Extra Slots Rarity 11
Posted By admin On 10/04/22Last updated on November 20th, 2019
Monster Hunter World Iceborne has re-worked the Augment System for weapons. In this guide I will go over the Augment System along with the required materials.
Mods, short for Modifications or Modules, are the upgrade system in WARFRAME in the form of special cards that can be equipped on Warframes, weapons, companions, and vehicles to enhance damage, power, survivability, speed, mobility, precepts, and utility. The Mods system is accessible after the completion of 'Liberate the imprisoned arms dealer' tutorial mission from the Vor's Prize Quest,. There may be a ton of exciting free slots with bonus games and a seemingly insurmountable amount of slots games options out there, but you need look no further! Slotu boasts over 7.400 slots games to choose from. Plenty of them comes with exciting free slots bonus games and extra rounds to keep your heart racing with each spin. เราคือผู้ให้บริการเกมสล็อตบนมือถือ ที่สามารถเล่นผ่านโทรศัพท์มือถือ ได้ทุกที่ ทุกเวลา ตลอด 24 ชั่วโมง ด้วยระบบในรูปแบบ Application ที่รองรับทั้ง. The player can purchase a maximum of 10 extra slots. The cost to purchase the second slot is 40, then 80, 120, 200, 600, 1200, 3200, 8000, 20000, 60000. Each of these costs represents each Heirloom rarity's worth times eight. The player can also earn up to 3 more free slots (grand total: 14 slots) by clearing Spires I to III for the first time. Higher Rarity means fewer slots and materials are harder to obtain. Rare 6: 3 slots; Rare 7: 2 slots; Rare 8: 1 slot; Rare 10: 5 slots at level 1, 7 slots at level 2, 9 slots at level 3, 10 slots at level 4; Rare 11: 4 slots at level 1, 5 slots at level 2, 6 slots at level 3, 8 slots at level 4.
Monster Hunter World Iceborne Augment System Guide
Back in Monster Hunter World, a weapon could be augmented a set amount of times depending on its rarity. Each augment type was weighted the same. In Iceborne, each augment type has a different “weight” or cost assigned to them and each weapon’s socket number is based on rarity. Below you will find each Augment‘s, sockets, costs and limits.
Yellow Text means that it was added in the Rajang update.
Augment’s Socket Usage & Benefit
- Attack
- 1st Attack Augment takes 3 sockets
- 2nd Attack Augment takes 2 sockets
- 3rd Attack Augment takes 2 sockets
- 4th Attack Augment takes 2 sockets
- Each Attack Augment provides 5 true raw to the weapon
- Affinity
- Each Affinity Augment takes 2 sockets
- 1st Affinity Augment provides 10% Affinity to weapon
- 2nd Affinity Augment provides 5% Affinity to weapon
- 3rd Affinity Augment provides 5% Affinity to weapon
- 4th Affinity Augment provides 5% Affinity to weapon
- Defense
- 1st Defense Augment takes 1 socket and provides 15 extra defense along with a % chance to lessen damage taken
- 2nd Defense Augment takes 1 socket and provides 10 extra defense along with a % chance to lessen damage taken
- 3rd Defense Augment takes 1 socket and provides 10 extra defense along with a % chance to lessen damage taken
- 4th Defense Augment takes 2 sockets and provides 15 extra defense along with a % chance to lessen damage taken
- (Decoration) Slot
- 1st (Decoration) Slot Augment takes 3 sockets and provides 1 level 1 Decoration slot.
- 2nd (Decoration) Slot Augment takes 3 sockets and upgrades the previous level 1 Decoration slot into a level 2 Decoration slot.
- 3rd (Decoration) Slot Augment takes 1 socket and upgrades the previous level 2 Decoration slot into a level 3 Decoration slot.
- 4th (Decoration) Slot Augment takes 1 socket and upgrades the previous level 3 Decoration slot into a level 4 Decoration slot.
- Health
- 1st Health Augment takes 3 sockets and recovers a tiny bit of health in proportion to damage dealt to an enemy
- 2nd Health Augment takes 2 sockets and recovers a bit of health in proportion to damage dealt to an enemy
- 3rd Health Augment takes 2 sockets and recovers health in proportion to damage dealt to an enemy
- 4th Health Augment takes 2 sockets and recovers a lot of health in proportion to damage dealt to an enemy
- Element/Status Effect Up
- 1st Element/Status Effect Up Augment takes 1 socket and increases the weapon’s element by 30
- 2nd Element/Status Effect Up Augment takes 2 socket and increases the weapon’s element by 30
- 3rd Element/Status Effect Up Augment takes 2 socket and increases the weapon’s element by 30
- 4th Element/Status Effect Up Augment takes 2 socket and increases the weapon’s element by 30
Rarity 10 Augment’s Costs in Iceborne
Sockets’ Limits & Costs
Starts at 5 sockets can be augmented to 7
- 3 Spiritvein Slogbone
- 3 Fierce Dragonvein Bone
- 3 Tempered Great Horn
Previous limit of 7 sockets can now be augmented to 9
- 1 Spiritvein Gem
- 3 Spiritvein Solidbone
- 3 Tempered Glimmerpelt
Attack’s Limits & Costs
- 1st Attack Augment
- 9 Flickering Flamepelt
- 3 Fierce Dragonvein Bone
- 5 Wasteland Cragbone
- 2nd Attack Augment
- 7 Twisted Temperhorn
- 5 Crackling Thunderpelt
- 3 Dragonvein Solidbone
- 3 Tempered Cragbone
- 3rd Attack Augment
- 7 Tempered Jaw
- 3 Tempered Red Scale
- 3 Spiritvein Solidbone
- 1 Guiding Wasteland Dragonbone
- 4th Attack Augment
- 7 Tempered Glimmerpelt
- 5 Heavy Jaw
- 3 Spiritvein Solidbone
- 5 Simmering Wildbone
Extra Slots Rarity 11 Iceborne
Affinity’s Limits & Costs
- 1st Affinity Augment
- 9 Colorful Plume
- 3 Fierce Dragonvein Bone
- 3 Decayed Crystal
- 2nd Affinity Augment
- 9 Stormcall Steelwing
- 5 Assassin Cutwing
- 3 Dragonvein Solidbone
- 5 Forest Crystal
- 3rd Affinity Augment
- 7 Tempered Cutwing
- 3 Tempered Cathode
- 3 Spiritvein Solidbone
- 3 Prosperous Crystal
- 4th Affinity Augment
- 7 Tempered Blastscale
- 5 Incandscent Magmafin
- 3 Spiritvein Solidbone
- 5 Magma Crystal
Defense’s Limits & Costs
- 1st Defense Augment
- 9 Rugged Mane
- 3 Fierce Dragonvein Bone
- 3 Mossy Greatbone
- 2nd Defense Augment
- 9 Fragrant Poison Sac
- 3 Fierce Dragonvein Bone
- 5 Woodland Greatbone
- 3rd Defense Augment
- 9 Obsidian Fur
- 3 Fierce Dragonvein Bone
- 3 Slumbering Greatbone
- 4th Defense Augment
- 7 King’s Scale
- 5 Ancient Great Horn
- 3 Heavy Dragonvein Bone
- 1 Guiding Forest Dragonbone
(Decoration) Slot’s Limits & Costs
- 1st Slot Augment
- 9 Blackcurl Tyranthorn
- 5 Crackling Thunderpelt
- 3 Heavy Dragonvein Bone
- 5 Wasteland Crystal
- 2nd Slot Augment
- 9 Moonlight Scale
- 5 Charged Deathly Shocker
- 3 Dragonvein Solidbone
- 3 Serene Crystal
- 3rd Slot Augment
- 7 Tempered Azure Mane
- 3 Tempered Hide
- 3 Elder Spiritvein Bone
- 1 Guiding Wasteland Crystal
- 4th Slot Augment
- 7 Tempered Gold Scale
- 5 Metallic Scute
- 3 Elder Spiritvein Bone
- 5 Melted Crystal
Health’s Limits & Costs
- 1st Health Augment
- 7 Tempered Rendclaw
- 5 Inkstained Oilshell+
- 3 Spiritvein Slogbone
- 5 Effluvial Frenzybone
- 2nd Health Augment
- 7 Tempered Tailblade
- 5 Strongman’s Jaw
- 3 Spiritvein Solidbone
- 3 Afflicted Frenzybone
- 3rd Health Augment
- 7 Tempered Twilight Fang
- 3 Tempered Talon
- 3 Elder Spiritvein Bone
- 1 Guiding Rotted Dragonbone
- 4th Health Augment
- 7 Tempered Silver Scale
- 5 Crimson Blastscale
- 3 Elder Spiritvein Bone
- 5 Volcanic Wildbone
Element/Status Effect Up’s Limits & Costs
- 1st Element/Status Effect Up Augment
- 9 Dazzling Photophore+
- 3 Fierce Dragonvein Bone
- 3 Pale Crystal
- 2nd Element/Status Effect Up Augment
- 9 Smooth Icehide
- 5 Rubbery Shell
- 3 Heavy Dragonvein Bone
- 5 Coral Crystal
- 3rd Element/Status Effect Up Augment
- 9 Enchanting Finehide
- 5 Honed Tailblade
- 3 Elder Dragonvein Bone
- 3 Deepsea Crystal
- 4th Element/Status Effect Up Augment
- 7 Tempered Azure Horn
- 3 Tempered Pink Scale
- 3 Elder Spiritvein Bone
- 1 Guiding Coral Crystal
Custom Upgrade Limits
Custom Upgrade now can be done 6 times compared to 5 before the Rajang Update.
Level 1
- Kulu-Ya-Ku Mod (Affinity)
- 5 Colorful Plume
- 6 Fierce Dragonvein Bone
- 5 Cracked Crystal
- Jyuratodus Mod (Element & Abnormal Status Effect)
- 2 Jyuratodaus Hardfang
- 9 Fierce Dragonvein Bone
- 5 Weathered Cragbone
- Tzitzi-ya-Ku Mod (Attack)
- 5 Dazzling Photophore+
- 6 Fierce Dragonvein Bone
- 5 Vivid Crimsonbone
Level 2
Extra Slots Rarity 11 Piece
- Banbaro Mod (Attack)
- 5 Ancient Great Horn
- 6 Fierce Dragonvein Bone
- 7 Wasteland Crystal
- Tobi-Kadachi Mod (Element & Abnormal Status Effect)
- 5 Blinding Cathode
- 6 Fierce Dragonvein Bone
- 7 Woodland Greatbone
- Hornetaur Mod (Affinity)
- 6 Fierce Dragonvein Bone
- 7 Effuvial Crystal
- 7 Effuvial Frenzybone
Level 3
- Anjanath Mod (Attack)
- 5 Flickering Flamepelt
- 6 Heavy Dragonvein Bone
- 10 Forest Crystal
- Viper Tobi-Kadachi Mod (Affinity)
- 2 Viper Tobi-Kadachi Thorn
- 9 Heavy Dragonvein Bone
- 10 Coral Crystal
- Legiana Mod (Element & Abnormal Status Effect)
- 5 Smooth Icehide
- 6 Heavy Dragonvein Bone
- 10 Coral Crimsonbone
Level 4
- Glavenus Mod (Element & Abnormal Status Effect)
- 5 Smoldering Tailedge
- 6 Dragonvein Solidbone
- 7 Tempered Cragbone
- Fulgur Anjanath Mod (Affinity)
- 5 Crackling Thunderpelt
- 6 Dragonvein Solidbone
- 7 Deepsea Crystal
- Acidic Glavenus Mod (Attack)
- 5 Honed Tailblade
- 6 Dragonvein Solidbone
- 7 Afflicted Frenzybone
Level 5
- Zorah Magdaros Mod (Element & Abnormal Status Effect)
- 6 Elder Dragonvein Bone
- 3 Guiding Wasteland Dragonbone
- 3 Guiding Wasteland Crystal
- 1 Spiritvein Gem Shard
- Vaal Hazak Mod (Affinity)
- 5 Twilight Fang
- 6 Elder Dragonvein Bone
- 3 Guiding Rotted Dragonbone
- 1 Spiritvein Gem Shard
- Nergiganted Mod (Attack)
- 5 Extinction Greathorn
- 6 Elder Dragonvein Bone
- 3 Guiding Forest Dragonbone
- 1 Spiritvein Gem Shard
Level 6
- Brachydios Mod (Attack)
- 5 Tempered Ebonshell
- 6 Elder Dragonvein Bone
- 3 Guiding Volcanic Dragonbone
- 1 Spiritvein Gem
- Uragaan Mod (Element & Abnormal Status Effect)
- 5 Tempered Scute
- 6 Elder Dragonvein Bone
- 3 Guiding Magma Crystal
- 1 Spiritvein Gem
- Vaal Hazak Mod+ (Affinity)
- 5 Tempered Twilight Fang
- 6 Elder Dragonvein Bone
- 3 Guiding Magma Crystal
- 1 Spiritvein Gem
Rarity 11 Augments Costs in Iceborne
Sockets’ Limits & Costs
Starts at 4 sockets can be augmented to 5
- 1 Spiritvein Gem
- 3 Spiritvein Solidbone
- 3 Tempered Crownhorn
Previous limit of 5 sockets can now be augmented to 6
- 1 Great Spiritvein Gem
- 3 Elder Spiritvein Bone
- 4 Tempered Glimmerpelt
Attack’s Limits & Costs
- 1st Attack Augment
- 9 Fatal Rendclaw
- 5 Ancient Great Horn
- 3 Heavy Dragonvein Bone
- 3 Vibrant Crimsonbone
- 2nd Attack Augment
- 9 Scorching Scale
- 5 Solemn Azure Horn
- 3 Elder Dragonvein Bone
- 1 Guiding Coral Dragonbone
Affinity’s Limits & Costs
- 1st Affinity Augment
- 9 Sinister Silverpelt
- 5 Crackling Thunderpelt
- 3 Heavy Dragonvein Bone
- 3 Prosperous Crystal
- 2nd Affinity Augment
- 7 Tempered Azure Scale
- 3 Tempered Thunderpelt
- 3 Spiritvein Slogbone
- 1 Guiding Forest Crystal
- 3rd Affinity Augment
- 7 Tempered Blastscale
- 3 Tempered Magmanfin
- 3 Spiritvein Solidbone
- 3 Hellfire Crystal
Defense’s Limits & Costs
- 1st Defense Augment
- 9 Muddy Crown
- 3 Fierce Dragonvein Bone
- 3 Cracked Crystal
- 3 Weathered Cragbone
- 2nd Defense Augment
- 9 Queen’s Scale
- 3 Fierce Dragonvein Bone
- 5 Wasteland Crystal
- 3rd Defense Augment
- 9 Twisted Bravehorn
- 3 Heavy Dragonvein Bone
- 3 Serene Crystal
- 4th Defense Augment
- 7 Tempered Crown
- 3 Spiritvein Slogbone
- 1 Guiding Wasteland Crystal
(Decoration) Slot’s Limits & Costs
- 1st Slot Augment
- 9 Hellfire Mane
- 3 Tempered Flamepelt
- 3 Elder Dragonvein Bone
- 3 Tempered Cragbone
- 2nd Slot Augment
- 7 Tempered Ebonshell
- 3 Tempered Scute
- 3 Spiritvein Solidbone
- 5 Volcanic Wildbone
Health’s Limits & Costs
- 1st Health Augment
- 7 Tempered Silverpelt
- 3 Tempered Poison Sac
- 3 Spiritvein Solidbone
- 3 Slumbering Greatbone
- 2nd Health Augment
- 7 Splattered Hide
- 3 Tempered Green Scale
- 3 Spiritvein Solidbone
- 1 Guiding Forest Dragonbone
Element/Status Effect Up’s Limits & Costs
- 1st Element/Status Effect Up Augment
- 9 Night Hood
- 3 Fierce Dragonvein Bone
- 3 Distorted Crystal
- 3 Malformed Frenzybone
- 2nd Element/Status Effect Up Augment
- 9 Strongman’s Jaw
- 5 Inkstained Oilshell+
- 3 Heavy Dragonvein Bone
- 5 Effluvial Crystal
- 3rd Element/Status Effect Up Augment
- 9 Twilight Fang
- 5 Soulrender Talon
- 3 Elder Dragonvein Bone
- 3 Twilight Crystal
Rarity 12 Augments Costs in Iceborne
Sockets’ Limits & Costs
Starts at 3 sockets can be augmented to 4
- 1 Great Spiritvein Gem
- 3 Elder Spiritvein Bone
- 5 Extinction Greathorn
Previous limit of 4 sockets can now be augmented to 5
- 1 Great Spiritvein Gem
- 3 Elder Spiritvein Bone
- 5 Tempered Glimmerpelt
Attack’s Limits & Costs
- 1st Attack Augment
- 7 Tempered Steelwing
- 5 Bloodstained Ebonhide
- 3 Elder Spiritvein Bone
- 5 Slumbering Greatbone
- 2nd Attack Augment
- 7 Tempered Silver Scale
- 5 Bloodthirsty Glimmerpelt
- 3 Spiritvein Solidbone
- 3 Dragonscorched Wildbone
Affinity’s Limits & Costs
- 1st Affinity Augment
- 9 Smoldering Tailedge
- 3 Heavy Dragonvein Bone
- 3 Serene Crystal
- 2nd Affinity Augment
- 7 Tempered Crimson Mane
- 5 Azure Mane
- 3 Elder Spiritvein Bone
- 1 Guilding Wasteland Crystal
Defense’s Limits & Costs
- 1st Defense Augment
- 9 Rubbery Shell
- 3 Fierce Dragonvein Bone
- 3 Vivid Crimsonbone
- 2nd Defense Augment
- 9 Hydrated Sac
- 3 Fierce Dragonvein Bone
- 5 Coral Crimsonbone
- 3rd Defense Augment
- 7 Tempered Icehide
- 3 Heavy Dragonvein Bone
- 3 Vivid Crimsonbone
- 4th Defense Augment
- 7 Tempered Ebonshell
- 5 Heavy Jaw
- 3 Dragonscorched Wildbone
(Decoration) Slot’s Limits & Costs
- 1st Slot Augment
- 7 Blackcurl Temperhorn
- 5 Aurora Crownhorn
- 3 Dragonvein Solidbone
- 1 Guiding Wasteland Dragonbone
Health’s Limits & Costs
- 1st Health Augment
- 7 Tempered Trancehide
- 5 Charged Deathly Shocker
- 3 Elder Spiritvein Bone
- 1 Guiding Coral Dragonbone
- 2nd Health Augment
- 7 Tempered Silver Scale
- 3 Tempered Blastscale
- 3 Elder Spiritvein Bone
- 1 Guiding Volcanic Dragonbone
Element/Status Effect Up’s Limits & Costs
- 1st Element/Status Effect Up Augment
- 7 Tempered Oilshell+
- 5 Fatal Rendclaw
- 3 Spiritvein Slogbone
- 3 Twilight Crystal
- 2nd Element/Status Effect Up Augment
- 9 Shuddering Darkjaw
- 5 Twilight Fang
- 3 Elder Dragonvein Bone
- 1 Guiding Effluvial Crystal
- 3rd Element/Status Effect Up Augment
- 7 Tempered Gold Scale
- 5 Glossy Ebonshell
- 3 Spiritvein Solidbone
- 1 Guiding Magma Crystal
If you enjoyed this MHW guide be sure to check out more in Monster Hunter World Iceborne All Layered Armor Guide and Monster Hunter World Iceborne Mantles & Boosters Upgrade Guide. You can also track all the Iceborne Pendants in our Monster Hunter World Iceborne All Pendants Guide.
3.11 Update (READ FIRST): I do not recommend this build in 3.11 for anyone who wants to play optimally. I've been playing around with this build in PoB and it is no longer that great. It is still a very viable build, for anyone who wants to play it because they enjoy cyclone/melee/unarmed, but it definitely is not going to be a premier build unless some of the other nerfs hit builds harder than I thought. A new baseline version of this build deals around 5 mil dps with good tankiness. A high damage somewhat minmaxed version deals around 8-9 mil dps. That said the min maxed version costs a similar amount to what a split personality variant which could deal in excess of 30 mil dps with more tankiness would have cost last league. The high end of the build is much weaker than before. As such, I've decided to not do a full update of the build guide for this league. I will still be supplying updated PoBs for anyone who desires to run the build this league, but again, I do not recommend it for optimal play. It is still a viable and fun build, but will no longer be melting bosses with minimal investment (as deep cuts carried a ton of the build's damage). It is still capable of all content, as the defense has not decreased, but it is just slower. As such, I'd primarily recommend it for more casual players as long as they have a decent budget. Baseline PoB (4.5-5 mil dps, up to 6.5 mil if you've blocked a bunch of hits recently): https://pastebin.com/A1Wfxqnp High End PoB (nuts watcher's eye and wildwrap, 8-9 mil dps baseline, up to 11 mil dps if you've blocked a bunch recently): https://pastebin.com/9cM2nG8t If anyone does still want to run this build, I'm still happy to answer questions. Introduction: Hi, I'm Arcayn. I started playing PoE in 3.0 (Harbinger League), and this is my first build guide. Any feedback is appreciated. This build utilizes the new unique cluster jewel One with Nothing in order to scale damage via dexterity, allowing the build to achieve near max block while still having amazing evade and passable damage. The Hollow Palm keystone is quite broken right now, but most people are using it to get 40m+ DPS on Zerkers with only a 10 ex budget. While those builds are of course cool, much more effective builds can be created by utilizing the absurdly powerful scaling offered by the keystone to achieve good damage with minimal investment, allowing for most of our skill points to be invested in life and block. Pros and Cons: Pros: -Enough DPS to comfortably do all bosses (3-4+ million dps). Can reach 8-10 mil dps with high investment (even more with gg amulet and chest). -73%/73% Block when Rumi's Concoction is up. Up to 79/79 if you've blocked 6 hits within the last 10 seconds. 79/79 base with the Split personality variant (min/maxed). -72% evade with Jade flask up, giving a total 96% chance to avoid damage from hits -5-6k life using dex stacking + Garukhan's flight (5-5.5k at lvl 90) -2k life leech per second. On the rare occasion you do get hit, you will leech to full nearly instantly. -Freeze immunity from Cyclopean Coil -200% movement speed Cons: -Expensive -Not the greatest dps, bosses can take a while. -Difficult to cap res. Need to take all-res nodes on tree unless quite rich. -Chaos Res is a luxury. Can get up to roughly 0% or higher with high investment, but given the very low slots available, it's hard to get much. Luckily, given the high block and evade, chaos damage from hits is not scary, so there's no worry about getting oneshot by Al-Hezmin's mobs or the Incursion Temple vaal shooter things. The main danger is ground degens, as they do not hit and as such are not blocked or evaded. Don't stand on caustic ground and you are not in too much danger. PoB(s): Read 3.11 update for new PoBs. Gearing Tips (still good for 3.11): This build does not use weapons or gloves, as it employs the Hollow Palm Keystone Body Armor : Best body armor which is not super expensive is an astral plate with high life and res. Antireflect and -mana cost chests are a bait. The -mana cost chest can easily be replaced by either an enduring mana flask or some mana leech from a Fuel the Fight on a cluster. The much better option (but 15 ex+) is a high life, dex and res armor. Amulet: Astramentis is BiS for this build. Even an amulet with high dex, life, and %increased attributes costing 10 ex results in a loss in both Damage and Life when compared to Astramentis. Anoint with Forceful Skewering to avoid having to path through a strength area. Pathing through dex=getting more damage and life, so it should be avoided. Belt: Cyclopean Coil is BiS. Get a 15% increased attributes roll if possible. Don't forget to use intrinsic catalyst on this and Astra. Rings: High res, high life and high dex are the priority. Mana leech is a good quality of life but not necessary. Getting more res can save you up to 5 points, allowing you to spec into either more damage or life, as you won't need to take the elemental res passives on the tree. If getting 100+ res rings with good life and dex, you can get cheaper rings and use rares in the helmet and boot slots with some res in order to make up for it. Using a rare in the boot slot combined with cheaper rings can reduce the price of the build by as much as 5 ex, but loses out on quite a bit of tankyness. Helmet: Starkonja's is the default choice, as it is very cheap even with very good rolls (try to get 68+ dex and at least mid 90s for life). If you want to get more res, try to buy a rare evasion helmet with 80+ life, 50+ dex, and 50+ res. Can get a good helm for a mid price range. If you've got the money, this is generally a good upgrade over starkonjas, as it will allow you to buy either cheaper rings (lowering the overall build cost even though the helm costs more), or rings with less res and other QoL mods (such as mana leech or vuln on hit, which is expensive an OP). If it will allow you to drop Res nodes on the tree, go for it and get some more life or damage. Here's an example of a top tier rare: The only issue with it is that the base is not pure evasion. But the massive life and good dex is worth it. The small loss in attack speed and dex is worth the defense gains. If you can spec out of res on tree and into some more damage, 4-5 more points of damage (or better yet, dex) on the tree will lead to a net increase in damage, and a net life increase in the hundreds if you grab more dex. Boots: BiS is by far Garukhan's flight. If you can't afford the steep price tag (4 ex+) try to get rare boots with high dex, life, 30% ms, and res. Having res on the boots also decreases the price of the rest of the build, so dropping garukhan's flight let's you go mega budget (worse chest and rings possible with rare boots and helm), but the build loses a lot of life without Garukhan's. Anoints: Utility + Damage: Graceful Assault Charging Offensive Disciple of Slaughter (can drop Blood Frenzy losing the degen, expensive) Fleetfoot Lucidity Singular Focus Damage: Ambidexterity (less cheap, but still cheap) Swift Skewering (if using variant without it, mid price) Master of Force (best damage option, mid price) Pure Utility: Cleansed Thoughts (if trying to max chaos res, expensive) Hardened Scars (allows you to drop Fortify support for Melee Phys, and still have perma fortify. Best if used with blood of the Karui flask. If running blood of the Karui, you should have a anti corrupted blood jewel) Discipline and Training (for more life) Last edited by Arcayn13 on Jun 19, 2020, 5:45:03 AM | Posted by Arcayn13 on Mar 25, 2020, 7:21:31 AM |
Your build looks great! I'm looking to level as a gladiator as well. Have you tried infernal blow or smite? What are you thoughts on those two skills with hollow palm? | Posted by JayChow on Mar 25, 2020, 3:25:53 PM |
' Infernal Blow has anti-synergy with this build, as the build relies on impale and pure phys stacking to deal damage. Impale stores only phys damage, so converting half of our phys to fire, when impale supplies 75% of our dps, completely gimps the build. To make Infernal Blow work well with Hollow Palm, you'd need to create a Fire-Conversion Chieftain build which does not utilize impale. While Smite does work with impale, it's main issue is that it is less mobile than Cyclone and deals less damage than Frenzy. Unless you want to run Smite for flavor, it's almost universally better to just run Frenzy and drop a bit of block to grab 2 (or 3) extra frenzy charges. You also can't run Brutality support, which adds a ton of damage, with Smite, or you would completely miss out on Smite's added lightning damage buff. It's possible to modify this build for Frenzy, only losing a little bit of life and 3% block, while gaining 2m dps, bringing the dps up to 4m. All you have to do is drop Heart of Oak and Aspect of the Panther. Then pick up the nodes Fervour and Savagery (+1 max frenzy charges each). Run Frenzy in the 6 link set up, with Frenzy-Impale-MeleePhys-Brutality-Multistrike-Fortify, and swap multistrike and brutality out for melee splash and ancestral call when not bossing. The build is less mobile and very slightly less tanky, but deals way more damage. Also a quick tip for leveling – path straight to the cluster jewel socket near Ranger and socket Hollow palm, then use the next couple levels to grab some Dexterity. Socket Astramentis then start just stacking life. The jewel's scaling is busted early, as the flat added phys is balanced for maps and does not scale with level. Just having it + Astra + some Dex from tree gives you enough damage to phase A10 kitava in a few seconds. And you're in act 2 at this point lol. From there on you can just stack health, and come out of acts with 3-4k health already, and a 100k+ tooltip dps, before even investing in any real damage. Last edited by Arcayn13 on Mar 25, 2020, 7:38:05 PM | Posted by Arcayn13 on Mar 25, 2020, 7:28:24 PM |
Posted by Hakusan on Mar 26, 2020, 4:38:22 PM | |
Hey! I am currently leveling this build and will update on findings. It looks great so far. Currently using these for mana issues and damage. I recommend highly. I also am looking for something thats not an astramentis but that may be pricy. | Posted by Elctric77 on Mar 26, 2020, 7:14:38 PM |
' It doesn't. Just have to reroll maps that have reflect, but that's the case for just about every phys build. | Posted by Arcayn13 on Mar 26, 2020, 7:18:13 PM |
' In my opinion Astramentis is the most cost efficient for the neck slot. You can of course buy an amulet with high life, high dex, % increased dex, and % increased attributes, but those amulets are SUPER expensive, even if you drop one of the mods. Those rings are definitely nice, and vulnerability on hit is a large damage increase, but you may have trouble finding good enough rings res and dex wise late game that also have those mods. You generally want rings with 60+ life, 50+ dex, and 100+ res, but that sort of ring is expensive. The high res is what enables for uniques in the helmet, neck, boot, and belt slots. If you want to drop one of those uniques, you can then get better rings as you have an extra slot for res. The issue is if you do drop something like the belt or boots, getting an adequate substitute even without res is still expensive. Adding on res in those slots with a belt that is better for dex stacking with cyclopean coil could easily be a 3-4 ex belt or more. Last edited by Arcayn13 on Mar 26, 2020, 7:23:19 PM | Posted by Arcayn13 on Mar 26, 2020, 7:21:22 PM |
I totally agree with what you are saying about astramentis and the rings. I'm gonna keep on with the vulnerability one but I did end up switching out of the minus mana ring for Scaling pretty dang well so far. I love the block | Posted by Elctric77 on Mar 27, 2020, 8:08:27 PM |
It does scale very well. Glad the block feels nice. I'm running this is as zerker, but this build is my 'if I could go back I'd do this instead'. The zerker had way more damage than necessary, so I scaled back and dropped a bunch of damage to get 7k life. But he has no layered defenses, so he still gets popped pretty frequently. The gladiator is a way better build and the layered defenses should make him an amazing boss killer. I'm just too lazy to go back and level a duelist lol. For your rings, Vulnerability on hit is just insanely good. If you can cap res and the ring has decent dex and life on it, definitely keep it. Will be a major boost to your damage without losing much survivability. As for the -mana cost ring, as long as you get an enduring mana flask and a tiny bit of mana leech anywhere, you're perfectly fine. You might not even need the mana leech for glad as long as you can sustain your flasks. My zerker does fine with just flask + leech even when I pop Berserk and attack 20ish times per second. As for the amulet, I did some checking, and I lose both life and damage when swapping from an astramentis to a god tier amulet with a ton of dex, life, and %increased attributes. There was only one on the delirium market like it and it was 40 ex. And lost damage AND life versus astramentis. Astra is just too good for this build to pass up. Last edited by Arcayn13 on Mar 27, 2020, 9:24:25 PM | Posted by Arcayn13 on Mar 27, 2020, 9:20:58 PM |
Where is your leech coming from? I'm not seeing anything on the POB. so far enjoying it, but not quite at mapping and worried the rings are going to kill me cost wise. already spent a fortune (for me) on the chest/boots. Last edited by Nashiq on Mar 28, 2020, 4:09:33 AM | Posted by Nashiq on Mar 28, 2020, 4:00:33 AM |