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[3.21] 🌿Ultimate Claw Poison Pathfinder - Untouchable Viper - Molten Strike update by FEL
" Yeah, you need to get your life up to at least 4000 asap. Goal is 5000+. For mana, you need to allocate passive on the tree Soul Raker. Also, don't use Culling Strike with Herald of Agony before you get Enlighten lvl 4 gem. |
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" Wow, Soul Raker completely changed my life. For future reference, would you recommend going North on the passive tree first, or South? |
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" Yeah they made notables much rather to roll. Fettle for example is a 1/400 chance to appear now. Getting a small cluster with fettle and 7% chaos res would take an average of 18000 chaos orbs unless you somehow circumvent it via fossils or Harvest crafting. Clusters became a rich people thing now. |
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Hey Torstein, loved your Glacial Hammer build so decided to league start this since I've never done a poison build before.
I think I just have one question. I'm using Pestilent Strike as you suggest and in the guide you list the links as: Pestilent Strike - Deadly Ailments - Vile Toxins - Added Chaos damage - Multistrike - Melee Physical damage and to substitute Ancestral Call for Melee Phy when mapping. In the PoB though the links use Unbound Ailments instead of Melee Phys. I'm just wondering which is correct and do we still use Ancestral Call for mapping? Thanks! |
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" I'm glad you liked it :) Awakened Unbound Ailment's is little better than Awakened Melee Physical. For normal gems go with Melee phys. Zuletzt bearbeitet von TorsteinTheFallen#1295 um 22.06.2020, 12:08:15
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" Roger that... so Ancestral Call is always used for general mapping/clear and then Melee phys for tougher bosses? |
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"Yes. Unless your currency allows you buy a good amulet and annoint "Tribal Fury" on it or you get gloves with "Strike Skills target 1 additional nearby enemy". After going with one of these items, you can usually drop ancestral call permanently. Zuletzt bearbeitet von blastinMot#6703 um 22.06.2020, 14:36:14
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" Great, thanks for the help! |
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What about "Wind Dancer"? I use it. It seems to me that it’s good.
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" It's good, but it forces you to play in an awkward manner. Without wind dancer you cast Molten Shell preventively before taking damage and then jump into a pack. With wind dancer you want to wait until you have already taken damage before casting Molten Shell. It's great on paper but it feels weird on practice. This build already requires heavy flask management and a bunch of actives, so wind dancer increasing the difficulty isn't something I'd take for granted. |
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