[3.21] 🌿Ultimate Claw Poison Pathfinder - Untouchable Viper - Molten Strike update by FEL

Well...

Last edited by Yalpe#3404 on Feb 15, 2021, 3:44:05 PM
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rand0m_taskk wrote:
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Yalpe wrote:
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It is working now, I have been really blind, I want to hide in the deepest hole now. thanks for the enlightenment.
Last edited by robos_#4513 on Feb 15, 2021, 4:26:47 PM
In your guide you use Metallic fossil for crafting claws, Abberant would be better.
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lippuringo wrote:
In your guide you use Metallic fossil for crafting claws, Abberant would be better.


Metallic fossils are used to block physical mods. As we need the prefixes for the chaos mods. If you want to use 4 fossils add abberant to the list, but don't use abberant instead of metallic.
@Yalpe and some ppl talking about alternate qualities
1) I hesitated to pick Anomalous blood rage, how fast do you get the charges (we hit fast, but 2% chance is low..) ? Since our build is mostly (vs bosses, which is the pouint of the anomalous version) : "hit for a few second => dodge stuff while poison do its work" we won't be attacking all time ?
2) Awakened Melee Splash Support is cheap and gives more AoE (so more target hit, so more lgoh
3) Divergent Malevolence gives "increased Damage with Ailments" (basic malevolence quality = AE of aura.. !)
4) Why not Anomalous Herald of Agony ? we've already discussed it and we can agree that withering step uptime is not close to 100% vs bosses, and wayyy less when clearing ? yeah it's just a stack, but the normal herald of agony quality adds nothing ?

And @Yalpe, I see u're using Vitality, I don't get how you can get it in, u turn off Crab for it ? (vs bosses ?)
Last edited by Thanarchy#0786 on Feb 16, 2021, 3:50:44 AM
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2) Awakened Melee Splash Support is cheap and gives more AoE (so more target hit, so more lgoh

Correct, u can use it on VS. No need to on Pestilent.

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3) Divergent Malevolence gives "increased Damage with Ailments" (basic malevolence quality = AE of aura.. !)

Correct

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4) Why not Anomalous Herald of Agony ? we've already discussed it and we can agree that withering step uptime is not close to 100% vs bosses, and wayyy less when clearing ? yeah it's just a stack, but the normal herald of agony quality adds nothing ?

Why do you all assume we don´t have full uptime on it on bosses? I am using Anomalous Withering Step, even unlinked it has a cd of 3 seconds and a withered time of 4.2 seconds. That is 100% uptime. On Mapping I don´t need to have uptime on it. Once you use it and attack everything explodes anyway. Aside from that: Yeah, if you face a extremely rare situation where u could potentially add another witherstack - go for it. I just don´t see a good reason to get that gem.

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And @Yalpe, I see u're using Vitality, I don't get how you can get it in, u turn off Crab for it ? (vs bosses ?)

No, he is not turning off crab for it - Pretty sure Vitality is only level 1 to get the Watchers Eye mod, thats not a lot of reservation.
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Thanarchy wrote:
@Yalpe and some ppl talking about alternate qualities
1) I hesitated to pick Anomalous blood rage, how fast do you get the charges (we hit fast, but 2% chance is low..) ? Since our build is mostly (vs bosses, which is the pouint of the anomalous version) : "hit for a few second => dodge stuff while poison do its work" we won't be attacking all time ?
2) Awakened Melee Splash Support is cheap and gives more AoE (so more target hit, so more lgoh
3) Divergent Malevolence gives "increased Damage with Ailments" (basic malevolence quality = AE of aura.. !)
4) Why not Anomalous Herald of Agony ? we've already discussed it and we can agree that withering step uptime is not close to 100% vs bosses, and wayyy less when clearing ? yeah it's just a stack, but the normal herald of agony quality adds nothing ?

And @Yalpe, I see u're using Vitality, I don't get how you can get it in, u turn off Crab for it ? (vs bosses ?)


Blood rage is not very reliable. I'm testing it with my gloves more that has a chance to grant max frenzies. Even then, its not VERY reliable. I'd say its not worth the price. I would consider anomalous fortify and multistrike strict upgrades however. Anomalous withering step is also a requirement.

Vitality combined with the watcher's eye grants life on hit that I lose with Void Fangs. It is 100% not required if you play with Imperial Claws. With everything turned on I have 56 mana left over.

Last edited by Yalpe#3404 on Feb 16, 2021, 7:01:50 AM
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I am using Anomalous Withering Step, even unlinked it has a cd of 3 seconds and a withered time of 4.2 seconds.


I think there's something I didn't understand in the build: the goal of WS is _only_ to abuse the "Inflicts (4-6) Withered Debuffs the first time each Enemy enters the Area" line ?

- Just to be sure (can't confirm with game soon enough), WS buff dies even if we cast PS or VS ?

- If so, that means the goal of WS is solely to be some kind of "self cast Wither AoE", like a self cast Despair would do ?

I'm also using WS on left click because I thought the goal was to spam it as much as possible, I'm starting to wonder if it was a good decision (had normal Molten Shell before and I'm considering moving back to this)
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Moussx wrote:
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I am using Anomalous Withering Step, even unlinked it has a cd of 3 seconds and a withered time of 4.2 seconds.


I think there's something I didn't understand in the build: the goal of WS is _only_ to abuse the "Inflicts (4-6) Withered Debuffs the first time each Enemy enters the Area" line ?

- Just to be sure (can't confirm with game soon enough), WS buff dies even if we cast PS or VS ?

- If so, that means the goal of WS is solely to be some kind of "self cast Wither AoE", like a self cast Despair would do ?

I'm also using WS on left click because I thought the goal was to spam it as much as possible, I'm starting to wonder if it was a good decision (had normal Molten Shell before and I'm considering moving back to this)


Yes you use it sort of as a self cast curse. Its better to manually trigger it to ensure that its used at the right time.
I checked some times ago Anomalous fortify but as I understand it, it's 4% increase effect of -20% phys dmg taken ?
tho : 20*1.04 = 20.8, and poe round it at 20% ? and even if it's 21%, -1% phys dmg taken isn't game breaking too
Am I missing something ?

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