Viper Mandate
During mid-game, before you get a
Blacktongue
Blacktongue
Flamberge (Sacred)
One-Hand Damage: (101 - 119) to (110 - 130)
Two-Hand Damage: (165 - 195) to (169 - 200)
Required Level: 100
Required Strength: 300
Item Level: 105
Strength Damage Bonus: (0.16 per Strength)%
15% Chance to cast level 44 Rotting Flesh on Melee Attack
+25% Bonus to Poison Skill Duration
+(120 to 160)% Enhanced Damage
+(40 to 60)% to Poison Spell Damage
-(20 to 35)% to Enemy Poison Resistance
+(14 to 20) to Amatoxin
Slow Target 15%
Maximum Poison Resist +(1 to 2)%
Requirements -50%
Socketed (6)
or
Demhe
Demhe
Maces, Scepters
Except Hammers
'ZodLew'
Runeword Level: 110
25% Chance to cast level 35 Infected Roots on Melee Attack
+(126 to 250) to Maximum Damage
Stun Attack
+(172 to 200)% Enhanced Damage
+(39 to 45)% to Cold Spell Damage
-(39 to 45)% to Enemy Cold Resistance
+(39 to 45)% to Poison Spell Damage
-(39 to 45)% to Enemy Poison Resistance
20% to Vitality
+(51 to 125) Mana on Striking
+15 Life after each Kill
, you might obtain a
Viper Mandate
Viper Mandate
Maul (Sacred)
Two-Hand Damage: 74 to 82
(Barbarian Only)
Required Level: 100
Required Strength: 630
Item Level: 105
Strength Damage Bonus: (0.16 per Strength)%
-3% Enemy Poison Resist per Snake Stance Base Level
20% Chance to cast level 30 Death Star on Melee Attack
30% Attack Speed
(50 to 200)% Bonus to Attack Rating
+50% Damage to Undead
+(8 to 12) to Snake Stance (Barbarian Only)
25% to Vitality
Maximum Poison Resist +(1 to 3)%
Poison Length Reduced by 50%
Socketed (6)
and ask youself: is it an upgrade over
Death Pit Stake
Death Pit Stake
Pike (4)
Two-Hand Damage: (11 - 14) to (26 - 38)
Required Level: 10
Required Strength: 45 to 48
Required Dexterity: 68 to 71
Item Level: 19
Dexterity Damage Bonus: (0.15 per Dexterity)%
14% Chance to cast level 4 Arachnomancy on Melee Attack
15% Attack Speed
Adds (2 to 4)-(6 to 15) Damage
+(35 to 57)% Enhanced Damage
+(11 to 15)% to Poison Spell Damage
+(3 to 6) to Divine Judgment (Paladin Only)
Poison Length Reduced by 30%
Requirements -(11 to 15)%
Socketed (2)
Two-Hand Damage: (31 - 43) to (78 - 94)
Required Level: 29
Required Strength: 63 to 67
Required Dexterity: 88 to 93
Item Level: 36
Dexterity Damage Bonus: (0.15 per Dexterity)%
16% Chance to cast level 17 Arachnomancy on Melee Attack
25% Attack Speed
Adds (6 to 15)-(21 to 30) Damage
+(81 to 103)% Enhanced Damage
+(16 to 20)% to Poison Spell Damage
+(7 to 10) to Divine Judgment (Paladin Only)
Poison Length Reduced by 45%
Requirements -(21 to 25)%
Socketed (4)
Two-Hand Damage: (72 - 87) to (171 - 199)
Required Level: 47
Required Strength: 111 to 118
Required Dexterity: 150 to 160
Item Level: 59
Dexterity Damage Bonus: (0.15 per Dexterity)%
18% Chance to cast level 30 Arachnomancy on Melee Attack
35% Attack Speed
Adds (16 to 25)-(36 to 50) Damage
+(126 to 149)% Enhanced Damage
+(21 to 25)% to Poison Spell Damage
+(11 to 14) to Divine Judgment (Paladin Only)
Poison Length Reduced by 60%
Requirements -(31 to 35)%
Socketed (5)
Two-Hand Damage: (83 - 96) to (265 - 292)
Required Level: 55
Required Strength: 205 to 218
Required Dexterity: 274 to 293
Item Level: 85
Dexterity Damage Bonus: (0.15 per Dexterity)%
20% Chance to cast level 44 Arachnomancy on Melee Attack
40% Attack Speed
Adds (31 to 40)-(61 to 70) Damage
+(149 to 171)% Enhanced Damage
+(26 to 30)% to Poison Spell Damage
+(15 to 18) to Divine Judgment (Paladin Only)
Poison Length Reduced by 75%
Requirements -(36 to 40)%
Socketed (6)
?
Let's see what is better at what aspect:
- Dmg increase: DPS
- Pierce: VM
- Attack speed modifier (crucial for a lower WW IAS breakpoint, details
here): DPS
- IAS: DPS
- Melee range: DPS
- Stat requirements: DPS
- Vitality: VM
- AR: VM
- Max res: VM
- Required level: VM
- MO space: DPS
For crowd farming we prefer a wider melee range, and since the monsters are not very tough health-wise and resistance-wise, we don't need pierce that much. We also don't need defensive bonuses that much, so for that case DPS is clearly better.
For killing tough targets like bosses and elite monsters, pierce is more effective than dmg increase. There are way less targets to handle at the same time, so we can sacrifice a wide melee range for something more useful. And since these enemies usually hit much harder, we need sustain - i.e. defensive bonuses and AR to land hits more frequently and heal more from attacks. VM looks like a clear winner here, but there are a few downsides compared to DPS.
First, attack speed modifier is worse and innate IAS is lower which means we need to put more IAS into the weapon to reach 4 FPA breakpoint (54 for VM vs 35 for DPS). Good news here is a higher required level, which allows us to use Gul runes without losing precious MO space. We can reach 4 FPA with 4 Gul, 3 Gul + 2 MO or 2 Gul + 4 MO. Bad news about DPS here is that we can only reach 30 IAS out of 35 needed with MOs, so we have to use Gul rune or a jewel. The first option means losing 10 MO space, while the second means a lower Runemaster bonus. But anyways VM get less spare sockets to use. Of course, if you can survive just fine without 4 FPA, you don't need to dig into these details, but even then DPS gets a better result with less effort - 6 FPA with just MOs.
Second, higher required level leaves us less MO space to use, the bare minimum of 150 life on attack already gets us to lvl 120. We can somewhat compensate that with the ability to use higher level runes like Poison or Xith, but we already have a lot of pierce and if we can farm a lot of Xith runes, we are able to get Demhe.
Third, high str requirement of VM means there are more work to do. There are a lot of ways to handle that - you can insert -req jewels into the weapon, use Ko runes in other gear, spend some stat points, put more str MOs into honorifics and TUs, or focus on getting charms with str. But DPS requirements are easier to deal with anyway.
IMO, for bossing all of these downsides are small compared to the benefits that VM provides. Of course, if you managed to get high pierce through other ways (Astrogha set), the main feature of VM is lost and DPS is better.
TL;DR: for crowd farming - DPS, for bosses and tough elites: if low pierce - VM, otherwise DPS.