Abstract
I've played Median off and on for about eight years and in that time the play style that has kept me here the most has been that of the Scorpion Blade Assassin. It's a glass cannon farmer that is highly effective with easily farmable gear, meaning you can play it and be effective with no TG investment and without twinking at all. However, multiple end game ubers are either hard, a corpse run, or impossible without respeccing. The good news is that this build will give you the ability to farm the gear needed to able to conquer that content, just a little further down the road.
Pros
- Large AoE Damage for easy farming
Great Teganze Farmer - Which means easy TG
Easily playable untwinked
Functional farmer with mid-game gear - no real need for expensive SUs
- Lacks Single Target DPS
Some late game ubers are a corpserun
Slightly squishy when full build - Reliant on Life after Kill
Very reliant on positioning and dodging enemy skillshots
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Gear and Build
Stat and Skill Distribution
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Strength: Enough for gear
Dexterty: Enough for gear
Vitality: None
Energy: Remainder
Scorpion Blade: Max
Way of the Spider: Max
Perfect Being: Max
Tiefling Form: Max in groups of 7 (i.e., 7, 14, 21)
APF-20 'Maelstrom' Mk1: Max in groups of 4 (i.e., 4, 8, 12, 16, 20, 24, 28)
Beacon (once unlocked): 1 pt
Prismatic Cloak (once unlocked): at least 1 pt
You will have some points left over from here and where you put them is more up to you - whether you want to be more damage greedy or have some more survivability. If you want more damage, put your remaining points into Way of the Spider. If you want more survivability, put your remaining points into Prismatic Cloak.
Dexterty: Enough for gear
Vitality: None
Energy: Remainder
Scorpion Blade: Max
Way of the Spider: Max
Perfect Being: Max
Tiefling Form: Max in groups of 7 (i.e., 7, 14, 21)
APF-20 'Maelstrom' Mk1: Max in groups of 4 (i.e., 4, 8, 12, 16, 20, 24, 28)
Beacon (once unlocked): 1 pt
Prismatic Cloak (once unlocked): at least 1 pt
You will have some points left over from here and where you put them is more up to you - whether you want to be more damage greedy or have some more survivability. If you want more damage, put your remaining points into Way of the Spider. If you want more survivability, put your remaining points into Prismatic Cloak.
Breakpoint Values
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The image below will show you how much increased attack speed (IAS) and faster hit recovery (FHR) you will need to hit your breakpoints. The IAS values are calculated using a Throwing Knife or Flying Knife which have a weapon speed modifier (WSM) of -20 for an Assassin. If you happen to use a Balanced Knife, which has a WSM of -10, you will need to have 86 IAS to hit the last breakpoint.
What this means, is that in order to maximize your damage, you should have at least 60 IAS. You can go over that, but everything over 63 has absolutely no effect and is therefore a wasted stat. The same goes for FHR, you want to have 200 late game, or at least 86. The 200 breakpoint is hard to hit late game until you get some very good crafted jewels.
What this means, is that in order to maximize your damage, you should have at least 60 IAS. You can go over that, but everything over 63 has absolutely no effect and is therefore a wasted stat. The same goes for FHR, you want to have 200 late game, or at least 86. The 200 breakpoint is hard to hit late game until you get some very good crafted jewels.
Early Game Gear (lvl 1 - 100)
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Weapon:
Shield:
Armor: Griswold's Heart
Helm:
Belt: Honorific Sash or
Boots:
Gloves:
Rings: Anything with: +1 skills > -enemy poison resistance > +poison spell damage > +life
Amulet: Anything with: +skills > -enemy poison resistance > +poison spell damage > +life
Mystic Orbs (Armor): Breakpoints > Poison Spell Damage > Energy
Mystic Orbs (Jewelry): Regenerate Mana > Poison Spell Damage > Physical Damage Reduction > Defense
Mystic Orbs (Weapon): Attack Speed (for breakpoints only) > Life After Kill > Poison Spell Damage > Experience
Socket Fillers: Gems for resistances, Sol runes in rest
None of the tiered unique or runeword belts help us too much, so we are going to use an honorific sash in order to buff our missing resistances, stats, and breakpoints. However, if gold is an issue, which it most likely will be unless you twink it, go ahead and use a
At this stage in the game, you aren't going to have any good jewelry. So, prioritize what is written on top from left to right, or if you happen to come across decent uniques, use those. I don't recommend using arcane crystals on jewelry as there is no telling what you will roll.
*The required stat increase from tier 3 to tier 4 is not worth the stats the upgrade brings, keep your extra 100 strength and 100 dexterity and put that into energy.
Death Touch
Death Touch
Throwing Knife (4)
Throw Damage: 3 to 6
One-Hand Damage: 4 to 6
Required Level: 1
Required Dexterity: 17
Item Level: 1
Dexterity Damage Bonus: (0.11 per Dexterity)%
2% Chance to cast level 8 Scorpion Blade on Kill
+1 to Assassin Skill Levels
(21 to 50)% Bonus to Attack Rating
+(6 to 8)% to Poison Spell Damage
-(6 to 8)% to Enemy Poison Resistance
Requirements +15%
Socketed (1)
Throw Damage: 10 to 11
One-Hand Damage: 8 to 9
Required Level: 18
Required Dexterity: 45
Item Level: 31
Dexterity Damage Bonus: (0.11 per Dexterity)%
3% Chance to cast level 16 Scorpion Blade on Kill
+2 to Assassin Skill Levels
(81 to 110)% Bonus to Attack Rating
+(11 to 13)% to Poison Spell Damage
-(11 to 13)% to Enemy Poison Resistance
Requirements +25%
Socketed (2)
Throw Damage: 17 to 18
One-Hand Damage: 12
Required Level: 36
Required Dexterity: 109
Item Level: 51
Dexterity Damage Bonus: (0.11 per Dexterity)%
5% Chance to cast level 24 Scorpion Blade on Kill
+3 to Assassin Skill Levels
(141 to 170)% Bonus to Attack Rating
+(16 to 18)% to Poison Spell Damage
-(16 to 18)% to Enemy Poison Resistance
Requirements +35%
Socketed (2)
Throw Damage: 22 to 23
One-Hand Damage: 14
Required Level: 45
Required Dexterity: 250
Item Level: 77
Dexterity Damage Bonus: (0.11 per Dexterity)%
6% Chance to cast level 32 Scorpion Blade on Kill
+(4 to 5) to Assassin Skill Levels
(171 to 200)% Bonus to Attack Rating
+(18 to 20)% to Poison Spell Damage
-(18 to 20)% to Enemy Poison Resistance
Requirements +50%
Socketed (2)
Throwing Knife (4)
Throw Damage: 3 to 6
One-Hand Damage: 4 to 6
Required Level: 1
Required Dexterity: 17
Item Level: 1
Dexterity Damage Bonus: (0.11 per Dexterity)%
2% Chance to cast level 8 Scorpion Blade on Kill
+1 to Assassin Skill Levels
(21 to 50)% Bonus to Attack Rating
+(6 to 8)% to Poison Spell Damage
-(6 to 8)% to Enemy Poison Resistance
Requirements +15%
Socketed (1)
Throw Damage: 10 to 11
One-Hand Damage: 8 to 9
Required Level: 18
Required Dexterity: 45
Item Level: 31
Dexterity Damage Bonus: (0.11 per Dexterity)%
3% Chance to cast level 16 Scorpion Blade on Kill
+2 to Assassin Skill Levels
(81 to 110)% Bonus to Attack Rating
+(11 to 13)% to Poison Spell Damage
-(11 to 13)% to Enemy Poison Resistance
Requirements +25%
Socketed (2)
Throw Damage: 17 to 18
One-Hand Damage: 12
Required Level: 36
Required Dexterity: 109
Item Level: 51
Dexterity Damage Bonus: (0.11 per Dexterity)%
5% Chance to cast level 24 Scorpion Blade on Kill
+3 to Assassin Skill Levels
(141 to 170)% Bonus to Attack Rating
+(16 to 18)% to Poison Spell Damage
-(16 to 18)% to Enemy Poison Resistance
Requirements +35%
Socketed (2)
Throw Damage: 22 to 23
One-Hand Damage: 14
Required Level: 45
Required Dexterity: 250
Item Level: 77
Dexterity Damage Bonus: (0.11 per Dexterity)%
6% Chance to cast level 32 Scorpion Blade on Kill
+(4 to 5) to Assassin Skill Levels
(171 to 200)% Bonus to Attack Rating
+(18 to 20)% to Poison Spell Damage
-(18 to 20)% to Enemy Poison Resistance
Requirements +50%
Socketed (2)
Shield:
Leoric's Legion
(Tier 3)*Leoric's Legion
Bladed Shield (4)
Defense: (64 - 72) to (127 - 144)
Chance to Block: 4%
(Assassin Only)
Required Level: 8
Required Dexterity: 55
Item Level: 10
+(6 to 8)% Bonus to Poison Skill Duration
-(4 to 5)% to Enemy Poison Resistance
+(24 to 40)% Enhanced Defense
+(11 to 20) to Vitality
1% Reanimate as: Random Monster
Socketed (1)
Defense: (246 - 273) to (418 - 463)
Chance to Block: 4%
(Assassin Only)
Required Level: 25
Required Dexterity: 81
Item Level: 36
+(11 to 13)% Bonus to Poison Skill Duration
-(7 to 8)% to Enemy Poison Resistance
+(58 to 75)% Enhanced Defense
+(31 to 40) to Vitality
2% Reanimate as: Random Monster
Socketed (4)
Defense: (631 - 687) to (1031 - 1122)
Chance to Block: 4%
(Assassin Only)
Required Level: 43
Required Dexterity: 170
Item Level: 51
+(16 to 18)% Bonus to Poison Skill Duration
-(10 to 11)% to Enemy Poison Resistance
+(92 to 109)% Enhanced Defense
+(51 to 60) to Vitality
3% Reanimate as: Random Monster
Socketed (5)
Defense: (938 - 1014) to (1527 - 1652)
Chance to Block: 4%
(Assassin Only)
Required Level: 52
Required Dexterity: 353
Item Level: 85
+(18 to 20)% Bonus to Poison Skill Duration
-(12 to 13)% to Enemy Poison Resistance
+(109 to 126)% Enhanced Defense
+(61 to 80) to Vitality
4% Reanimate as: Random Monster
Socketed (6)
Bladed Shield (4)
Defense: (64 - 72) to (127 - 144)
Chance to Block: 4%
(Assassin Only)
Required Level: 8
Required Dexterity: 55
Item Level: 10
+(6 to 8)% Bonus to Poison Skill Duration
-(4 to 5)% to Enemy Poison Resistance
+(24 to 40)% Enhanced Defense
+(11 to 20) to Vitality
1% Reanimate as: Random Monster
Socketed (1)
Defense: (246 - 273) to (418 - 463)
Chance to Block: 4%
(Assassin Only)
Required Level: 25
Required Dexterity: 81
Item Level: 36
+(11 to 13)% Bonus to Poison Skill Duration
-(7 to 8)% to Enemy Poison Resistance
+(58 to 75)% Enhanced Defense
+(31 to 40) to Vitality
2% Reanimate as: Random Monster
Socketed (4)
Defense: (631 - 687) to (1031 - 1122)
Chance to Block: 4%
(Assassin Only)
Required Level: 43
Required Dexterity: 170
Item Level: 51
+(16 to 18)% Bonus to Poison Skill Duration
-(10 to 11)% to Enemy Poison Resistance
+(92 to 109)% Enhanced Defense
+(51 to 60) to Vitality
3% Reanimate as: Random Monster
Socketed (5)
Defense: (938 - 1014) to (1527 - 1652)
Chance to Block: 4%
(Assassin Only)
Required Level: 52
Required Dexterity: 353
Item Level: 85
+(18 to 20)% Bonus to Poison Skill Duration
-(12 to 13)% to Enemy Poison Resistance
+(109 to 126)% Enhanced Defense
+(61 to 80) to Vitality
4% Reanimate as: Random Monster
Socketed (6)
Armor: Griswold's Heart
Helm:
Lavadome
or Lavadome
Helm (4)
Defense: (78 - 89) to (115 - 131)
Required Level: 4
Required Strength: 29
Item Level: 10
+(0 to 1) to All Skills
+(41 to 60)% Enhanced Defense
+15 to Vitality
(3 to 5)% to Vitality
+(81 to 120) to Life
Fire Resist +(11 to 30)%
Socketed (1)
Defense: (300 - 334) to (391 - 435)
Required Level: 22
Required Strength: 57
Item Level: 31
+1 to All Skills
+(71 to 90)% Enhanced Defense
+30 to Vitality
(6 to 10)% to Vitality
+(121 to 160) to Life
Fire Resist +(31 to 50)%
Socketed (3)
Defense: (753 - 825) to (970 - 1062)
Required Level: 39
Required Strength: 201
Item Level: 51
+(1 to 2) to All Skills
+(101 to 120)% Enhanced Defense
+45 to Vitality
(11 to 15)% to Vitality
+(161 to 200) to Life
Fire Resist +(51 to 70)%
Socketed (4)
Defense: (1191 - 1290) to (1519 - 1645)
Required Level: 48
Required Strength: 402
Item Level: 77
+2 to All Skills
+(131 to 150)% Enhanced Defense
+60 to Vitality
(16 to 20)% to Vitality
+(201 to 240) to Life
Fire Resist +(71 to 90)%
Socketed (4)
Helm (4)
Defense: (78 - 89) to (115 - 131)
Required Level: 4
Required Strength: 29
Item Level: 10
+(0 to 1) to All Skills
+(41 to 60)% Enhanced Defense
+15 to Vitality
(3 to 5)% to Vitality
+(81 to 120) to Life
Fire Resist +(11 to 30)%
Socketed (1)
Defense: (300 - 334) to (391 - 435)
Required Level: 22
Required Strength: 57
Item Level: 31
+1 to All Skills
+(71 to 90)% Enhanced Defense
+30 to Vitality
(6 to 10)% to Vitality
+(121 to 160) to Life
Fire Resist +(31 to 50)%
Socketed (3)
Defense: (753 - 825) to (970 - 1062)
Required Level: 39
Required Strength: 201
Item Level: 51
+(1 to 2) to All Skills
+(101 to 120)% Enhanced Defense
+45 to Vitality
(11 to 15)% to Vitality
+(161 to 200) to Life
Fire Resist +(51 to 70)%
Socketed (4)
Defense: (1191 - 1290) to (1519 - 1645)
Required Level: 48
Required Strength: 402
Item Level: 77
+2 to All Skills
+(131 to 150)% Enhanced Defense
+60 to Vitality
(16 to 20)% to Vitality
+(201 to 240) to Life
Fire Resist +(71 to 90)%
Socketed (4)
Glowskull
(Tier 3)*Glowskull
Crown (4)
Defense: (164 - 187) to (248 - 281)
Required Level: 10
Required Strength: 26 to 29
Item Level: 19
+(6 to 8)% Bonus to Poison Skill Duration
+(4 to 6)% to Poison Spell Damage
-3% to Enemy Poison Resistance
+(41 to 60)% Enhanced Defense
Poison Resist +(16 to 25)%
(11 to 20)% Bonus to Defense
Requirements -(11 to 20)%
Socketed (1)
Defense: (561 - 620) to (785 - 868)
Required Level: 28
Required Strength: 50 to 56
Item Level: 36
+(11 to 13)% Bonus to Poison Skill Duration
+(10 to 12)% to Poison Spell Damage
-6% to Enemy Poison Resistance
+(81 to 100)% Enhanced Defense
Poison Resist +(36 to 45)%
(21 to 30)% Bonus to Defense
Requirements -(16 to 25)%
Socketed (3)
Defense: (1272 - 1392) to (1754 - 1920)
Required Level: 46
Required Strength: 165 to 186
Item Level: 67
+(16 to 18)% Bonus to Poison Skill Duration
+(16 to 18)% to Poison Spell Damage
-9% to Enemy Poison Resistance
+(101 to 120)% Enhanced Defense
Poison Resist +(56 to 65)%
(31 to 40)% Bonus to Defense
Requirements -(21 to 30)%
Socketed (4)
Defense: (1911 - 2076) to (2614 - 2839)
Required Level: 54
Required Strength: 306 to 349
Item Level: 85
+(18 to 20)% Bonus to Poison Skill Duration
+(18 to 20)% to Poison Spell Damage
-12% to Enemy Poison Resistance
+(121 to 140)% Enhanced Defense
Poison Resist +(66 to 75)%
(41 to 50)% Bonus to Defense
Requirements -(26 to 35)%
Socketed (4)
Crown (4)
Defense: (164 - 187) to (248 - 281)
Required Level: 10
Required Strength: 26 to 29
Item Level: 19
+(6 to 8)% Bonus to Poison Skill Duration
+(4 to 6)% to Poison Spell Damage
-3% to Enemy Poison Resistance
+(41 to 60)% Enhanced Defense
Poison Resist +(16 to 25)%
(11 to 20)% Bonus to Defense
Requirements -(11 to 20)%
Socketed (1)
Defense: (561 - 620) to (785 - 868)
Required Level: 28
Required Strength: 50 to 56
Item Level: 36
+(11 to 13)% Bonus to Poison Skill Duration
+(10 to 12)% to Poison Spell Damage
-6% to Enemy Poison Resistance
+(81 to 100)% Enhanced Defense
Poison Resist +(36 to 45)%
(21 to 30)% Bonus to Defense
Requirements -(16 to 25)%
Socketed (3)
Defense: (1272 - 1392) to (1754 - 1920)
Required Level: 46
Required Strength: 165 to 186
Item Level: 67
+(16 to 18)% Bonus to Poison Skill Duration
+(16 to 18)% to Poison Spell Damage
-9% to Enemy Poison Resistance
+(101 to 120)% Enhanced Defense
Poison Resist +(56 to 65)%
(31 to 40)% Bonus to Defense
Requirements -(21 to 30)%
Socketed (4)
Defense: (1911 - 2076) to (2614 - 2839)
Required Level: 54
Required Strength: 306 to 349
Item Level: 85
+(18 to 20)% Bonus to Poison Skill Duration
+(18 to 20)% to Poison Spell Damage
-12% to Enemy Poison Resistance
+(121 to 140)% Enhanced Defense
Poison Resist +(66 to 75)%
(41 to 50)% Bonus to Defense
Requirements -(26 to 35)%
Socketed (4)
Belt: Honorific Sash or
Moonwrap
Moonwrap
Sash (4)
Defense: (16 - 18) to (20 - 21)
Required Level: 1
Required Strength: 25
Item Level: 1
5% Cast Speed
+3% to Spell Damage
+(18 to 29)% Enhanced Defense
Lightning Resist +(11 to 15)%
Cold Resist +(11 to 15)%
Socketed (1)
Defense: (119 - 129) to (131 - 141)
Required Level: 17
Required Strength: 50
Item Level: 31
15% Cast Speed
+9% to Spell Damage
+(41 to 52)% Enhanced Defense
Lightning Resist +(21 to 25)%
Cold Resist +(21 to 25)%
Socketed (2)
Defense: (331 - 353) to (370 - 395)
Required Level: 35
Required Strength: 125
Item Level: 51
25% Cast Speed
+15% to Spell Damage
+(64 to 75)% Enhanced Defense
Lightning Resist +(31 to 35)%
Cold Resist +(31 to 35)%
Socketed (2)
Defense: (493 - 524) to (542 - 576)
Required Level: 43
Required Strength: 250
Item Level: 77
30% Cast Speed
+20% to Spell Damage
+(75 to 86)% Enhanced Defense
Lightning Resist +(36 to 40)%
Cold Resist +(36 to 40)%
Socketed (2)
Sash (4)
Defense: (16 - 18) to (20 - 21)
Required Level: 1
Required Strength: 25
Item Level: 1
5% Cast Speed
+3% to Spell Damage
+(18 to 29)% Enhanced Defense
Lightning Resist +(11 to 15)%
Cold Resist +(11 to 15)%
Socketed (1)
Defense: (119 - 129) to (131 - 141)
Required Level: 17
Required Strength: 50
Item Level: 31
15% Cast Speed
+9% to Spell Damage
+(41 to 52)% Enhanced Defense
Lightning Resist +(21 to 25)%
Cold Resist +(21 to 25)%
Socketed (2)
Defense: (331 - 353) to (370 - 395)
Required Level: 35
Required Strength: 125
Item Level: 51
25% Cast Speed
+15% to Spell Damage
+(64 to 75)% Enhanced Defense
Lightning Resist +(31 to 35)%
Cold Resist +(31 to 35)%
Socketed (2)
Defense: (493 - 524) to (542 - 576)
Required Level: 43
Required Strength: 250
Item Level: 77
30% Cast Speed
+20% to Spell Damage
+(75 to 86)% Enhanced Defense
Lightning Resist +(36 to 40)%
Cold Resist +(36 to 40)%
Socketed (2)
Boots:
Death Spur
Death Spur
Heavy Boots (4)
Defense: 27 to 39
Required Level: 3
Required Strength: 27
Item Level: 1
1% Chance to cast level 6 Spike Nova on Kill
(10 to 40)% Movement Speed
+0.09375 to Maximum Damage (Based on Character Level)
+(11 to 15) to Strength
+(11 to 15) to Dexterity
Socketed (1)
Defense: 109 to 141
Required Level: 20
Required Strength: 55
Item Level: 31
1% Chance to cast level 10 Spike Nova on Kill
(10 to 40)% Movement Speed
+0.15625 to Maximum Damage (Based on Character Level)
+(21 to 25) to Strength
+(21 to 25) to Dexterity
Socketed (2)
Defense: 248 to 310
Required Level: 38
Required Strength: 193
Item Level: 51
1% Chance to cast level 14 Spike Nova on Kill
(10 to 40)% Movement Speed
+0.21875 to Maximum Damage (Based on Character Level)
+(31 to 35) to Strength
+(31 to 35) to Dexterity
Socketed (3)
Defense: 346 to 427
Required Level: 46
Required Strength: 386
Item Level: 77
1% Chance to cast level 16 Spike Nova on Kill
(10 to 40)% Movement Speed
+0.25 to Maximum Damage (Based on Character Level)
+(36 to 40) to Strength
+(36 to 40) to Dexterity
Socketed (4)
Heavy Boots (4)
Defense: 27 to 39
Required Level: 3
Required Strength: 27
Item Level: 1
1% Chance to cast level 6 Spike Nova on Kill
(10 to 40)% Movement Speed
+0.09375 to Maximum Damage (Based on Character Level)
+(11 to 15) to Strength
+(11 to 15) to Dexterity
Socketed (1)
Defense: 109 to 141
Required Level: 20
Required Strength: 55
Item Level: 31
1% Chance to cast level 10 Spike Nova on Kill
(10 to 40)% Movement Speed
+0.15625 to Maximum Damage (Based on Character Level)
+(21 to 25) to Strength
+(21 to 25) to Dexterity
Socketed (2)
Defense: 248 to 310
Required Level: 38
Required Strength: 193
Item Level: 51
1% Chance to cast level 14 Spike Nova on Kill
(10 to 40)% Movement Speed
+0.21875 to Maximum Damage (Based on Character Level)
+(31 to 35) to Strength
+(31 to 35) to Dexterity
Socketed (3)
Defense: 346 to 427
Required Level: 46
Required Strength: 386
Item Level: 77
1% Chance to cast level 16 Spike Nova on Kill
(10 to 40)% Movement Speed
+0.25 to Maximum Damage (Based on Character Level)
+(36 to 40) to Strength
+(36 to 40) to Dexterity
Socketed (4)
Gloves:
Vilehand
Vilehand
Leather Gloves (4)
Defense: 6 to 8
Required Level: 1
Required Strength: 25
Item Level: 1
+(3 to 5)% Bonus to Poison Skill Duration
+(6 to 10)% to Poison Spell Damage
Poison Length Reduced by (31 to 35)%
Socketed (1)
Defense: 70 to 75
Required Level: 17
Required Strength: 50
Item Level: 31
+(0 to 1) to All Skills
+(6 to 8)% Bonus to Poison Skill Duration
+(11 to 15)% to Poison Spell Damage
Poison Length Reduced by (36 to 40)%
Socketed (2)
Defense: 176 to 184
Required Level: 34
Required Strength: 175
Item Level: 51
+1 to All Skills
+(8 to 10)% Bonus to Poison Skill Duration
+(16 to 20)% to Poison Spell Damage
Poison Length Reduced by (41 to 45)%
Socketed (3)
Defense: 243 to 258
Required Level: 43
Required Strength: 350
Item Level: 77
+1 to All Skills
+(11 to 13)% Bonus to Poison Skill Duration
+(21 to 25)% to Poison Spell Damage
Poison Length Reduced by (46 to 50)%
Socketed (4)
Leather Gloves (4)
Defense: 6 to 8
Required Level: 1
Required Strength: 25
Item Level: 1
+(3 to 5)% Bonus to Poison Skill Duration
+(6 to 10)% to Poison Spell Damage
Poison Length Reduced by (31 to 35)%
Socketed (1)
Defense: 70 to 75
Required Level: 17
Required Strength: 50
Item Level: 31
+(0 to 1) to All Skills
+(6 to 8)% Bonus to Poison Skill Duration
+(11 to 15)% to Poison Spell Damage
Poison Length Reduced by (36 to 40)%
Socketed (2)
Defense: 176 to 184
Required Level: 34
Required Strength: 175
Item Level: 51
+1 to All Skills
+(8 to 10)% Bonus to Poison Skill Duration
+(16 to 20)% to Poison Spell Damage
Poison Length Reduced by (41 to 45)%
Socketed (3)
Defense: 243 to 258
Required Level: 43
Required Strength: 350
Item Level: 77
+1 to All Skills
+(11 to 13)% Bonus to Poison Skill Duration
+(21 to 25)% to Poison Spell Damage
Poison Length Reduced by (46 to 50)%
Socketed (4)
Rings: Anything with: +1 skills > -enemy poison resistance > +poison spell damage > +life
Amulet: Anything with: +skills > -enemy poison resistance > +poison spell damage > +life
Mystic Orbs (Armor): Breakpoints > Poison Spell Damage > Energy
Mystic Orbs (Jewelry): Regenerate Mana > Poison Spell Damage > Physical Damage Reduction > Defense
Mystic Orbs (Weapon): Attack Speed (for breakpoints only) > Life After Kill > Poison Spell Damage > Experience
Socket Fillers: Gems for resistances, Sol runes in rest
Death Touch
has nearly everything we are looking for in a knife. Assassin skills, poison pierce, spell damage, as well as a proc make this the best knife to use before you can upgrade it in the late game.Death Touch
Throwing Knife (4)
Throw Damage: 3 to 6
One-Hand Damage: 4 to 6
Required Level: 1
Required Dexterity: 17
Item Level: 1
Dexterity Damage Bonus: (0.11 per Dexterity)%
2% Chance to cast level 8 Scorpion Blade on Kill
+1 to Assassin Skill Levels
(21 to 50)% Bonus to Attack Rating
+(6 to 8)% to Poison Spell Damage
-(6 to 8)% to Enemy Poison Resistance
Requirements +15%
Socketed (1)
Throw Damage: 10 to 11
One-Hand Damage: 8 to 9
Required Level: 18
Required Dexterity: 45
Item Level: 31
Dexterity Damage Bonus: (0.11 per Dexterity)%
3% Chance to cast level 16 Scorpion Blade on Kill
+2 to Assassin Skill Levels
(81 to 110)% Bonus to Attack Rating
+(11 to 13)% to Poison Spell Damage
-(11 to 13)% to Enemy Poison Resistance
Requirements +25%
Socketed (2)
Throw Damage: 17 to 18
One-Hand Damage: 12
Required Level: 36
Required Dexterity: 109
Item Level: 51
Dexterity Damage Bonus: (0.11 per Dexterity)%
5% Chance to cast level 24 Scorpion Blade on Kill
+3 to Assassin Skill Levels
(141 to 170)% Bonus to Attack Rating
+(16 to 18)% to Poison Spell Damage
-(16 to 18)% to Enemy Poison Resistance
Requirements +35%
Socketed (2)
Throw Damage: 22 to 23
One-Hand Damage: 14
Required Level: 45
Required Dexterity: 250
Item Level: 77
Dexterity Damage Bonus: (0.11 per Dexterity)%
6% Chance to cast level 32 Scorpion Blade on Kill
+(4 to 5) to Assassin Skill Levels
(171 to 200)% Bonus to Attack Rating
+(18 to 20)% to Poison Spell Damage
-(18 to 20)% to Enemy Poison Resistance
Requirements +50%
Socketed (2)
Throwing Knife (4)
Throw Damage: 3 to 6
One-Hand Damage: 4 to 6
Required Level: 1
Required Dexterity: 17
Item Level: 1
Dexterity Damage Bonus: (0.11 per Dexterity)%
2% Chance to cast level 8 Scorpion Blade on Kill
+1 to Assassin Skill Levels
(21 to 50)% Bonus to Attack Rating
+(6 to 8)% to Poison Spell Damage
-(6 to 8)% to Enemy Poison Resistance
Requirements +15%
Socketed (1)
Throw Damage: 10 to 11
One-Hand Damage: 8 to 9
Required Level: 18
Required Dexterity: 45
Item Level: 31
Dexterity Damage Bonus: (0.11 per Dexterity)%
3% Chance to cast level 16 Scorpion Blade on Kill
+2 to Assassin Skill Levels
(81 to 110)% Bonus to Attack Rating
+(11 to 13)% to Poison Spell Damage
-(11 to 13)% to Enemy Poison Resistance
Requirements +25%
Socketed (2)
Throw Damage: 17 to 18
One-Hand Damage: 12
Required Level: 36
Required Dexterity: 109
Item Level: 51
Dexterity Damage Bonus: (0.11 per Dexterity)%
5% Chance to cast level 24 Scorpion Blade on Kill
+3 to Assassin Skill Levels
(141 to 170)% Bonus to Attack Rating
+(16 to 18)% to Poison Spell Damage
-(16 to 18)% to Enemy Poison Resistance
Requirements +35%
Socketed (2)
Throw Damage: 22 to 23
One-Hand Damage: 14
Required Level: 45
Required Dexterity: 250
Item Level: 77
Dexterity Damage Bonus: (0.11 per Dexterity)%
6% Chance to cast level 32 Scorpion Blade on Kill
+(4 to 5) to Assassin Skill Levels
(171 to 200)% Bonus to Attack Rating
+(18 to 20)% to Poison Spell Damage
-(18 to 20)% to Enemy Poison Resistance
Requirements +50%
Socketed (2)
Leoric's Legion
may not look like the best choice off the bat, however, as squishy as this build is, the reanimates will make your life so much easier. Once it sits at tier 4, having 15% reanimate just from this shield means that nearly every group you fight, something is going to reanimate and draw the aggro off you.Leoric's Legion
Bladed Shield (4)
Defense: (64 - 72) to (127 - 144)
Chance to Block: 4%
(Assassin Only)
Required Level: 8
Required Dexterity: 55
Item Level: 10
+(6 to 8)% Bonus to Poison Skill Duration
-(4 to 5)% to Enemy Poison Resistance
+(24 to 40)% Enhanced Defense
+(11 to 20) to Vitality
1% Reanimate as: Random Monster
Socketed (1)
Defense: (246 - 273) to (418 - 463)
Chance to Block: 4%
(Assassin Only)
Required Level: 25
Required Dexterity: 81
Item Level: 36
+(11 to 13)% Bonus to Poison Skill Duration
-(7 to 8)% to Enemy Poison Resistance
+(58 to 75)% Enhanced Defense
+(31 to 40) to Vitality
2% Reanimate as: Random Monster
Socketed (4)
Defense: (631 - 687) to (1031 - 1122)
Chance to Block: 4%
(Assassin Only)
Required Level: 43
Required Dexterity: 170
Item Level: 51
+(16 to 18)% Bonus to Poison Skill Duration
-(10 to 11)% to Enemy Poison Resistance
+(92 to 109)% Enhanced Defense
+(51 to 60) to Vitality
3% Reanimate as: Random Monster
Socketed (5)
Defense: (938 - 1014) to (1527 - 1652)
Chance to Block: 4%
(Assassin Only)
Required Level: 52
Required Dexterity: 353
Item Level: 85
+(18 to 20)% Bonus to Poison Skill Duration
-(12 to 13)% to Enemy Poison Resistance
+(109 to 126)% Enhanced Defense
+(61 to 80) to Vitality
4% Reanimate as: Random Monster
Socketed (6)
Bladed Shield (4)
Defense: (64 - 72) to (127 - 144)
Chance to Block: 4%
(Assassin Only)
Required Level: 8
Required Dexterity: 55
Item Level: 10
+(6 to 8)% Bonus to Poison Skill Duration
-(4 to 5)% to Enemy Poison Resistance
+(24 to 40)% Enhanced Defense
+(11 to 20) to Vitality
1% Reanimate as: Random Monster
Socketed (1)
Defense: (246 - 273) to (418 - 463)
Chance to Block: 4%
(Assassin Only)
Required Level: 25
Required Dexterity: 81
Item Level: 36
+(11 to 13)% Bonus to Poison Skill Duration
-(7 to 8)% to Enemy Poison Resistance
+(58 to 75)% Enhanced Defense
+(31 to 40) to Vitality
2% Reanimate as: Random Monster
Socketed (4)
Defense: (631 - 687) to (1031 - 1122)
Chance to Block: 4%
(Assassin Only)
Required Level: 43
Required Dexterity: 170
Item Level: 51
+(16 to 18)% Bonus to Poison Skill Duration
-(10 to 11)% to Enemy Poison Resistance
+(92 to 109)% Enhanced Defense
+(51 to 60) to Vitality
3% Reanimate as: Random Monster
Socketed (5)
Defense: (938 - 1014) to (1527 - 1652)
Chance to Block: 4%
(Assassin Only)
Required Level: 52
Required Dexterity: 353
Item Level: 85
+(18 to 20)% Bonus to Poison Skill Duration
-(12 to 13)% to Enemy Poison Resistance
+(109 to 126)% Enhanced Defense
+(61 to 80) to Vitality
4% Reanimate as: Random Monster
Socketed (6)
Griswold's Heart
is a very easy item to get and provides us with some very much needed stats and resistances. The stats will help you equip your gear so that you can dump the rest of your stat points into energy.Lavadome
gives us a couple skill levels and a bunch of life to help us survive until later. If you feel like you are lacking damage, you can move to Lavadome
Helm (4)
Defense: (78 - 89) to (115 - 131)
Required Level: 4
Required Strength: 29
Item Level: 10
+(0 to 1) to All Skills
+(41 to 60)% Enhanced Defense
+15 to Vitality
(3 to 5)% to Vitality
+(81 to 120) to Life
Fire Resist +(11 to 30)%
Socketed (1)
Defense: (300 - 334) to (391 - 435)
Required Level: 22
Required Strength: 57
Item Level: 31
+1 to All Skills
+(71 to 90)% Enhanced Defense
+30 to Vitality
(6 to 10)% to Vitality
+(121 to 160) to Life
Fire Resist +(31 to 50)%
Socketed (3)
Defense: (753 - 825) to (970 - 1062)
Required Level: 39
Required Strength: 201
Item Level: 51
+(1 to 2) to All Skills
+(101 to 120)% Enhanced Defense
+45 to Vitality
(11 to 15)% to Vitality
+(161 to 200) to Life
Fire Resist +(51 to 70)%
Socketed (4)
Defense: (1191 - 1290) to (1519 - 1645)
Required Level: 48
Required Strength: 402
Item Level: 77
+2 to All Skills
+(131 to 150)% Enhanced Defense
+60 to Vitality
(16 to 20)% to Vitality
+(201 to 240) to Life
Fire Resist +(71 to 90)%
Socketed (4)
Helm (4)
Defense: (78 - 89) to (115 - 131)
Required Level: 4
Required Strength: 29
Item Level: 10
+(0 to 1) to All Skills
+(41 to 60)% Enhanced Defense
+15 to Vitality
(3 to 5)% to Vitality
+(81 to 120) to Life
Fire Resist +(11 to 30)%
Socketed (1)
Defense: (300 - 334) to (391 - 435)
Required Level: 22
Required Strength: 57
Item Level: 31
+1 to All Skills
+(71 to 90)% Enhanced Defense
+30 to Vitality
(6 to 10)% to Vitality
+(121 to 160) to Life
Fire Resist +(31 to 50)%
Socketed (3)
Defense: (753 - 825) to (970 - 1062)
Required Level: 39
Required Strength: 201
Item Level: 51
+(1 to 2) to All Skills
+(101 to 120)% Enhanced Defense
+45 to Vitality
(11 to 15)% to Vitality
+(161 to 200) to Life
Fire Resist +(51 to 70)%
Socketed (4)
Defense: (1191 - 1290) to (1519 - 1645)
Required Level: 48
Required Strength: 402
Item Level: 77
+2 to All Skills
+(131 to 150)% Enhanced Defense
+60 to Vitality
(16 to 20)% to Vitality
+(201 to 240) to Life
Fire Resist +(71 to 90)%
Socketed (4)
Glowskull
.Glowskull
Crown (4)
Defense: (164 - 187) to (248 - 281)
Required Level: 10
Required Strength: 26 to 29
Item Level: 19
+(6 to 8)% Bonus to Poison Skill Duration
+(4 to 6)% to Poison Spell Damage
-3% to Enemy Poison Resistance
+(41 to 60)% Enhanced Defense
Poison Resist +(16 to 25)%
(11 to 20)% Bonus to Defense
Requirements -(11 to 20)%
Socketed (1)
Defense: (561 - 620) to (785 - 868)
Required Level: 28
Required Strength: 50 to 56
Item Level: 36
+(11 to 13)% Bonus to Poison Skill Duration
+(10 to 12)% to Poison Spell Damage
-6% to Enemy Poison Resistance
+(81 to 100)% Enhanced Defense
Poison Resist +(36 to 45)%
(21 to 30)% Bonus to Defense
Requirements -(16 to 25)%
Socketed (3)
Defense: (1272 - 1392) to (1754 - 1920)
Required Level: 46
Required Strength: 165 to 186
Item Level: 67
+(16 to 18)% Bonus to Poison Skill Duration
+(16 to 18)% to Poison Spell Damage
-9% to Enemy Poison Resistance
+(101 to 120)% Enhanced Defense
Poison Resist +(56 to 65)%
(31 to 40)% Bonus to Defense
Requirements -(21 to 30)%
Socketed (4)
Defense: (1911 - 2076) to (2614 - 2839)
Required Level: 54
Required Strength: 306 to 349
Item Level: 85
+(18 to 20)% Bonus to Poison Skill Duration
+(18 to 20)% to Poison Spell Damage
-12% to Enemy Poison Resistance
+(121 to 140)% Enhanced Defense
Poison Resist +(66 to 75)%
(41 to 50)% Bonus to Defense
Requirements -(26 to 35)%
Socketed (4)
Crown (4)
Defense: (164 - 187) to (248 - 281)
Required Level: 10
Required Strength: 26 to 29
Item Level: 19
+(6 to 8)% Bonus to Poison Skill Duration
+(4 to 6)% to Poison Spell Damage
-3% to Enemy Poison Resistance
+(41 to 60)% Enhanced Defense
Poison Resist +(16 to 25)%
(11 to 20)% Bonus to Defense
Requirements -(11 to 20)%
Socketed (1)
Defense: (561 - 620) to (785 - 868)
Required Level: 28
Required Strength: 50 to 56
Item Level: 36
+(11 to 13)% Bonus to Poison Skill Duration
+(10 to 12)% to Poison Spell Damage
-6% to Enemy Poison Resistance
+(81 to 100)% Enhanced Defense
Poison Resist +(36 to 45)%
(21 to 30)% Bonus to Defense
Requirements -(16 to 25)%
Socketed (3)
Defense: (1272 - 1392) to (1754 - 1920)
Required Level: 46
Required Strength: 165 to 186
Item Level: 67
+(16 to 18)% Bonus to Poison Skill Duration
+(16 to 18)% to Poison Spell Damage
-9% to Enemy Poison Resistance
+(101 to 120)% Enhanced Defense
Poison Resist +(56 to 65)%
(31 to 40)% Bonus to Defense
Requirements -(21 to 30)%
Socketed (4)
Defense: (1911 - 2076) to (2614 - 2839)
Required Level: 54
Required Strength: 306 to 349
Item Level: 85
+(18 to 20)% Bonus to Poison Skill Duration
+(18 to 20)% to Poison Spell Damage
-12% to Enemy Poison Resistance
+(121 to 140)% Enhanced Defense
Poison Resist +(66 to 75)%
(41 to 50)% Bonus to Defense
Requirements -(26 to 35)%
Socketed (4)
None of the tiered unique or runeword belts help us too much, so we are going to use an honorific sash in order to buff our missing resistances, stats, and breakpoints. However, if gold is an issue, which it most likely will be unless you twink it, go ahead and use a
Moonwrap
, it's the best of the options we have.Moonwrap
Sash (4)
Defense: (16 - 18) to (20 - 21)
Required Level: 1
Required Strength: 25
Item Level: 1
5% Cast Speed
+3% to Spell Damage
+(18 to 29)% Enhanced Defense
Lightning Resist +(11 to 15)%
Cold Resist +(11 to 15)%
Socketed (1)
Defense: (119 - 129) to (131 - 141)
Required Level: 17
Required Strength: 50
Item Level: 31
15% Cast Speed
+9% to Spell Damage
+(41 to 52)% Enhanced Defense
Lightning Resist +(21 to 25)%
Cold Resist +(21 to 25)%
Socketed (2)
Defense: (331 - 353) to (370 - 395)
Required Level: 35
Required Strength: 125
Item Level: 51
25% Cast Speed
+15% to Spell Damage
+(64 to 75)% Enhanced Defense
Lightning Resist +(31 to 35)%
Cold Resist +(31 to 35)%
Socketed (2)
Defense: (493 - 524) to (542 - 576)
Required Level: 43
Required Strength: 250
Item Level: 77
30% Cast Speed
+20% to Spell Damage
+(75 to 86)% Enhanced Defense
Lightning Resist +(36 to 40)%
Cold Resist +(36 to 40)%
Socketed (2)
Sash (4)
Defense: (16 - 18) to (20 - 21)
Required Level: 1
Required Strength: 25
Item Level: 1
5% Cast Speed
+3% to Spell Damage
+(18 to 29)% Enhanced Defense
Lightning Resist +(11 to 15)%
Cold Resist +(11 to 15)%
Socketed (1)
Defense: (119 - 129) to (131 - 141)
Required Level: 17
Required Strength: 50
Item Level: 31
15% Cast Speed
+9% to Spell Damage
+(41 to 52)% Enhanced Defense
Lightning Resist +(21 to 25)%
Cold Resist +(21 to 25)%
Socketed (2)
Defense: (331 - 353) to (370 - 395)
Required Level: 35
Required Strength: 125
Item Level: 51
25% Cast Speed
+15% to Spell Damage
+(64 to 75)% Enhanced Defense
Lightning Resist +(31 to 35)%
Cold Resist +(31 to 35)%
Socketed (2)
Defense: (493 - 524) to (542 - 576)
Required Level: 43
Required Strength: 250
Item Level: 77
30% Cast Speed
+20% to Spell Damage
+(75 to 86)% Enhanced Defense
Lightning Resist +(36 to 40)%
Cold Resist +(36 to 40)%
Socketed (2)
Death Spur
boots at first sight don't really help our build. However, our gear requires a decent amount of strength and dexterity to wear whilst we want to drop out stats into energy for more damage. These boots help us equip our gear so we can dump the points we normally would use for that into energy. So in a sense, these boots read as giving us +80 energy.Death Spur
Heavy Boots (4)
Defense: 27 to 39
Required Level: 3
Required Strength: 27
Item Level: 1
1% Chance to cast level 6 Spike Nova on Kill
(10 to 40)% Movement Speed
+0.09375 to Maximum Damage (Based on Character Level)
+(11 to 15) to Strength
+(11 to 15) to Dexterity
Socketed (1)
Defense: 109 to 141
Required Level: 20
Required Strength: 55
Item Level: 31
1% Chance to cast level 10 Spike Nova on Kill
(10 to 40)% Movement Speed
+0.15625 to Maximum Damage (Based on Character Level)
+(21 to 25) to Strength
+(21 to 25) to Dexterity
Socketed (2)
Defense: 248 to 310
Required Level: 38
Required Strength: 193
Item Level: 51
1% Chance to cast level 14 Spike Nova on Kill
(10 to 40)% Movement Speed
+0.21875 to Maximum Damage (Based on Character Level)
+(31 to 35) to Strength
+(31 to 35) to Dexterity
Socketed (3)
Defense: 346 to 427
Required Level: 46
Required Strength: 386
Item Level: 77
1% Chance to cast level 16 Spike Nova on Kill
(10 to 40)% Movement Speed
+0.25 to Maximum Damage (Based on Character Level)
+(36 to 40) to Strength
+(36 to 40) to Dexterity
Socketed (4)
Heavy Boots (4)
Defense: 27 to 39
Required Level: 3
Required Strength: 27
Item Level: 1
1% Chance to cast level 6 Spike Nova on Kill
(10 to 40)% Movement Speed
+0.09375 to Maximum Damage (Based on Character Level)
+(11 to 15) to Strength
+(11 to 15) to Dexterity
Socketed (1)
Defense: 109 to 141
Required Level: 20
Required Strength: 55
Item Level: 31
1% Chance to cast level 10 Spike Nova on Kill
(10 to 40)% Movement Speed
+0.15625 to Maximum Damage (Based on Character Level)
+(21 to 25) to Strength
+(21 to 25) to Dexterity
Socketed (2)
Defense: 248 to 310
Required Level: 38
Required Strength: 193
Item Level: 51
1% Chance to cast level 14 Spike Nova on Kill
(10 to 40)% Movement Speed
+0.21875 to Maximum Damage (Based on Character Level)
+(31 to 35) to Strength
+(31 to 35) to Dexterity
Socketed (3)
Defense: 346 to 427
Required Level: 46
Required Strength: 386
Item Level: 77
1% Chance to cast level 16 Spike Nova on Kill
(10 to 40)% Movement Speed
+0.25 to Maximum Damage (Based on Character Level)
+(36 to 40) to Strength
+(36 to 40) to Dexterity
Socketed (4)
At this stage in the game, you aren't going to have any good jewelry. So, prioritize what is written on top from left to right, or if you happen to come across decent uniques, use those. I don't recommend using arcane crystals on jewelry as there is no telling what you will roll.
*The required stat increase from tier 3 to tier 4 is not worth the stats the upgrade brings, keep your extra 100 strength and 100 dexterity and put that into energy.
Mid Game Gear (lvl 100ish+)
► Show Spoiler
Weapon:
Shield:
Armor: Shimmering* Craft Quilted Armor
Helm: Shimmering* Craft Circlet
Belt: Shimmering* Craft Sash
Boots: Shimmering* Craft Boots
Gloves: Shimmering* Craft Leather Gloves
Rings: Anything with: +1 skills > -enemy poison resistance > +poison spell damage > +life
Amulet: Anything with: +skills > -enemy poison resistance > +poison spell damage > +life
On switch: Bloodlust Claws - the oskill Bloodlust can roll on any claw level 82 or above. You can loot them off the ground, gamble them, or waste your extra shrines on any form of sacred rare claws. A katar is the best choice for the lowest stat requirement.
Mystic Orbs (Armor): Breakpoints > Poison Spell Damage > Energy
Mystic Orbs (Jewelry): Regenerate Mana > Poison Spell Damage > Physical Damage Reduction > Defense
Mystic Orbs (Weapon): Attack Speed (for breakpoints only - you should aim to get this from jewels) > Life After Kill > Poison Spell Damage > Experience
Socket Fillers: Tir (MF) or Zod (Spell Damage) Crafted Jewels with: Life > Poison Spell Damage > Energy > Energy Factor
Refer to the section below on what affixes to look for on your crafted gear, as well as a quick how-to.
*We want to mainly craft with Shimmering shrines, but we do not want to overcap on pierce. Once you hit 135 (effective cap for trash mobs) craft with Eerie shrines instead.
**For use when farming uberlevels and clearing vanilla game content.
***For use on certain dungeons and rifts
Death Touch
Death Touch
Throwing Knife (4)
Throw Damage: 3 to 6
One-Hand Damage: 4 to 6
Required Level: 1
Required Dexterity: 17
Item Level: 1
Dexterity Damage Bonus: (0.11 per Dexterity)%
2% Chance to cast level 8 Scorpion Blade on Kill
+1 to Assassin Skill Levels
(21 to 50)% Bonus to Attack Rating
+(6 to 8)% to Poison Spell Damage
-(6 to 8)% to Enemy Poison Resistance
Requirements +15%
Socketed (1)
Throw Damage: 10 to 11
One-Hand Damage: 8 to 9
Required Level: 18
Required Dexterity: 45
Item Level: 31
Dexterity Damage Bonus: (0.11 per Dexterity)%
3% Chance to cast level 16 Scorpion Blade on Kill
+2 to Assassin Skill Levels
(81 to 110)% Bonus to Attack Rating
+(11 to 13)% to Poison Spell Damage
-(11 to 13)% to Enemy Poison Resistance
Requirements +25%
Socketed (2)
Throw Damage: 17 to 18
One-Hand Damage: 12
Required Level: 36
Required Dexterity: 109
Item Level: 51
Dexterity Damage Bonus: (0.11 per Dexterity)%
5% Chance to cast level 24 Scorpion Blade on Kill
+3 to Assassin Skill Levels
(141 to 170)% Bonus to Attack Rating
+(16 to 18)% to Poison Spell Damage
-(16 to 18)% to Enemy Poison Resistance
Requirements +35%
Socketed (2)
Throw Damage: 22 to 23
One-Hand Damage: 14
Required Level: 45
Required Dexterity: 250
Item Level: 77
Dexterity Damage Bonus: (0.11 per Dexterity)%
6% Chance to cast level 32 Scorpion Blade on Kill
+(4 to 5) to Assassin Skill Levels
(171 to 200)% Bonus to Attack Rating
+(18 to 20)% to Poison Spell Damage
-(18 to 20)% to Enemy Poison Resistance
Requirements +50%
Socketed (2)
Throwing Knife (4)
Throw Damage: 3 to 6
One-Hand Damage: 4 to 6
Required Level: 1
Required Dexterity: 17
Item Level: 1
Dexterity Damage Bonus: (0.11 per Dexterity)%
2% Chance to cast level 8 Scorpion Blade on Kill
+1 to Assassin Skill Levels
(21 to 50)% Bonus to Attack Rating
+(6 to 8)% to Poison Spell Damage
-(6 to 8)% to Enemy Poison Resistance
Requirements +15%
Socketed (1)
Throw Damage: 10 to 11
One-Hand Damage: 8 to 9
Required Level: 18
Required Dexterity: 45
Item Level: 31
Dexterity Damage Bonus: (0.11 per Dexterity)%
3% Chance to cast level 16 Scorpion Blade on Kill
+2 to Assassin Skill Levels
(81 to 110)% Bonus to Attack Rating
+(11 to 13)% to Poison Spell Damage
-(11 to 13)% to Enemy Poison Resistance
Requirements +25%
Socketed (2)
Throw Damage: 17 to 18
One-Hand Damage: 12
Required Level: 36
Required Dexterity: 109
Item Level: 51
Dexterity Damage Bonus: (0.11 per Dexterity)%
5% Chance to cast level 24 Scorpion Blade on Kill
+3 to Assassin Skill Levels
(141 to 170)% Bonus to Attack Rating
+(16 to 18)% to Poison Spell Damage
-(16 to 18)% to Enemy Poison Resistance
Requirements +35%
Socketed (2)
Throw Damage: 22 to 23
One-Hand Damage: 14
Required Level: 45
Required Dexterity: 250
Item Level: 77
Dexterity Damage Bonus: (0.11 per Dexterity)%
6% Chance to cast level 32 Scorpion Blade on Kill
+(4 to 5) to Assassin Skill Levels
(171 to 200)% Bonus to Attack Rating
+(18 to 20)% to Poison Spell Damage
-(18 to 20)% to Enemy Poison Resistance
Requirements +50%
Socketed (2)
Shield:
Leoric's Legion
** and Leoric's Legion
Bladed Shield (4)
Defense: (64 - 72) to (127 - 144)
Chance to Block: 4%
(Assassin Only)
Required Level: 8
Required Dexterity: 55
Item Level: 10
+(6 to 8)% Bonus to Poison Skill Duration
-(4 to 5)% to Enemy Poison Resistance
+(24 to 40)% Enhanced Defense
+(11 to 20) to Vitality
1% Reanimate as: Random Monster
Socketed (1)
Defense: (246 - 273) to (418 - 463)
Chance to Block: 4%
(Assassin Only)
Required Level: 25
Required Dexterity: 81
Item Level: 36
+(11 to 13)% Bonus to Poison Skill Duration
-(7 to 8)% to Enemy Poison Resistance
+(58 to 75)% Enhanced Defense
+(31 to 40) to Vitality
2% Reanimate as: Random Monster
Socketed (4)
Defense: (631 - 687) to (1031 - 1122)
Chance to Block: 4%
(Assassin Only)
Required Level: 43
Required Dexterity: 170
Item Level: 51
+(16 to 18)% Bonus to Poison Skill Duration
-(10 to 11)% to Enemy Poison Resistance
+(92 to 109)% Enhanced Defense
+(51 to 60) to Vitality
3% Reanimate as: Random Monster
Socketed (5)
Defense: (938 - 1014) to (1527 - 1652)
Chance to Block: 4%
(Assassin Only)
Required Level: 52
Required Dexterity: 353
Item Level: 85
+(18 to 20)% Bonus to Poison Skill Duration
-(12 to 13)% to Enemy Poison Resistance
+(109 to 126)% Enhanced Defense
+(61 to 80) to Vitality
4% Reanimate as: Random Monster
Socketed (6)
Bladed Shield (4)
Defense: (64 - 72) to (127 - 144)
Chance to Block: 4%
(Assassin Only)
Required Level: 8
Required Dexterity: 55
Item Level: 10
+(6 to 8)% Bonus to Poison Skill Duration
-(4 to 5)% to Enemy Poison Resistance
+(24 to 40)% Enhanced Defense
+(11 to 20) to Vitality
1% Reanimate as: Random Monster
Socketed (1)
Defense: (246 - 273) to (418 - 463)
Chance to Block: 4%
(Assassin Only)
Required Level: 25
Required Dexterity: 81
Item Level: 36
+(11 to 13)% Bonus to Poison Skill Duration
-(7 to 8)% to Enemy Poison Resistance
+(58 to 75)% Enhanced Defense
+(31 to 40) to Vitality
2% Reanimate as: Random Monster
Socketed (4)
Defense: (631 - 687) to (1031 - 1122)
Chance to Block: 4%
(Assassin Only)
Required Level: 43
Required Dexterity: 170
Item Level: 51
+(16 to 18)% Bonus to Poison Skill Duration
-(10 to 11)% to Enemy Poison Resistance
+(92 to 109)% Enhanced Defense
+(51 to 60) to Vitality
3% Reanimate as: Random Monster
Socketed (5)
Defense: (938 - 1014) to (1527 - 1652)
Chance to Block: 4%
(Assassin Only)
Required Level: 52
Required Dexterity: 353
Item Level: 85
+(18 to 20)% Bonus to Poison Skill Duration
-(12 to 13)% to Enemy Poison Resistance
+(109 to 126)% Enhanced Defense
+(61 to 80) to Vitality
4% Reanimate as: Random Monster
Socketed (6)
Dar-Al-Harb
***Dar-Al-Harb
Assassin Shields
'FalUm'
Runeword Level: 58
+(3 to 4) to Assassin Skill Levels
15% Cast Speed
0.25% to Fire Spell Damage (Based on Character Level)
0.25% to Lightning Spell Damage (Based on Character Level)
+(16 to 19) to Summon Darklings
+(19 to 22) to Skeletal Flayer
+25 to Dexterity
5% to Dexterity
+25 to Energy
Elemental Resists +10%
Assassin Shields
'FalUm'
Runeword Level: 58
+(3 to 4) to Assassin Skill Levels
15% Cast Speed
0.25% to Fire Spell Damage (Based on Character Level)
0.25% to Lightning Spell Damage (Based on Character Level)
+(16 to 19) to Summon Darklings
+(19 to 22) to Skeletal Flayer
+25 to Dexterity
5% to Dexterity
+25 to Energy
Elemental Resists +10%
Armor: Shimmering* Craft Quilted Armor
Helm: Shimmering* Craft Circlet
Belt: Shimmering* Craft Sash
Boots: Shimmering* Craft Boots
Gloves: Shimmering* Craft Leather Gloves
Rings: Anything with: +1 skills > -enemy poison resistance > +poison spell damage > +life
Amulet: Anything with: +skills > -enemy poison resistance > +poison spell damage > +life
On switch: Bloodlust Claws - the oskill Bloodlust can roll on any claw level 82 or above. You can loot them off the ground, gamble them, or waste your extra shrines on any form of sacred rare claws. A katar is the best choice for the lowest stat requirement.
Mystic Orbs (Armor): Breakpoints > Poison Spell Damage > Energy
Mystic Orbs (Jewelry): Regenerate Mana > Poison Spell Damage > Physical Damage Reduction > Defense
Mystic Orbs (Weapon): Attack Speed (for breakpoints only - you should aim to get this from jewels) > Life After Kill > Poison Spell Damage > Experience
Socket Fillers: Tir (MF) or Zod (Spell Damage) Crafted Jewels with: Life > Poison Spell Damage > Energy > Energy Factor
Refer to the section below on what affixes to look for on your crafted gear, as well as a quick how-to.
*We want to mainly craft with Shimmering shrines, but we do not want to overcap on pierce. Once you hit 135 (effective cap for trash mobs) craft with Eerie shrines instead.
**For use when farming uberlevels and clearing vanilla game content.
***For use on certain dungeons and rifts
Alternate Gear Setups
► Show Spoiler
Some of the later game content will be much easier if you adjust your gear accordingly beforehand. Xazax, Astrogha, Belial, Baal, Vizjun, and some others are much easier of you have sources of x% Bonus to Poison Skill Duration. That stat is hard to come by and even harder to find on gear that works well for us, but there are two options that are decent and 100% farmable that we can use.
Of the two, I would prioritize upgrading the armor. If you happen to be swimming in Kabraxis stones then you can try out the knife, but I wouldn't waste a Xis rune on it unless you really feel that you need to.
If you happen to come across
Cathedral (Xis)
will replace your body armor.Chrysopelea (Xis)
will replace your weapon.Of the two, I would prioritize upgrading the armor. If you happen to be swimming in Kabraxis stones then you can try out the knife, but I wouldn't waste a Xis rune on it unless you really feel that you need to.
If you happen to come across
Sigil of Tur Dulra
rings or a Sigil of Tur Dulra
Ring
Required Level: 100
Item Level: 105
+(1 to 2) to Druid Skill Levels
+(15 to 20)% Bonus to Poison Skill Duration
20% Cast Speed
-(1 to 10)% to Enemy Poison Resistance
Elemental Resists +(20 to 25)%
Ring
Required Level: 100
Item Level: 105
+(1 to 2) to Druid Skill Levels
+(15 to 20)% Bonus to Poison Skill Duration
20% Cast Speed
-(1 to 10)% to Enemy Poison Resistance
Elemental Resists +(20 to 25)%
Gallowlaugh
, your life will be much easier as these have +% Bonus to Posion Skill Duration as well as other stats that benefit us.Gallowlaugh
Amulet
Required Level: 110
Item Level: 110
+1 to All Skills
+50% Bonus to Poison Skill Duration
-(20 to 30)% to Enemy Poison Resistance
+1 to Sacrifices
Poison Length Reduced by 50%
Amulet
Required Level: 110
Item Level: 110
+1 to All Skills
+50% Bonus to Poison Skill Duration
-(20 to 30)% to Enemy Poison Resistance
+1 to Sacrifices
Poison Length Reduced by 50%
Late Game Gear
► Show Spoiler
At this point in the game, you are more free to play around with your gear. The main point is to make sure you hit 135 pierce which you will almost get from
Also, to further maximize damage, at this point we are going to try to use energy and energy factor to push our damage higher than poison spell damage will do by itself, hence the transition below to more traditional caster items and Eerie crafts.
Weapon:
Shield: Eerie Craft Bladed Shield
Armor:
Helm:
Belt:
Boots:
Gloves: Eerie Craft Leather Gloves
Rings:
Amulet: Rare with: 4 skills > poison pierce > poison damage > str/energy > life
Socket Fillers: Tir (MF) or Zod (Spell Damage) Crafted Jewels with: Life > Poison Spell Damage > Energy > Energy Factor
Piranha Swarm
, Piranha Swarm
Flying Knife (Sacred)
Throw Damage: 59 to 61
One-Hand Damage: 38 to 39
Required Level: 100
Required Dexterity: 473
Item Level: 120
Dexterity Damage Bonus: (0.11 per Dexterity)%
Scorpion Blade: Always Explodes, Max Range -25%
+(4 to 7) to Assassin Skill Levels
+99% to Poison Spell Damage
Regenerate Mana +50%
Maximum Elemental Resists +2%
+150 Life after each Kill
50% Magic Find
Socketed (2)
Flying Knife (Sacred)
Throw Damage: 59 to 61
One-Hand Damage: 38 to 39
Required Level: 100
Required Dexterity: 473
Item Level: 120
Dexterity Damage Bonus: (0.11 per Dexterity)%
Scorpion Blade: Always Explodes, Max Range -25%
+(4 to 7) to Assassin Skill Levels
+99% to Poison Spell Damage
Regenerate Mana +50%
Maximum Elemental Resists +2%
+150 Life after each Kill
50% Magic Find
Socketed (2)
Skull of the Viz-Jaq'taar
, Skull of the Viz-Jaq'taar
Skull Cap (Sacred)
Defense: 746 to 789
Required Level: 100
Required Strength: 275
Item Level: 120
Scorpion Blade: +2 Projectiles
5% Chance to cast level 40 Scorpion Blade on Kill
+(0 to 1) to Assassin Skill Levels
-(21 to 30)% to Enemy Poison Resistance
5% Chance of Crushing Blow
-500 Defense
+50 to Dexterity
(11 to 20)% to Dexterity
20% Magic Find
Requirements -50%
Socketed (4)
Skull Cap (Sacred)
Defense: 746 to 789
Required Level: 100
Required Strength: 275
Item Level: 120
Scorpion Blade: +2 Projectiles
5% Chance to cast level 40 Scorpion Blade on Kill
+(0 to 1) to Assassin Skill Levels
-(21 to 30)% to Enemy Poison Resistance
5% Chance of Crushing Blow
-500 Defense
+50 to Dexterity
(11 to 20)% to Dexterity
20% Magic Find
Requirements -50%
Socketed (4)
Scales of the Drake
, and Scales of the Drake
Ring Mail (Sacred)
Defense: (5239 - 5921) to (5764 - 6514)
Required Level: 100
Required Strength: 550
Item Level: 120
+(1 to 2) to All Skills
30% Cast Speed
+(25 to 38)% to Poison Spell Damage
-35% to Enemy Poison Resistance
+(14 to 18) to Lorenado
+(115 to 143)% Enhanced Defense
+300 to Life
Maximum Poison Resist +5%
Physical Resist (5 to 10)%
Socketed (6)
Ring Mail (Sacred)
Defense: (5239 - 5921) to (5764 - 6514)
Required Level: 100
Required Strength: 550
Item Level: 120
+(1 to 2) to All Skills
30% Cast Speed
+(25 to 38)% to Poison Spell Damage
-35% to Enemy Poison Resistance
+(14 to 18) to Lorenado
+(115 to 143)% Enhanced Defense
+300 to Life
Maximum Poison Resist +5%
Physical Resist (5 to 10)%
Socketed (6)
Fangskin Scales
Henchmen Trophies
(Legendary Set)
. From your other slots, you need to get ~20-25 pierce depending on the rolls on your helmet and charms. As such, your jewelry slots can flex quite a bit, depending on what you are needing at any given time. Your options can remain your rare rings you found previously, or you can look for items such as: Fangskin Scales
Greaves (Sacred)
Defense: 2481 to 2799
Required Level: 100
Required Strength: 650
Item Level: 120
(10 to 40)% Movement Speed
Adds 6-8 Poison Damage over 1 seconds
+25% to Poison Spell Damage
-15% to Enemy Poison Resistance
+200% Enhanced Defense
+50 to Energy
15% to Energy
Maximum Poison Resist +2%
Socketed (4)
Greaves (Sacred)
Defense: 2481 to 2799
Required Level: 100
Required Strength: 650
Item Level: 120
(10 to 40)% Movement Speed
Adds 6-8 Poison Damage over 1 seconds
+25% to Poison Spell Damage
-15% to Enemy Poison Resistance
+200% Enhanced Defense
+50 to Energy
15% to Energy
Maximum Poison Resist +2%
Socketed (4)
Henchmen Trophies
(Legendary Set)
In For The Kill
, In For The Kill
Amulet
Required Level: 100
Item Level: 120
2% Chance to cast level 20 Widowmaker on Kill
2% Chance to cast level 20 APF-20 'Maelstrom' MkI on Kill
2% Chance to cast level 20 Thunder Hammer Nova on Kill
20% Movement Speed
Elemental Resists -20%
(25 to 50)% Magic Find
Amulet
Required Level: 100
Item Level: 120
2% Chance to cast level 20 Widowmaker on Kill
2% Chance to cast level 20 APF-20 'Maelstrom' MkI on Kill
2% Chance to cast level 20 Thunder Hammer Nova on Kill
20% Movement Speed
Elemental Resists -20%
(25 to 50)% Magic Find
Gallowlaugh
, Gallowlaugh
Amulet
Required Level: 110
Item Level: 110
+1 to All Skills
+50% Bonus to Poison Skill Duration
-(20 to 30)% to Enemy Poison Resistance
+1 to Sacrifices
Poison Length Reduced by 50%
Amulet
Required Level: 110
Item Level: 110
+1 to All Skills
+50% Bonus to Poison Skill Duration
-(20 to 30)% to Enemy Poison Resistance
+1 to Sacrifices
Poison Length Reduced by 50%
Black Hand Sigil
, Black Hand Sigil
Ring
Required Level: 100
Item Level: 120
4% Chance to cast level 50 Shuriken Flurry on Death Blow
4% Chance to cast level 50 Drakemaw on Death Blow
4% Chance to cast level 50 Doom on Death Blow
Elemental Resists -25%
Ring
Required Level: 100
Item Level: 120
4% Chance to cast level 50 Shuriken Flurry on Death Blow
4% Chance to cast level 50 Drakemaw on Death Blow
4% Chance to cast level 50 Doom on Death Blow
Elemental Resists -25%
Elemental Band
, Elemental Band
Ring
Required Level: 100
Item Level: 120
+10% to Spell Damage
+1 to Path of Flames
+1 to Nova Charge
+1 to Lightning Arena
+1 to Hive
Ring
Required Level: 100
Item Level: 120
+10% to Spell Damage
+1 to Path of Flames
+1 to Nova Charge
+1 to Lightning Arena
+1 to Hive
Sigil of Tur Dulra
, Sigil of Tur Dulra
Ring
Required Level: 100
Item Level: 105
+(1 to 2) to Druid Skill Levels
+(15 to 20)% Bonus to Poison Skill Duration
20% Cast Speed
-(1 to 10)% to Enemy Poison Resistance
Elemental Resists +(20 to 25)%
Ring
Required Level: 100
Item Level: 105
+(1 to 2) to Druid Skill Levels
+(15 to 20)% Bonus to Poison Skill Duration
20% Cast Speed
-(1 to 10)% to Enemy Poison Resistance
Elemental Resists +(20 to 25)%
Empyrean Glory
, or Empyrean Glory
Ring
Required Level: 50
Item Level: 120
1% Chance to cast level 40 Singularity on Kill
(6 to 10)% to All Attributes
Maximum Life +5%
Maximum Mana +15%
15% Gold Find
Ring
Required Level: 50
Item Level: 120
1% Chance to cast level 40 Singularity on Kill
(6 to 10)% to All Attributes
Maximum Life +5%
Maximum Mana +15%
15% Gold Find
Adrenaline Rush
.Adrenaline Rush
Ring
Required Level: 100
Item Level: 120
+1 to All Skills
40% Combat Speeds
40% Movement Speed
Maximum Elemental Resists +1%
Ring
Required Level: 100
Item Level: 120
+1 to All Skills
40% Combat Speeds
40% Movement Speed
Maximum Elemental Resists +1%
Also, to further maximize damage, at this point we are going to try to use energy and energy factor to push our damage higher than poison spell damage will do by itself, hence the transition below to more traditional caster items and Eerie crafts.
Weapon:
Piranha Swarm
Piranha Swarm
Flying Knife (Sacred)
Throw Damage: 59 to 61
One-Hand Damage: 38 to 39
Required Level: 100
Required Dexterity: 473
Item Level: 120
Dexterity Damage Bonus: (0.11 per Dexterity)%
Scorpion Blade: Always Explodes, Max Range -25%
+(4 to 7) to Assassin Skill Levels
+99% to Poison Spell Damage
Regenerate Mana +50%
Maximum Elemental Resists +2%
+150 Life after each Kill
50% Magic Find
Socketed (2)
Flying Knife (Sacred)
Throw Damage: 59 to 61
One-Hand Damage: 38 to 39
Required Level: 100
Required Dexterity: 473
Item Level: 120
Dexterity Damage Bonus: (0.11 per Dexterity)%
Scorpion Blade: Always Explodes, Max Range -25%
+(4 to 7) to Assassin Skill Levels
+99% to Poison Spell Damage
Regenerate Mana +50%
Maximum Elemental Resists +2%
+150 Life after each Kill
50% Magic Find
Socketed (2)
Shield: Eerie Craft Bladed Shield
Armor:
Scales of the Drake
Scales of the Drake
Ring Mail (Sacred)
Defense: (5239 - 5921) to (5764 - 6514)
Required Level: 100
Required Strength: 550
Item Level: 120
+(1 to 2) to All Skills
30% Cast Speed
+(25 to 38)% to Poison Spell Damage
-35% to Enemy Poison Resistance
+(14 to 18) to Lorenado
+(115 to 143)% Enhanced Defense
+300 to Life
Maximum Poison Resist +5%
Physical Resist (5 to 10)%
Socketed (6)
Ring Mail (Sacred)
Defense: (5239 - 5921) to (5764 - 6514)
Required Level: 100
Required Strength: 550
Item Level: 120
+(1 to 2) to All Skills
30% Cast Speed
+(25 to 38)% to Poison Spell Damage
-35% to Enemy Poison Resistance
+(14 to 18) to Lorenado
+(115 to 143)% Enhanced Defense
+300 to Life
Maximum Poison Resist +5%
Physical Resist (5 to 10)%
Socketed (6)
Helm:
Skull of the Viz-Jaq'taar
Skull of the Viz-Jaq'taar
Skull Cap (Sacred)
Defense: 746 to 789
Required Level: 100
Required Strength: 275
Item Level: 120
Scorpion Blade: +2 Projectiles
5% Chance to cast level 40 Scorpion Blade on Kill
+(0 to 1) to Assassin Skill Levels
-(21 to 30)% to Enemy Poison Resistance
5% Chance of Crushing Blow
-500 Defense
+50 to Dexterity
(11 to 20)% to Dexterity
20% Magic Find
Requirements -50%
Socketed (4)
Skull Cap (Sacred)
Defense: 746 to 789
Required Level: 100
Required Strength: 275
Item Level: 120
Scorpion Blade: +2 Projectiles
5% Chance to cast level 40 Scorpion Blade on Kill
+(0 to 1) to Assassin Skill Levels
-(21 to 30)% to Enemy Poison Resistance
5% Chance of Crushing Blow
-500 Defense
+50 to Dexterity
(11 to 20)% to Dexterity
20% Magic Find
Requirements -50%
Socketed (4)
Belt:
Lunar Eclipse
Lunar Eclipse
Light Belt (Sacred)
Defense: (2091 - 2422) to (2171 - 2514)
Required Level: 100
Required Strength: 550
Item Level: 120
+2 to All Skills
+(51 to 60) Spell Focus
25% Cast Speed
30% Hit Recovery
+(10 to 15)% to Spell Damage
+(90 to 120)% Enhanced Defense
+(40 to 50) to Energy
+100 to Life
Elemental Resists +15%
+5 to Light Radius
Socketed (2)
Light Belt (Sacred)
Defense: (2091 - 2422) to (2171 - 2514)
Required Level: 100
Required Strength: 550
Item Level: 120
+2 to All Skills
+(51 to 60) Spell Focus
25% Cast Speed
30% Hit Recovery
+(10 to 15)% to Spell Damage
+(90 to 120)% Enhanced Defense
+(40 to 50) to Energy
+100 to Life
Elemental Resists +15%
+5 to Light Radius
Socketed (2)
Boots:
Fangskin Scales
Henchmen Trophies
(Legendary Set)
Fangskin Scales
Greaves (Sacred)
Defense: 2481 to 2799
Required Level: 100
Required Strength: 650
Item Level: 120
(10 to 40)% Movement Speed
Adds 6-8 Poison Damage over 1 seconds
+25% to Poison Spell Damage
-15% to Enemy Poison Resistance
+200% Enhanced Defense
+50 to Energy
15% to Energy
Maximum Poison Resist +2%
Socketed (4)
Greaves (Sacred)
Defense: 2481 to 2799
Required Level: 100
Required Strength: 650
Item Level: 120
(10 to 40)% Movement Speed
Adds 6-8 Poison Damage over 1 seconds
+25% to Poison Spell Damage
-15% to Enemy Poison Resistance
+200% Enhanced Defense
+50 to Energy
15% to Energy
Maximum Poison Resist +2%
Socketed (4)
Henchmen Trophies
(Legendary Set)
Gloves: Eerie Craft Leather Gloves
Rings:
Elemental Band
&Elemental Band
Ring
Required Level: 100
Item Level: 120
+10% to Spell Damage
+1 to Path of Flames
+1 to Nova Charge
+1 to Lightning Arena
+1 to Hive
Ring
Required Level: 100
Item Level: 120
+10% to Spell Damage
+1 to Path of Flames
+1 to Nova Charge
+1 to Lightning Arena
+1 to Hive
Black Hand Sigil
Black Hand Sigil
Ring
Required Level: 100
Item Level: 120
4% Chance to cast level 50 Shuriken Flurry on Death Blow
4% Chance to cast level 50 Drakemaw on Death Blow
4% Chance to cast level 50 Doom on Death Blow
Elemental Resists -25%
Ring
Required Level: 100
Item Level: 120
4% Chance to cast level 50 Shuriken Flurry on Death Blow
4% Chance to cast level 50 Drakemaw on Death Blow
4% Chance to cast level 50 Doom on Death Blow
Elemental Resists -25%
Amulet: Rare with: 4 skills > poison pierce > poison damage > str/energy > life
Socket Fillers: Tir (MF) or Zod (Spell Damage) Crafted Jewels with: Life > Poison Spell Damage > Energy > Energy Factor
Crafting your Gear
► Show Spoiler
In order to craft an item, you need two things. First, the base of the item you want to craft as sacred rare quality and a shrine to craft it with. Shrines give different preset bonuses depending on the type of shrine you use and the item you use it on. For this build, we are going to be using Shimmering Shrines with the lowest tier of sacred rare items we can find in order to spend as few stat points into strength as possible. You can see the bonuses from Shimmering Shrines in the image below.
When you cube the item with the shrine, it will give those bonuses as well as reroll the item. Think of it as picking up a rare item off the ground with the added bonus from the shrine. If you look at the affix list in the documentation, you can see what items can roll with what stats. Each item can roll up to four different modifiers, but a max of three prefix mods or three suffix mods with the remaining mods being the other, as long as the item is a high enough level to roll that affix. Therefore, we are only going to use sacred rare gear to craft that is ilvl99, or dropped from anywhere in Hell. If you are unable to find a piece of gear to craft, you can use your imbue quest to make it a rare item, just make sure that your character is at least level 99 before doing this. You can look at the list yourself and see what the ideal rolls are for any piece of crafted gear, or you can look below where I have laid them out for you for this build.
Keep in mind that these are IDEAL rolls. You WILL NOT receive all of these. One general rule with shrinecrafting is to craft until you find something useable, then find another base and craft with that until you get something better. Then you switch between those two bases until you get something really good that you can live with.
This first chart shows the possible affixes I chose that benefit this build the most, the chart below it has them ordered from left to right in what I believe is the most important (left) to the least important (right). Blank spaces indicate that there was no clear winner between the affixes that were left and that anything will really do.
Again, this chart has the affixes from above, but prioritized below.
At this point, you might think you are done. But I'm here to tell you that there is one more step to finishing a crafted piece of armor. You can add the shrine bonus, or any shrine bonus, to that piece of gear AGAIN without rerolling the stats. In order to bless your piece of gear, put it in the cube along with the shrine you want to use (I would recommend using Shimmering to make sure you get enough pierce) AND two arcane crystals. MAKE SURE you add the crystals or you will end up rerolling your piece of gear again. This can only be used once so make sure you don't spam click transmute.
When you cube the item with the shrine, it will give those bonuses as well as reroll the item. Think of it as picking up a rare item off the ground with the added bonus from the shrine. If you look at the affix list in the documentation, you can see what items can roll with what stats. Each item can roll up to four different modifiers, but a max of three prefix mods or three suffix mods with the remaining mods being the other, as long as the item is a high enough level to roll that affix. Therefore, we are only going to use sacred rare gear to craft that is ilvl99, or dropped from anywhere in Hell. If you are unable to find a piece of gear to craft, you can use your imbue quest to make it a rare item, just make sure that your character is at least level 99 before doing this. You can look at the list yourself and see what the ideal rolls are for any piece of crafted gear, or you can look below where I have laid them out for you for this build.
Keep in mind that these are IDEAL rolls. You WILL NOT receive all of these. One general rule with shrinecrafting is to craft until you find something useable, then find another base and craft with that until you get something better. Then you switch between those two bases until you get something really good that you can live with.
This first chart shows the possible affixes I chose that benefit this build the most, the chart below it has them ordered from left to right in what I believe is the most important (left) to the least important (right). Blank spaces indicate that there was no clear winner between the affixes that were left and that anything will really do.
Again, this chart has the affixes from above, but prioritized below.
At this point, you might think you are done. But I'm here to tell you that there is one more step to finishing a crafted piece of armor. You can add the shrine bonus, or any shrine bonus, to that piece of gear AGAIN without rerolling the stats. In order to bless your piece of gear, put it in the cube along with the shrine you want to use (I would recommend using Shimmering to make sure you get enough pierce) AND two arcane crystals. MAKE SURE you add the crystals or you will end up rerolling your piece of gear again. This can only be used once so make sure you don't spam click transmute.
Crafting your Jewels
► Show Spoiler
When crafting jewels, two routes come to mind for me:
Just like regular crafts, jewels can roll with other affixes on top of the crafted affix. This pool is much smaller, but things you want to look for are:
What you are looking for on your jewels depends on what your gear rolls with and what you have MO'd. If you need more IAS or FHR, prioritize that over the others. If you have enough speeds, prioritize damage in either the form of Poison Spell Damage or Energy. However, prioritizing life over the rest of the modifiers will give you much needed survivability. If you end up putting a crafted jewel with +31 life into every slot of your gear, it will give you just over 800 flat life, which is then increased by charms that increase maximum life by a percentage.
You want to be picking up all the jewels you come across once you reach Hell and crafting those before you leave the game if you have the shards for it. You want to do this because the jewels lose a portion of their item level every time they are crafted and thus roll worse modifiers and may lose some altogether. When you find a jewel, it will have an item level equal to the monster who dropped it. So if you find a jewel in Kurast 3000, it will have an item level of 115 (even though it will show 99) but will not go down until you save and exit the game. This way, you get more rolls from every jewel you have before you throw them away. I personally only roll my jewels three times once they start losing level because you lose the possibility of the +(31 to 50) to Life affix.
- Tir: +(6 to 10)% Magic Find
Zod: +(1 to 2)% to Spell Damage
Just like regular crafts, jewels can roll with other affixes on top of the crafted affix. This pool is much smaller, but things you want to look for are:
- +(31 to 50) to Life
+(1 to 2)% to Poison Spell Damage
+(11 to 15) Energy Factor to Spell Damage
+(1 to 2)% to Energy OR +1% to All Attributes OR +(8 to 10) to Energy
15% Hit Recovery
15% Attack Speed
What you are looking for on your jewels depends on what your gear rolls with and what you have MO'd. If you need more IAS or FHR, prioritize that over the others. If you have enough speeds, prioritize damage in either the form of Poison Spell Damage or Energy. However, prioritizing life over the rest of the modifiers will give you much needed survivability. If you end up putting a crafted jewel with +31 life into every slot of your gear, it will give you just over 800 flat life, which is then increased by charms that increase maximum life by a percentage.
You want to be picking up all the jewels you come across once you reach Hell and crafting those before you leave the game if you have the shards for it. You want to do this because the jewels lose a portion of their item level every time they are crafted and thus roll worse modifiers and may lose some altogether. When you find a jewel, it will have an item level equal to the monster who dropped it. So if you find a jewel in Kurast 3000, it will have an item level of 115 (even though it will show 99) but will not go down until you save and exit the game. This way, you get more rolls from every jewel you have before you throw them away. I personally only roll my jewels three times once they start losing level because you lose the possibility of the +(31 to 50) to Life affix.
Mercenary
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The main point of having a mercenary on this build is not to kill mobs for you, but to tank mobs since you have no difficulty with kill speed on trash mobs. Therefore, we want something melee. I prefer using a Shapeshifter (Act 2) mercenary in the early game as he casts Bloodlust, which will boost your damage. However, his Bloodlust is only level 1, so once you find your Bloodlust claws to use on switch, you want to change mercenaries so that his Bloodlust does not overwrite your higher level one.
At this point, we want to upgrade to a Barbarian mercenary from Act 5 as they will tank for us and will cast Gift of the Wild, enhancing our damage even further.
While you have a mercenary from Act 2, you don't need to worry about their gear all that much. Just pick up some junk off the ground and throw it on him, beggars can't be choosers. Once you get into mid to endgame, you may want to gear your Barbarian mercenary in something better than hand me downs. Aim for a high damage two handed sword (Great Sword) and craft the rest of his gear with Creepy shrines.
We want strength on our mercenary because of their Heroic Strength passive, which we will mainly use to increase his EWD, which means more damage.
Sadly, we do have to worry about our mercenaries breakpoints. Here is a table that shows the IAS and FHR needed when using a 15 WSM weapon (Flamberge/Great Sword)
Once we get more into the endgame and start finding SU/SSU's to gear him with, we can change out his gear. The two biggest upgrades, in my opinion are the weapon and the armor.
At this point, we want to upgrade to a Barbarian mercenary from Act 5 as they will tank for us and will cast Gift of the Wild, enhancing our damage even further.
While you have a mercenary from Act 2, you don't need to worry about their gear all that much. Just pick up some junk off the ground and throw it on him, beggars can't be choosers. Once you get into mid to endgame, you may want to gear your Barbarian mercenary in something better than hand me downs. Aim for a high damage two handed sword (Great Sword) and craft the rest of his gear with Creepy shrines.
We want strength on our mercenary because of their Heroic Strength passive, which we will mainly use to increase his EWD, which means more damage.
Sadly, we do have to worry about our mercenaries breakpoints. Here is a table that shows the IAS and FHR needed when using a 15 WSM weapon (Flamberge/Great Sword)
Once we get more into the endgame and start finding SU/SSU's to gear him with, we can change out his gear. The two biggest upgrades, in my opinion are the weapon and the armor.
Qarak's Will
gives our mercenary a proc for Bloodlust, at a high level. When this is equipped, his Bloodlust will outperform ours, so make sure you do not overwrite it. A much more expensive upgrade is a Qarak's Will
Giant Sword (Sacred)
One-Hand Damage: (150 - 163) to (233 - 246)
Two-Hand Damage: (206 - 225) to (285 - 305)
Required Level: 100
Required Strength: 480
Item Level: 105
Strength Damage Bonus: (0.16 per Strength)%
15% Chance to cast level 34 Spike Nova on Melee Attack
6% Chance to cast level 40 Pentagram on Melee Attack
10% Chance to cast level 36 Bloodlust on Kill
+(30 to 60)% Bonus Damage to Bloodlust
Adds 50-125 Damage
Adds 84-167 Fire Damage
+(26 to 38)% to Fire Spell Damage
+(140 to 170)% Enhanced Damage
+(100 to 250) Life after each Kill
5% Reanimate as: Random Monster
Socketed (4)
Giant Sword (Sacred)
One-Hand Damage: (150 - 163) to (233 - 246)
Two-Hand Damage: (206 - 225) to (285 - 305)
Required Level: 100
Required Strength: 480
Item Level: 105
Strength Damage Bonus: (0.16 per Strength)%
15% Chance to cast level 34 Spike Nova on Melee Attack
6% Chance to cast level 40 Pentagram on Melee Attack
10% Chance to cast level 36 Bloodlust on Kill
+(30 to 60)% Bonus Damage to Bloodlust
Adds 50-125 Damage
Adds 84-167 Fire Damage
+(26 to 38)% to Fire Spell Damage
+(140 to 170)% Enhanced Damage
+(100 to 250) Life after each Kill
5% Reanimate as: Random Monster
Socketed (4)
Khazra Plate
. Khazra Plate
Ancient Armor (Sacred)
Defense: (8603 - 9489) to (10651 - 11748)
Required Level: 100
Required Strength: 2310
Item Level: 120
Level 1 Demon Blood Aura
+60% Damage to Demons
5% Chance of Crushing Blow
10% Deadly Strike
+(172 to 200)% Enhanced Defense
(20 to 25)% to Strength
(20 to 25)% to Vitality
Physical Resist 10%
Requirements +200%
Socketed (6)
Ancient Armor (Sacred)
Defense: (8603 - 9489) to (10651 - 11748)
Required Level: 100
Required Strength: 2310
Item Level: 120
Level 1 Demon Blood Aura
+60% Damage to Demons
5% Chance of Crushing Blow
10% Deadly Strike
+(172 to 200)% Enhanced Defense
(20 to 25)% to Strength
(20 to 25)% to Vitality
Physical Resist 10%
Requirements +200%
Socketed (6)
Khazra Plate
gives the Demon Blood aura to your party, increasing your HP.Khazra Plate
Ancient Armor (Sacred)
Defense: (8603 - 9489) to (10651 - 11748)
Required Level: 100
Required Strength: 2310
Item Level: 120
Level 1 Demon Blood Aura
+60% Damage to Demons
5% Chance of Crushing Blow
10% Deadly Strike
+(172 to 200)% Enhanced Defense
(20 to 25)% to Strength
(20 to 25)% to Vitality
Physical Resist 10%
Requirements +200%
Socketed (6)
Ancient Armor (Sacred)
Defense: (8603 - 9489) to (10651 - 11748)
Required Level: 100
Required Strength: 2310
Item Level: 120
Level 1 Demon Blood Aura
+60% Damage to Demons
5% Chance of Crushing Blow
10% Deadly Strike
+(172 to 200)% Enhanced Defense
(20 to 25)% to Strength
(20 to 25)% to Vitality
Physical Resist 10%
Requirements +200%
Socketed (6)
Untwinked Content
Level Challenge
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Ennead Challenge
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Level 105 Content
Horror Under Tristram
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Infernal Machine
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Death Projector
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Island of the Sunless Sea
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Attack ahead of you in order to somewhat reveal invisible mobs. Once you get some reanimates going you should be able to almost stand still and attack. The minibosses take a little while to kill, just be patient and let your Mercenary and reanimates tank. If they cannot, just kite him around. Blink is useful to stun the Feyrs so that they do not spawn Nightmares.
If you are already reached Hell Ancients, I suggest leveling to 110 here. Island of the Sunless Sea gives good experience, but we want the gold more importantly.
In the video, I was too poor to revive my mercenary, spent my money on mana regeneration MOs instead.
If you are already reached Hell Ancients, I suggest leveling to 110 here. Island of the Sunless Sea gives good experience, but we want the gold more importantly.
In the video, I was too poor to revive my mercenary, spent my money on mana regeneration MOs instead.
Level 110 Content
Assault on Mount Arreat
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The Binding of Baal
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Akarat
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Lord Aldric Jitan
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Horazon's Sanctum
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Level 115 Content
Black Road
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Legacy of Blood
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You may want to equip 'Ix' runeword Assassin shield.
Before you enter the fight, make sure you have maxed fire resistance and are prebuffed with all your summons are up. When you get in, teleport onto Bartuc so that your mercenary will start attacking him. Attack once yourself, then run away and kite along the other side of the water. Be careful not to walk onto a cataclysm trap. Kite the traps out until Bartuc dies.
Before you enter the fight, make sure you have maxed fire resistance and are prebuffed with all your summons are up. When you get in, teleport onto Bartuc so that your mercenary will start attacking him. Attack once yourself, then run away and kite along the other side of the water. Be careful not to walk onto a cataclysm trap. Kite the traps out until Bartuc dies.
Bull Prince Rodeo
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Rathma Square
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You may want to equip 'Ix' runeword Assassin shield.
Make sure your summons are up and your mercenary is alive. When you get into the arena, run along the right side until you can teleport onto where the boss spawns. Blink onto him, and immediately run into the room on the right. Attack him through the door while he is tanked by other things. There is no level lock here so you can corpse run it.
Make sure your summons are up and your mercenary is alive. When you get into the arena, run along the right side until you can teleport onto where the boss spawns. Blink onto him, and immediately run into the room on the right. Attack him through the door while he is tanked by other things. There is no level lock here so you can corpse run it.
High Heavens
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The Veiled Prophet
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You may want to equip 'Ix' runeword Assassin shield.
Make sure you have maximum cold resistance, your mercenary is alive, you are prebuffed, and your summons are alive before you enter. When you get in, blink closer to the ball to where the nuns will aggro on your army and you can attack the ball. Keep poison on it until it dies while you dodge any mobs that are aggro'd to you and the lightning. After that, keep damage up on Inarius while your army tanks. If your summons are all dead, you can just kite him around the arena, careful not to run into his towers or his abyss.
Make sure you have maximum cold resistance, your mercenary is alive, you are prebuffed, and your summons are alive before you enter. When you get in, blink closer to the ball to where the nuns will aggro on your army and you can attack the ball. Keep poison on it until it dies while you dodge any mobs that are aggro'd to you and the lightning. After that, keep damage up on Inarius while your army tanks. If your summons are all dead, you can just kite him around the arena, careful not to run into his towers or his abyss.
Heart of Sin
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Make sure you have max resistance as possible for this fight. It't pretty straight forward, try to keep your poison up on him at all times while dodging the flamestrikes, firebloods, mines, and his fortress. Your mercenary should survive unless he face tanks a flamestrike, if you are quick enough you can blink him out of harms way.
Kurast 3000 BA
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This is the first farmable area we get to that we can clear very well. You can run in front of the mobs as they die from poison. A lot of them will reanimate from your shield and help provide cover for you. No real trick to this one. We are going to farm this to 120 and is the main point in the game where we improve our gear. At the end of this, you should have good crafted gear and a good set of jewels to go with it.
Tran Athulua
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We have enough damage to clear this quickly, but if you want to do it without dying multiple times, you simply can't. We have almost no defensive stats, we are dead immediately if we touch an arrowside death proc, and pretty much dead if we try to frontline. Sit back, attack ahead, and let reanimates tank as well as they can for you. We aren't going to farm here much aside from getting a charm, we can revisit with better gear and get a better charm and the trophy.
Level 120 Content
Judgement Day
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At this point, hopefully you spent your time on some gear because we are going to need the damage. Poison is not good at killing bosses quickly, as we will find out with the majority of the remaining content. You may want to do this in two runs, the first run you will get the charm and place it in your cube, ready to be upgraded, with the upgrade being completed on the second run so that there is less inventory management going on. You want to go in the right portal and kill Imperius first as this fight will take longer because of the layout. Then, as speedily as possible, get to Malthael and kill him. Then, immediately pop open your cube and upgrade the charm. If you die after the upgrade, it doesn't much matter as long as you get it.
Quov Tsin
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This fight is horrible as Scorpion Blade. You may have thought every Assassin had it easy, but you would be wrong. We do almost no damage to Quov Tsin, but he does like to teleport away from us, cast bone nova offscreen, and end up killing us with an invisible bone nova. Not all that much we can do about it. He will heal, we will come back and hopefully do more damage to him than he heals from killing us. Just make sure you come in with 80 max resistances and the charm from Judgement day and you will take no damage (aside from standing in his Hive) since we receive more than enough damage reduction from our Ennead challenge skill. Just take your time and you will eventually get through this fight as long as you have the defensive stats.
Duncraig
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When you first get to Duncraig, before you get all your sigs and gear, you are going to have to take it a bit slower. If you stand behind your mercenary and just let him tank along with the reanimates from your
Leoric's Legion
, you can do it deathless (my only death in the video was to an invisible barrel). If you summon Edyrems before you blink, they will spread out a bit and take some hits. If you try to blink into a crowd, the immediate ones around you are going to be stunned and you can use that to kill them and reanimate a few skeletons from their corpses. Repeat that tactic all the way to Assur. When you get close to him, you should have a healthy amount of reanimates from the room before. Run up a bit to aggro him onto you to get him to pounce. Then, run a little back and he will aggro on your reanimates, who are surprisingly tanky. Use this to purify him without getting aggro. However, if you have better gear than I did at this stage, you can run it more like what was shown in the showcase video.Leoric's Legion
Bladed Shield (4)
Defense: (64 - 72) to (127 - 144)
Chance to Block: 4%
(Assassin Only)
Required Level: 8
Required Dexterity: 55
Item Level: 10
+(6 to 8)% Bonus to Poison Skill Duration
-(4 to 5)% to Enemy Poison Resistance
+(24 to 40)% Enhanced Defense
+(11 to 20) to Vitality
1% Reanimate as: Random Monster
Socketed (1)
Defense: (246 - 273) to (418 - 463)
Chance to Block: 4%
(Assassin Only)
Required Level: 25
Required Dexterity: 81
Item Level: 36
+(11 to 13)% Bonus to Poison Skill Duration
-(7 to 8)% to Enemy Poison Resistance
+(58 to 75)% Enhanced Defense
+(31 to 40) to Vitality
2% Reanimate as: Random Monster
Socketed (4)
Defense: (631 - 687) to (1031 - 1122)
Chance to Block: 4%
(Assassin Only)
Required Level: 43
Required Dexterity: 170
Item Level: 51
+(16 to 18)% Bonus to Poison Skill Duration
-(10 to 11)% to Enemy Poison Resistance
+(92 to 109)% Enhanced Defense
+(51 to 60) to Vitality
3% Reanimate as: Random Monster
Socketed (5)
Defense: (938 - 1014) to (1527 - 1652)
Chance to Block: 4%
(Assassin Only)
Required Level: 52
Required Dexterity: 353
Item Level: 85
+(18 to 20)% Bonus to Poison Skill Duration
-(12 to 13)% to Enemy Poison Resistance
+(109 to 126)% Enhanced Defense
+(61 to 80) to Vitality
4% Reanimate as: Random Monster
Socketed (6)
Bladed Shield (4)
Defense: (64 - 72) to (127 - 144)
Chance to Block: 4%
(Assassin Only)
Required Level: 8
Required Dexterity: 55
Item Level: 10
+(6 to 8)% Bonus to Poison Skill Duration
-(4 to 5)% to Enemy Poison Resistance
+(24 to 40)% Enhanced Defense
+(11 to 20) to Vitality
1% Reanimate as: Random Monster
Socketed (1)
Defense: (246 - 273) to (418 - 463)
Chance to Block: 4%
(Assassin Only)
Required Level: 25
Required Dexterity: 81
Item Level: 36
+(11 to 13)% Bonus to Poison Skill Duration
-(7 to 8)% to Enemy Poison Resistance
+(58 to 75)% Enhanced Defense
+(31 to 40) to Vitality
2% Reanimate as: Random Monster
Socketed (4)
Defense: (631 - 687) to (1031 - 1122)
Chance to Block: 4%
(Assassin Only)
Required Level: 43
Required Dexterity: 170
Item Level: 51
+(16 to 18)% Bonus to Poison Skill Duration
-(10 to 11)% to Enemy Poison Resistance
+(92 to 109)% Enhanced Defense
+(51 to 60) to Vitality
3% Reanimate as: Random Monster
Socketed (5)
Defense: (938 - 1014) to (1527 - 1652)
Chance to Block: 4%
(Assassin Only)
Required Level: 52
Required Dexterity: 353
Item Level: 85
+(18 to 20)% Bonus to Poison Skill Duration
-(12 to 13)% to Enemy Poison Resistance
+(109 to 126)% Enhanced Defense
+(61 to 80) to Vitality
4% Reanimate as: Random Monster
Socketed (6)
The Triune
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Before heading into The Triune, make sure you have at least 80% cold resistance, this should nullify any damage from the krakens. The only mob you will have to worry about at all are the Impaler Archons. Having little to no life or damage reduction, these guys will almost one shot you. Stay clear of them and clear at range. Since their attacks bounce, reanimates will not help you as much here. Kill the boss just like any other character would and collect the charm.
Twin Seas
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This one is more of a corpse run. It is possible to do this deathless and is also easier with other gear and other specs, but it's easy enough with our gear set we have. More life and DR would help out here, but we can kill her quickly enough even if we just keep throwing our body on her. It's pretty straightforward, grab a scroll off one of the priestesses, run up to the platform, use the scroll, attack the boss until dead.
Banisher of Light
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Kabraxis is surprisingly easy on this build if you know how to play the fight. The worst past of this is that the Shadow Self skeletons are poison absorb and they end up being a little bit tanky. However, once you clear the arena and summon Kabraxis, just kite around him and keep your poison up on him and the adds. This is doable in your regular gear but slow would make it much easier.
Kingdom of Shadow
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Building with little to no defensive stats, this uber is almost impossible to run in this build without being extremely lucky on mob placement.
One can almost consistently get to Juris Khan once you learn how to dodge the zombies and use your blink appropriately, but we lack the dedicated damage to deal with him without getting swarmed. If you happen to get a level with no zombies towards the end, then this should be easily doable.
However, I would not waste your time running this as this spec, you would be much better off rolling gear with defense and dexterity to minimize your chance to be hit and to get max block.
One can almost consistently get to Juris Khan once you learn how to dodge the zombies and use your blink appropriately, but we lack the dedicated damage to deal with him without getting swarmed. If you happen to get a level with no zombies towards the end, then this should be easily doable.
However, I would not waste your time running this as this spec, you would be much better off rolling gear with defense and dexterity to minimize your chance to be hit and to get max block.
Eve of Destruction
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Level 125 Content
Toraja
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You may want to equip 'Ix' runeword Assassin shield.
You can slowly clear in here if that is your taste, which I do at the beginning of the video. You want to get all your summons up and blink on the mobs you want to kill to stun them. If you just want the charm, you will run along the bottom wall of the map into the corner. You will have to clear a safe spot, if there are too many mobs you can reroll the map. Clear up to Lilith until you can pull her to where you have cleared. Go back to town, summon your army, come back, blink onto Lilith, move out of range so you do not die to her Shower of Rocks, and attack her. You may have to make more than one offensive pass at her, but she comes down easily enough.
You can slowly clear in here if that is your taste, which I do at the beginning of the video. You want to get all your summons up and blink on the mobs you want to kill to stun them. If you just want the charm, you will run along the bottom wall of the map into the corner. You will have to clear a safe spot, if there are too many mobs you can reroll the map. Clear up to Lilith until you can pull her to where you have cleared. Go back to town, summon your army, come back, blink onto Lilith, move out of range so you do not die to her Shower of Rocks, and attack her. You may have to make more than one offensive pass at her, but she comes down easily enough.
Yshari Sanctum
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The mobs in the maze are rather straightforward, just attack them and move on. The only part of this we can actually mess up is the first boss fight. The Veil Kings summoned from Mephisto when he gets close to you are poison immune, meaning you cannot kill them even if you wanted to.
So, just make sure Mephisto doesn't get close to you, if he does, try luring them across the arena and dying. The rest of the bosses you can outrun, so just attack and run. One of the most important things to do in Yshari, in my opinion, is almost spam your town portal off cooldown. Nothing is worse in this uber than dying and having to run through an area or two again, or even losing your town portal completely.
You can try to run it yourself, or alternatively just follow the map below. It is accurate except for the forest area. In the forest area, after you kill the boss, you must path back to the start of the area and then cut straight towards the next one.
After you get the set, comes the boss fight. The boss fight is the first real purify type boss you will run into and may seem impossible at first but once you learn his moveset you can do it deathless everytime. The boss does like to move around a bit and makes landing Holy Bolts sometimes difficult, so you want to make sure you shoot it as often as possible to kill him as quickly as possible.
His first and most common attack is a delayed cataclysm-esque nova. He will put an avatar at your feet that acts as a short fuse and then explodes. If you are on this when it does, you will die, so make sure you stay mobile.
His second most common attack is to summon a small army of Guardsmen, these guys are just annoying but make sure you leave at least one up at all times. They like to body block you and eat your Holy Bolts so Valthek won't get hurt.
His third attack is a pounce followed by eight delayed lightning bolts. They always go in the same directions after he teleports and you must make sure you dodge them. If you happen to eat one, you better hope you avoided it because it is a functional one shot with our low HP pool.
There are two ways you can almost consistently land Holy Bolts on him. The first is to wait until he pounces on you, attack him, and run away immediately in a manner that you won't run into a lightning bolt. Another strategy is to almost treat him like Kabraxis. You are going to kill almost all the adds and proceed to run circles around Valthek. When the adds aren't in the way, you can move closer to him, holy bolt, and run away. I would play this fight walking except for when you go in to bolt him, I would sprint there.
Also, if you start taking fire damage, your hit recovery animation may cause you to stop moving for a second, which means the next will hit you as well. This will keep happening unless you sprint or blink out of range.
If there are too many adds around him, run out of his range while pulling some away and clearing them slowly.
So, just make sure Mephisto doesn't get close to you, if he does, try luring them across the arena and dying. The rest of the bosses you can outrun, so just attack and run. One of the most important things to do in Yshari, in my opinion, is almost spam your town portal off cooldown. Nothing is worse in this uber than dying and having to run through an area or two again, or even losing your town portal completely.
You can try to run it yourself, or alternatively just follow the map below. It is accurate except for the forest area. In the forest area, after you kill the boss, you must path back to the start of the area and then cut straight towards the next one.
After you get the set, comes the boss fight. The boss fight is the first real purify type boss you will run into and may seem impossible at first but once you learn his moveset you can do it deathless everytime. The boss does like to move around a bit and makes landing Holy Bolts sometimes difficult, so you want to make sure you shoot it as often as possible to kill him as quickly as possible.
His first and most common attack is a delayed cataclysm-esque nova. He will put an avatar at your feet that acts as a short fuse and then explodes. If you are on this when it does, you will die, so make sure you stay mobile.
His second most common attack is to summon a small army of Guardsmen, these guys are just annoying but make sure you leave at least one up at all times. They like to body block you and eat your Holy Bolts so Valthek won't get hurt.
His third attack is a pounce followed by eight delayed lightning bolts. They always go in the same directions after he teleports and you must make sure you dodge them. If you happen to eat one, you better hope you avoided it because it is a functional one shot with our low HP pool.
There are two ways you can almost consistently land Holy Bolts on him. The first is to wait until he pounces on you, attack him, and run away immediately in a manner that you won't run into a lightning bolt. Another strategy is to almost treat him like Kabraxis. You are going to kill almost all the adds and proceed to run circles around Valthek. When the adds aren't in the way, you can move closer to him, holy bolt, and run away. I would play this fight walking except for when you go in to bolt him, I would sprint there.
Also, if you start taking fire damage, your hit recovery animation may cause you to stop moving for a second, which means the next will hit you as well. This will keep happening unless you sprint or blink out of range.
If there are too many adds around him, run out of his range while pulling some away and clearing them slowly.
I had taken a break from writing the guide at this point and ended up losing the Assassin I had used in the video series. I made a new one in 1.1 and the videos below this line and the Baal video were completed on that Assassin.
Astrogha
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Astrogha isn't as hard of a kill as one would think, poison can actually do wonders in this fight. You want to start by clearing out the majority of the arena, we might make Astrogha teleport a lot and we don't want to have her jump into a group of spiders. After that, you are simply going to attack her once, careful not to spread your poison clouds around too far as she will start summoning totems and they will die instantly to your poison. After she is poisoned, run off screen as far as you can but not far enough away to make her health bar go off your screen. Once she stops taking damage, go back in for another pass. Repeat this enough until she is dead.
Xazax
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Xazax is a surprisingly easy boss fight, generally getting to him is going to be a lot more frustrating that actually fighting him. During the early minutes of the fight, you want to be as aggressive as possible to put as much damage as you can on him before he spawns too many penitents and the level locks out. Once you have to play safer, either because there are too many spawns or the level has locked out, you can almost endlessly kite the penitents around while attacking Xazax when you have a clear line of sight, just make sure you prioritize staying alive over a little bit of damage.
Lord of Lies
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Make sure you go in with a pile of potions as this might be a long one. As long as you stay mobile, this fight isn't too difficult. You don't want to put yourself in a position to get instagibbed by a Phalanx or his comet. If you do, you are most likely dead because we don't have any real defensive stats. When you get to Belial, your main job, aside from staying alive, is to keep him and all his clones poisoned. You want to control the amount of adds as much as possible and if you keep damage up on all targets, it is much easier.
Ghosts of Old Bremmtown
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We have more than enough damage for this challenge, we just lack survivability. To get around that, we are going to use the "summon walk" method. You will enter the arena and immediately teleport to the left so that you don't get pounced on and instakilled when you enter. Immediately after that, summon edyrems in front of you in the path you want to take towards the boss until they get pounced on. Once they do, clear the mobs that jumped onto them. Then summon more edyrems in front of you. You will have to do this all the way to the boss. It will take a few tries to get a rhythm down to where you can complete it in time, but it is possible. As with Judgement Day, this challenge is easier if you get the charm first and have it sitting in your cube for when you kill the boss and get the aura.
Vizjun
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Due to the nature of the mobs in Vizjun, we have a hard time here, but it isn't impossible. With enough damage, you can slowly clear and walk your way to the boss which will die to a single purify. Be careful not to be too stationary as you will get jumped on by reinforcements and mines may be summoned on you. Make sure your portal is kept in a safe spot so that if you die you are still able to get back into the uberlevel to finish it.
Spirit World - Outdated
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This is one of the more frustrating ubers to do built as we far. We are punished for having next to no defensive attributes - no defense, no real block, and no real %DR. But, it can be done. Make sure you keep a safe portal, as you are going to die, it is almost unavoidable. Make sure to keep your poison up on Zorun Tsin at all times, with the addition of a level lockout, we don't have the luxury of wasting time.
When he pounces on you, he shoots off a nova and if you run into it, you will take somewhere in the ballpark of 10k damage, which with our stats is pretty much an instagib. You will have to fight the urge to run away from him and make space, as with this fight you almost want to always be very close to him, which also gives you less area to kite the ratfinks and ghost zombies out. He also likes to attack you when he pounces, knocking you back into his nova, which will also instagib you. When he does his fire nova attack, you will want to simply blink over it. You can use some of the hard cover in the map to tank it, but I feel that when he loses sight of you it seems like he wants to spawn a bunch of traps.
When he spawns a totem, you have two choices. You can either try and destroy it, or pull him to a different part of the arena where he has no totems. I recommend that if he only spawns one, to switch to purify and take it down. After you launch the purify, turn your attention back to Zorun Tsin. If he spawns multiple or if he spawns one while your purify is on cooldown, you will need to pull him to a different part of the arena. You want to do this as little as possible as you will aggro more ratfinks the more you run around the map.
When he pounces on you, he shoots off a nova and if you run into it, you will take somewhere in the ballpark of 10k damage, which with our stats is pretty much an instagib. You will have to fight the urge to run away from him and make space, as with this fight you almost want to always be very close to him, which also gives you less area to kite the ratfinks and ghost zombies out. He also likes to attack you when he pounces, knocking you back into his nova, which will also instagib you. When he does his fire nova attack, you will want to simply blink over it. You can use some of the hard cover in the map to tank it, but I feel that when he loses sight of you it seems like he wants to spawn a bunch of traps.
When he spawns a totem, you have two choices. You can either try and destroy it, or pull him to a different part of the arena where he has no totems. I recommend that if he only spawns one, to switch to purify and take it down. After you launch the purify, turn your attention back to Zorun Tsin. If he spawns multiple or if he spawns one while your purify is on cooldown, you will need to pull him to a different part of the arena. You want to do this as little as possible as you will aggro more ratfinks the more you run around the map.
Nymyr's Light - Outdated
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Killing the Witch is almost nothing more than a gear check for us and is a purify boss. It feels almost weird putting a Witch kill in this guide since you don't really use anything in this build to kill her, but I wanted a video nonetheless. We run a little bit of a different gear setup for this fight. We want to get 25% slow and as much HP as possible. Witch lowers your magic resistance by 200, so there is no point in getting magic resist from enchanted crafts. As a minimum, we want to obtain:
When we go to fight the Witch, we want to make sure we activate Queen of Blades, we haven't used the skill before in the guide but you should have a point in it as it is a prerequisite for Perfect Being. This will make sure that as long as we are close enough to the Witch for it to proc, that she stays slowed.
We must do our best to dodge her attacks as they will slowly whittle away at our HP pool, if we do get hit, we want to take a potion in order to stay at full life the entire fight. The only other moves we need to look out for are her pounce and her nova. Just make sure you pot when you can, run away from her after she pounces on you, and blink the nova whenever when it comes up. Other than that, just keep launching purifies at her.
Void
,Void
Weapons
'Sur'
Runeword Level: 75
Adds 7-13 Damage
+(58 to 72)% Enhanced Damage
Slow Target 20%
Regenerate Mana +15%
Cold Resist +40%
Physical Damage Reduced by (11 to 15)
+(3 to 5) Mana on Striking
2% Reanimate as: Random Monster
Weapons
'Sur'
Runeword Level: 75
Adds 7-13 Damage
+(58 to 72)% Enhanced Damage
Slow Target 20%
Regenerate Mana +15%
Cold Resist +40%
Physical Damage Reduced by (11 to 15)
+(3 to 5) Mana on Striking
2% Reanimate as: Random Monster
Robe of Leaves
,Robe of Leaves
Scale Mail (4)
Defense: (127 - 147) to (254 - 293)
Required Level: 4
Required Strength: 27 to 28
Item Level: 10
+5% Bonus Elemental Damage to Mark of the Wild
-(2 to 3)% to Enemy Fire Resistance
-(2 to 3)% to Enemy Cold Resistance
-(2 to 3)% to Enemy Poison Resistance
+(24 to 43)% Enhanced Defense
+10 Life Regenerated per Second
Maximum Life +(2 to 3)%
Poison Resist +(21 to 25)%
Requirements -(3 to 5)%
Socketed (2)
Defense: (452 - 505) to (816 - 911)
Required Level: 21
Required Strength: 52 to 54
Item Level: 31
+10% Bonus Elemental Damage to Mark of the Wild
-(5 to 8)% to Enemy Fire Resistance
-(5 to 8)% to Enemy Cold Resistance
-(5 to 8)% to Enemy Poison Resistance
+(64 to 83)% Enhanced Defense
+20 Life Regenerated per Second
Maximum Life +(3 to 4)%
Poison Resist +(31 to 35)%
Requirements -(6 to 10)%
Socketed (4)
Defense: (1166 - 1275) to (2031 - 2221)
Required Level: 39
Required Strength: 171 to 179
Item Level: 51
+15% Bonus Elemental Damage to Mark of the Wild
-(10 to 13)% to Enemy Fire Resistance
-(10 to 13)% to Enemy Cold Resistance
-(10 to 13)% to Enemy Poison Resistance
+(104 to 123)% Enhanced Defense
+35 Life Regenerated per Second
Maximum Life +(4 to 5)%
Poison Resist +(41 to 45)%
Requirements -(11 to 15)%
Socketed (5)
Defense: (1738 - 1885) to (3030 - 3287)
Required Level: 47
Required Strength: 322 to 338
Item Level: 77
+20% Bonus Elemental Damage to Mark of the Wild
-(15 to 18)% to Enemy Fire Resistance
-(15 to 18)% to Enemy Cold Resistance
-(15 to 18)% to Enemy Poison Resistance
+(124 to 143)% Enhanced Defense
+50 Life Regenerated per Second
Maximum Life +(5 to 6)%
Poison Resist +(46 to 50)%
Requirements -(16 to 20)%
Socketed (6)
Scale Mail (4)
Defense: (127 - 147) to (254 - 293)
Required Level: 4
Required Strength: 27 to 28
Item Level: 10
+5% Bonus Elemental Damage to Mark of the Wild
-(2 to 3)% to Enemy Fire Resistance
-(2 to 3)% to Enemy Cold Resistance
-(2 to 3)% to Enemy Poison Resistance
+(24 to 43)% Enhanced Defense
+10 Life Regenerated per Second
Maximum Life +(2 to 3)%
Poison Resist +(21 to 25)%
Requirements -(3 to 5)%
Socketed (2)
Defense: (452 - 505) to (816 - 911)
Required Level: 21
Required Strength: 52 to 54
Item Level: 31
+10% Bonus Elemental Damage to Mark of the Wild
-(5 to 8)% to Enemy Fire Resistance
-(5 to 8)% to Enemy Cold Resistance
-(5 to 8)% to Enemy Poison Resistance
+(64 to 83)% Enhanced Defense
+20 Life Regenerated per Second
Maximum Life +(3 to 4)%
Poison Resist +(31 to 35)%
Requirements -(6 to 10)%
Socketed (4)
Defense: (1166 - 1275) to (2031 - 2221)
Required Level: 39
Required Strength: 171 to 179
Item Level: 51
+15% Bonus Elemental Damage to Mark of the Wild
-(10 to 13)% to Enemy Fire Resistance
-(10 to 13)% to Enemy Cold Resistance
-(10 to 13)% to Enemy Poison Resistance
+(104 to 123)% Enhanced Defense
+35 Life Regenerated per Second
Maximum Life +(4 to 5)%
Poison Resist +(41 to 45)%
Requirements -(11 to 15)%
Socketed (5)
Defense: (1738 - 1885) to (3030 - 3287)
Required Level: 47
Required Strength: 322 to 338
Item Level: 77
+20% Bonus Elemental Damage to Mark of the Wild
-(15 to 18)% to Enemy Fire Resistance
-(15 to 18)% to Enemy Cold Resistance
-(15 to 18)% to Enemy Poison Resistance
+(124 to 143)% Enhanced Defense
+50 Life Regenerated per Second
Maximum Life +(5 to 6)%
Poison Resist +(46 to 50)%
Requirements -(16 to 20)%
Socketed (6)
Epicenter
, and twoEpicenter
Boots
'Ith'
Runeword Level: 18
0.0625% Chance of Crushing Blow (Based on Character Level)
+(4 to 15)% Enhanced Defense
+(40 to 60) to Life
Elemental Resists +(3 to 5)%
Boots
'Ith'
Runeword Level: 18
0.0625% Chance of Crushing Blow (Based on Character Level)
+(4 to 15)% Enhanced Defense
+(40 to 60) to Life
Elemental Resists +(3 to 5)%
Assur's Bane
, which satisfy the slow we want and gives us a bunch of %max life.When we go to fight the Witch, we want to make sure we activate Queen of Blades, we haven't used the skill before in the guide but you should have a point in it as it is a prerequisite for Perfect Being. This will make sure that as long as we are close enough to the Witch for it to proc, that she stays slowed.
We must do our best to dodge her attacks as they will slowly whittle away at our HP pool, if we do get hit, we want to take a potion in order to stay at full life the entire fight. The only other moves we need to look out for are her pounce and her nova. Just make sure you pot when you can, run away from her after she pounces on you, and blink the nova whenever when it comes up. Other than that, just keep launching purifies at her.
WIP content
Nothing in this spoiler will currently have content. I am in the process of playing through again untwinked and am going to do a write up on each of the following as well as include a video of me completing it as I complete it. I would have liked to have this completed before a publish attempt, but I've had multiple people PM me asking questions on my build and I think a quick overview of what I have written is enough for most people to start with. As I complete the sections below, I will drag them above this spoiler as part of the guide.
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Level 130 Content
Nephalem's Sacrifice
Archbishop Lazarus
The Void
Nephalem's Sacrifice
Archbishop Lazarus
The Void