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

I might redo it as well, waiting on patch notes. Stay tuned.
could be really good, considering all things said in the manifesto.
but like yalpe said: waiting on patch notes :)
I was ready to league start something else but this build could be in a good spot despite all the nerfs. Has anything come out about changes to rumi's?
This can be a good starter considering the patch notes hmm.
50% more poison damage looks good. But on the other hand, there are quite a few nerfs to some other things:

- ascendancy dropped from 30/100 to 20/100
- cluster jewels nerf across the board on all dots
- support gem nerfs

BUT: Dot Multi is now a suffix, so possibly better weapons, though hard to craft 6x T1, now that Harvest is even more gated without Zanas Map Mods and no Scarab.

I think overall that build came out okay'ish, with the overall playerpower dropping I can see this build being stronger in comparison.
Wont give it a go this time as I have other plans but I feel it could be a strong starter.
"
Vennto wrote:
50% more poison damage looks good. But on the other hand, there are quite a few nerfs to some other things:

- ascendancy dropped from 30/100 to 20/100
- cluster jewels nerf across the board on all dots
- support gem nerfs

BUT: Dot Multi is now a suffix, so possibly better weapons, though hard to craft 6x T1, now that Harvest is even more gated without Zanas Map Mods and no Scarab.

I think overall that build came out okay'ish, with the overall playerpower dropping I can see this build being stronger in comparison.
Wont give it a go this time as I have other plans but I feel it could be a strong starter.


Waiting on PoB update to decide what I'm doing with this. I still have this peasant build sitting at 1.7mil with wasp nests that I'll use as a benchmark. The support gems are absolutely gutted as well as flasks... Witchfire doesn't seem very worth it... Might want despair on hit somewhere instead. Defenses should still be "ok" overall but I'm really scared about the damage.
Well, yes, the assembly almost works on bottles, it is not clear how it will work now

"
Yalpe wrote:
"
Vennto wrote:
50% more poison damage looks good. But on the other hand, there are quite a few nerfs to some other things:

- ascendancy dropped from 30/100 to 20/100
- cluster jewels nerf across the board on all dots
- support gem nerfs

BUT: Dot Multi is now a suffix, so possibly better weapons, though hard to craft 6x T1, now that Harvest is even more gated without Zanas Map Mods and no Scarab.

I think overall that build came out okay'ish, with the overall playerpower dropping I can see this build being stronger in comparison.
Wont give it a go this time as I have other plans but I feel it could be a strong starter.


Waiting on PoB update to decide what I'm doing with this. I still have this peasant build sitting at 1.7mil with wasp nests that I'll use as a benchmark. The support gems are absolutely gutted as well as flasks... Witchfire doesn't seem very worth it... Might want despair on hit somewhere instead. Defenses should still be "ok" overall but I'm really scared about the damage.


All build lost damage, thanks to poison buff this build lost is power then most od builds on game.
Last edited by loczek123#6858 on Jul 21, 2021, 10:32:53 AM
now with the patchnotes out there are several things to consider, but all those points can be mainly divided into offense and defense:

1. offense
- 50% more poison dmg
- support gems getting hard nerfed
- witchfire losing the dot mod
- cluster jewels losing overall dmg
- chaos multi mod on weapon is now a suffix,
you could now hypothetically craft an elder+hunter claw with

Spoiler
Adds 52(47-72) to 105(98-123) Chaos Damage
+58(51-59)% to Damage over Time Multiplier for Poison inflicted with this Weapon
93(90-94)% increased Chaos Damage over Time

26(26-27)% increased Attack Speed
+18(16-18)% to Damage over Time Multiplier
+19(18-20)% to Chaos Damage over Time Multiplier


-> needs some theorizing to come up with a decent crafting strategy, but a claw like that would be juicy

2. defense
- changing the ailment immunity from ascendency for an ailment removal on flask use (not sure about this one, could either be a hard nerf or a non-issue)
- stibnite flask (witchfire) has now 20% more evasion instead of 100% increased
- rumis losing % block and flat armor
- jade flask losing flat and % increased evasion, might go for a basalt flask now with the changed 20% more armor
- quartz flask losing flat dodge/spell dodge
- no curse immunity, only removal now
- vms/ms stays the same, but we are losing second wind (or atleast i dont see a reason to keep it with only 5% reduced recovery at lvl 20)
- movement with whirling blades stays the same (yay)

desperatly waiting on the pob update to look at some numbers :)
"
__FEL__ wrote:
now with the patchnotes out there are several things to consider, but all those points can be mainly divided into offense and defense:

1. offense
- 50% more poison dmg
- support gems getting hard nerfed
- witchfire losing the dot mod
- cluster jewels losing overall dmg
- chaos multi mod on weapon is now a suffix,
you could now hypothetically craft an elder+hunter claw with

Spoiler
Adds 52(47-72) to 105(98-123) Chaos Damage
+58(51-59)% to Damage over Time Multiplier for Poison inflicted with this Weapon
93(90-94)% increased Chaos Damage over Time

26(26-27)% increased Attack Speed
+18(16-18)% to Damage over Time Multiplier
+19(18-20)% to Chaos Damage over Time Multiplier


-> needs some theorizing to come up with a decent crafting strategy, but a claw like that would be juicy

2. defense
- changing the ailment immunity from ascendency for an ailment removal on flask use (not sure about this one, could either be a hard nerf or a non-issue)
- stibnite flask (witchfire) has now 20% more evasion instead of 100% increased
- rumis losing % block and flat armor
- jade flask losing flat and % increased evasion, might go for a basalt flask now with the changed 20% more armor
- quartz flask losing flat dodge/spell dodge
- no curse immunity, only removal now
- vms/ms stays the same, but we are losing second wind (or atleast i dont see a reason to keep it with only 5% reduced recovery at lvl 20)
- movement with whirling blades stays the same (yay)

desperatly waiting on the pob update to look at some numbers :)


That elder prefix very well could become a suffix as well.

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