pretty sure you can drop that last fragment and the one where ignitions give grenade energy. can just use class energy on scorched targets and gambler's dodge. same rotation still works from my experience. I don't even use the scorch targets for class energy fragment. My current setup is: Gambler's dodge Knife Trick Tripmine On Your Mark OR Knock 'Em Down - kinda depends on content. I don't care much for blade barrage without the fragment to help with tracking and can get dodge back quickly enough to reset knives Gunpowder Gamble - this is EXTREMELY fun with this build. Ignitions count as ability damage and can proc grenade kills Ember of Torches - I personally don't care for this one as higher tier content with increased damage taken this expansion makes it harder to have knives reset, but the constant radiant buff is really nice. Ember of Ashes - Almost a necessity so your tripmine x knife trick combo will always cause an ignition Ember of Resolve - so your grenade and gunpowder can heal you Mods: Helmet: Ashes to Assets x3 Gauntlets: Bolstering Detonation - reduces dodge cd Focusing Strike - reduces dodge cd Firepower - generate orbs of power (This one is optional as you'll already be generating super from grenade kills and gunpowder gamble) Chest: Emergency Reinforcement Whatever defensive mods you need Legs: Stacks on Stacks Insulation - What dodge back asap Recuperation - More healing (You'll get your tripmine back from dealing ability damage so don't need more grenade energy. Dodge is shorter cd and when you reset your knives you'll get your grenade back after using them if its on cd) Class: Utility Kickstart x3 - Want your dodge back asap This isn't to say to use my build. I think I've even seen a very similar build already going around. but maybe spark an idea to make yours even better.
@beastlyantics3309 my discipline is 70, but bc of how stats are allocated that's all from the base gear. Resilience is 100, mobility is 70. If I can get mobility higher with some better gear later I'll focus that over discipline as your knife trick pretty much resets your grenade and dodge has lower cd so easier to reset dodge to reset knives to reset grenade. Atm, I'm using sunshot mostly to finish the catalyst. But you'll be spending most of your time ability spamming. Pick whatever guns with good perks you have. If you're using gunpowder definitely use solar weapons as that'll help fill gunpowder which can also help give grenade energy when you damage enemies with it. Right now I'm using: On Your Mark and Gunpowder Gamble Embers of Torches, Ashes, Resolve, and Singing (if I put knock em down I drop Singing). Guns: Sunshot and strong Power weapon. Up to you what you wanna use, if you do the abilities too fast you or miss abilities you'll lose your loop so have some good guns for boss dmg just in case is nice. But I usually just spam by abilities and cause constant ignitions on bosses
@@beastlyantics3309 If you're dying too much or in a tough spot where you need to stay back a bit, having a gun with demolitionist or incandescent is nice. Tarnished Mettle could be a good option to help generate grenade energy with the demo x voltshot perks. I would take this over a solar weapon if you're have to sit back a lot and end up using your guns half the time. That is if you got the pattern before previous seasons were taken out.
YAS grants 33% of your Grenade for every instance of ability damage you deal with your knives doing three hits to get it back pretty much instantly, so the hit to the Tripmine cooldown isn't a problem and bonus grenade energy isn't either. I'd focus on creating as much of an ability loop as you can by utilising high mobility and mods to grant bonuses to class ability recharge rate. Bolstering Detonation, Focusing Strike and Utility Kickstart would be great. As for fragments, I tend to run Ashes for faster ignitions for more grenade recharge, Singeing to grant a massive boost to dodge recharge rate, Torches for infinite knives when outside of boss fights, Char to proc scorch on bosses instantly and help with dodge regeneration, and the new Ember of Resolve for cure on grenade kills. Mercy is great, but I feel like it requires too much investment compared to Resolve. High Mobility and Resilience are a must, and discipline isn't as necessary since you get it back so quickly. :D
Why no solar mod? If you run around with the mini tool as your main gun and dont use kinetic much wouldnt you need the solar mod? Just askin for reference thx
@@m.cloader8545 Harmonic Siphon is the same thing, but is a lower cost version. The “harmonic” part is because if you are on a solar subclass, then solar weapons will create orbs.
i think gamblers dodge is better plus the fragment that makes u radiant when u throw a knife... also i think harmonic siphon and solar siphon still only generates 1 orb.. its redundant..
Not worth the trouble of making a build right now. Need to put on whatever gear has higher power to gain more power points. And of course not worth using upgrade modules cuz more powerful gear keeps coming my way. Saving this for later..
the amount of upgrade modules you can get now not only from season pass but the legendary campaign makes modules like candy best to get a build going now to really enjoy it
A lot of mods that were present pre-lightfall were retired and there is also a lack of elemental armor affinity this season. With those changes in mind and with the changes to armor charge and orbs of power there were questions as to whether or not the infinite tripmine build would still be possible like it was before. The build giving you the ability to spam grenade and melee isn't NEW, you are correct, but the way you build your kit to make it possible is. Thank you for watching and thank you for the comment.
Got a dim link?
Absolutely! dim.gg/w2zjngy/Equipped
pretty sure you can drop that last fragment and the one where ignitions give grenade energy. can just use class energy on scorched targets and gambler's dodge. same rotation still works from my experience. I don't even use the scorch targets for class energy fragment.
My current setup is:
Gambler's dodge
Knife Trick
Tripmine
On Your Mark OR Knock 'Em Down - kinda depends on content. I don't care much for blade barrage without the fragment to help with tracking and can get dodge back quickly enough to reset knives
Gunpowder Gamble - this is EXTREMELY fun with this build. Ignitions count as ability damage and can proc grenade kills
Ember of Torches - I personally don't care for this one as higher tier content with increased damage taken this expansion makes it harder to have knives reset, but the constant radiant buff is really nice.
Ember of Ashes - Almost a necessity so your tripmine x knife trick combo will always cause an ignition
Ember of Resolve - so your grenade and gunpowder can heal you
Mods:
Helmet:
Ashes to Assets x3
Gauntlets:
Bolstering Detonation - reduces dodge cd
Focusing Strike - reduces dodge cd
Firepower - generate orbs of power (This one is optional as you'll already be generating super from grenade kills and gunpowder gamble)
Chest:
Emergency Reinforcement
Whatever defensive mods you need
Legs:
Stacks on Stacks
Insulation - What dodge back asap
Recuperation - More healing (You'll get your tripmine back from dealing ability damage so don't need more grenade energy. Dodge is shorter cd and when you reset your knives you'll get your grenade back after using them if its on cd)
Class:
Utility Kickstart x3 - Want your dodge back asap
This isn't to say to use my build. I think I've even seen a very similar build already going around. but maybe spark an idea to make yours even better.
Thanks for the breakdown, I'll kit it out tonight and give it a try.
whats your stat priority and what guns do you run?
@beastlyantics3309 my discipline is 70, but bc of how stats are allocated that's all from the base gear. Resilience is 100, mobility is 70. If I can get mobility higher with some better gear later I'll focus that over discipline as your knife trick pretty much resets your grenade and dodge has lower cd so easier to reset dodge to reset knives to reset grenade.
Atm, I'm using sunshot mostly to finish the catalyst. But you'll be spending most of your time ability spamming. Pick whatever guns with good perks you have. If you're using gunpowder definitely use solar weapons as that'll help fill gunpowder which can also help give grenade energy when you damage enemies with it.
Right now I'm using:
On Your Mark and Gunpowder Gamble
Embers of Torches, Ashes, Resolve, and Singing (if I put knock em down I drop Singing).
Guns: Sunshot and strong Power weapon. Up to you what you wanna use, if you do the abilities too fast you or miss abilities you'll lose your loop so have some good guns for boss dmg just in case is nice. But I usually just spam by abilities and cause constant ignitions on bosses
@@beastlyantics3309 If you're dying too much or in a tough spot where you need to stay back a bit, having a gun with demolitionist or incandescent is nice. Tarnished Mettle could be a good option to help generate grenade energy with the demo x voltshot perks. I would take this over a solar weapon if you're have to sit back a lot and end up using your guns half the time. That is if you got the pattern before previous seasons were taken out.
YAS grants 33% of your Grenade for every instance of ability damage you deal with your knives doing three hits to get it back pretty much instantly, so the hit to the Tripmine cooldown isn't a problem and bonus grenade energy isn't either.
I'd focus on creating as much of an ability loop as you can by utilising high mobility and mods to grant bonuses to class ability recharge rate. Bolstering Detonation, Focusing Strike and Utility Kickstart would be great.
As for fragments, I tend to run Ashes for faster ignitions for more grenade recharge, Singeing to grant a massive boost to dodge recharge rate, Torches for infinite knives when outside of boss fights, Char to proc scorch on bosses instantly and help with dodge regeneration, and the new Ember of Resolve for cure on grenade kills. Mercy is great, but I feel like it requires too much investment compared to Resolve.
High Mobility and Resilience are a must, and discipline isn't as necessary since you get it back so quickly. :D
Great video man, coming in clutch! I was excited to use strand but I can’t leave my young ahamkara build behind!
In the OG days of D2, solar hunter was my least played subclass and now I main it more than anything. YOUNG AHAMKARA!!!!
Solar Siphon isn’t necessary if you’re already using Harmonic Siphon on a solar subclass. Remove it and free up another 3 points in your mods!
Thanks for the advice, still getting use to this new system!
Why no solar mod? If you run around with the mini tool as your main gun and dont use kinetic much wouldnt you need the solar mod? Just askin for reference thx
@@m.cloader8545 Harmonic Siphon is the same thing, but is a lower cost version. The “harmonic” part is because if you are on a solar subclass, then solar weapons will create orbs.
i think gamblers dodge is better plus the fragment that makes u radiant when u throw a knife... also i think harmonic siphon and solar siphon still only generates 1 orb.. its redundant..
Not worth the trouble of making a build right now. Need to put on whatever gear has higher power to gain more power points. And of course not worth using upgrade modules cuz more powerful gear keeps coming my way. Saving this for later..
the amount of upgrade modules you can get now not only from season pass but the legendary campaign makes modules like candy best to get a build going now to really enjoy it
Super great keep it up :)
Thanks for watching
Hey great build
Thanks man, gotta rep those solar hunters
Nice build
Thanks!
thank you everybody making such shitty build showcase but this was the best
Hey thanks, I appreciate the great compliment.
lol this guy thinks trip mines are best in d2?
This ain’t new bro
A lot of mods that were present pre-lightfall were retired and there is also a lack of elemental armor affinity this season. With those changes in mind and with the changes to armor charge and orbs of power there were questions as to whether or not the infinite tripmine build would still be possible like it was before. The build giving you the ability to spam grenade and melee isn't NEW, you are correct, but the way you build your kit to make it possible is. Thank you for watching and thank you for the comment.