting
For Other Boots :
1 / 2 : Unflinching / Undeniable
3: Unstoppable
4: Unbreakable
Skill Tree - http://bit.ly/2FCCSDW
PoB Link - https://pastebin.com/0NukX7Yk
[Chieftain] Easy to fill up-res Molten Strike Chieftain
Typically molten strike is best paired with life gain on hit, by going claws (which means the going right side of the tree with inquisitor) or by getting elder rings with LGOH. Or go JUGG, cause why not go jugg with everything. Anger buffs. Loreweave and tomb first nerf. Nothing changes so far, except using Bottled Faith. Will add more stuff if 3.6 reveals some appropriate gear choices.
Pros:
+ Tanky. (6.5k+ hp, 6 end charges, regen, up to 80% max res, chieftain)
+ Busted single target.
+ Easy to fill up res.
Cons:
- Okayish clearspeed.
Bandits:
Alira
Ascendancy:
Tawhoa > Ramako > Ngamahu > Hinekora
Pantheon:
Solaris and Ralakesh.
Skill Tree - http://poeurl.com/b8K9
PoB link - https://pastebin.com/yKCniLxV
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