[3.26] Arakaali's fang CI / Max Block | All Content Viable

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LekkerOuJan#5164 escreveu:
Thanks for answering questions and making the updates to the build.

I see you removed Amanamu's gaze from the endgame PoB, should make things cheaper. I'm looking at the clusters and other jewels now, just need to get to level 75 so I can check which rings to buy.

Still struggling a bit with getting the spiders started at the onset of a map so running gravebinds for now.

So far, looking at mercs, the Striker looks promising, strength based and has Determination and Enduring Cry, making things very easy. That way I can run discipline instead of Determination on the character. (THe merc with Discipline has no other useful interactions)

Bastion or bloodletter is also good since you can give him another arakaali's fang for even more spiders.

Sniper is interesting with grace and haste, for an additional defensive layer, and the extra movespeed to the spiders increases their damage.

Bladebiter can give grace and malevolence, which also helps a lot, and he can equip a dagger.

I'll do some experiments


im still messing around with that PoB you do want amanamu gaze in the build for sure...

the best mercs in my opinion are
warpriest with holy relic and consecrated ground
striker with determination, vitality and fortify

the problem with striker is that it cannot equip most the uniques we want to use so there is a drawback
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One more bit of confusion. Assuming I am not running a squire at all, not even on weapon swap, and given low mid budget (couple of div), what would be the best 3 gems in the Fang?

Withering touch, multistrike, Deadly ailments?
If I can get a merc with determination, I can throw discipline on the Aul's uprising, taking it from 18 div to 30 chaos. Just need to look at the merc equipment to work out whether I can get similar benefits to what you mention.
Would be nice to let the Mercenary handle the Malevolence so we don't require such an expensive neck. and instead we can run something else.
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Would be nice to let the Mercenary handle the Malevolence so we don't require such an expensive neck. and instead we can run something else.


You're right, but the Mercs that do have malevolence don't really synergize with the build otherwise, they add Malevolence and nothing else.

They are also limited in useful gear.

But, most importantly, Merc auras don't benefit from "increased effect". The build struggles for mapping damage as is, so buffed malevolence is huge.
Awakened unbound ailments and awakened melee splash are really cheap currently, going to look into using those tonight. I need to map faster, especially blights.
Isn't poison damage-over-time type of damage?
Why getting an increased damage over time implicit corruption on dagger changes nothing?
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cubbeli#6467 escreveu:
Isn't poison damage-over-time type of damage?
Why getting an increased damage over time implicit corruption on dagger changes nothing?


this is a minion build the damage over time implicit on the gloves only affects ignites for you, does not affect the spiders
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ik this is a super lazy ask but, you would mind adding the trade search for the merc rare gear too? <3 been loving the build ngl
I took your latest endgame PoB and how can u reach 100% ignite / freeze avoid? cause u would need 50/50 with 100% to get 100% avoid no?

is it possible for you to check my PoB if im doin something wrong? i feel like my dmg isnt that great at all with the gear i have :x

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