PitStains wrote:Lynderika wrote:PitStains wrote:Unless you have fully switched to SU+/Endgame gear, once you hit 120-125 this build gets slow and sluggish.
https://median-xl.com/char/rerolling_sad This is the current state and it's terrible at Dunc. DPS is ok, but easily overwhelmed by groups. DPS is ok, but can't facetank bosses like kabraxis.
I don't feel like rerolling a 3rd character this season.
Your gear and charm is way above than what it should at this point, and claw should roll over this content (it's only fauzt that start being a problem)
List of problems I can see :
-You're using the fullAstrogha's Moonset with 1 pt way of the spider (help)Astrogha's Moon
(Wyrd Set)
Darkling
Viper Skin
Angel of Death
Set Bonus with 2 or more set items:
Maximum Poison Resist +2%
Poison Resist +75%
Set Bonus with complete set:
-25% to Enemy Poison Resistance
+23 to Amatoxin
Slow Target 5%
-Witchhunter armor and shield give you nothing, dragonheart (you have no source of life, of course you get hurt) + black sheep wall is better
-You have better rings in your stash than equipped
-Your sockets seems completely random
-Only 1pt vamp strike, that's your main dps for kab
-If you want more suvivability you could remove (reduce to 1) a way to use bats, they tank ridiculously good
Also try just hit and running ahrad with shit clic in fauzt, you should't even get hit.
Thanks. I'll try some of those changes suggested.
To go further on the same topic, I'd heavely suggest you chose (and stick to) one of the following playstyles :
- Elem clawsin
- Phys clawsin
Not to say that hybrids and phys+poison clawsin arent viable, they totally can be, but they're trickier to build. For instance right now you're playing as phys+poison, but you have to keep in mind this means "mostly a physical sin, with some added poison to help clear". In other words, you absolutely should max Shadow Dancer, it's your most important passive. And also drop Wat of the Gryphon's 10 points as it adds absolutely nothing, and drop way of the raven, either in favour of Doom if you have enough points to max it, or if you only have one point left to spend in lvl 90 skills, then chose Beacon for an extra 20% movespeed (with 1 point, the other two give you absolutely nothing).
I'd also change your body armor for a Scales of the Serpent if and whenever possible, or perhaps a shimmering-craft if not possible, as you're going to need more -%enemy poison res to make poison worth it.
Alternatively, if you chose to go full Phys clawsin, remove all the poison related stuff and the poison passive. And if you go for an elem version, use either full witchhunter set (if and when you've got access to it), or an IED claw and lots of -%enemy res gear
________
Last but not least, I've played an SSF clawsin this ladder with no gear and ended up playing a somewhat interesting hybrid phys + fire which felt great for early ubers and farming up to 120.
It was born from having to little shrines for phys crafting and using fascinating shrines, landing a good phys claw with it and a "level 40 ignis fatum on melee attack%", which gives a nice +480-800 flat fire. Then I just had to spec way of the phoenix on top, the TU shield with -12% fire and life on attack, the TU helm with -12% fire and then later on replaced those by a few fascinating crafts. All in all it provided a good mix of damage for early/midgame, and what I take out of it and will add to guide is that Ignis Fatum ctc% is a very good proc on ele claw, and a good proc for early crafts on SSF/first ladder char for phys clawsin too, all of which i'll format into the guide a bit later these days (as well as updating it for way of the raven and other changes)