- Feb 24, 2004
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Originally posted by @Nano on Feb 21, 2020:
Patriarch Ash, Fire Claws Mauler
During my final push to finish off the grail, Pindle dropped this little gem. At that point I already had a Zod and a couple RJoF's ready to go, so it was inevitable that all those parts would come together one day.
My very first thought was to put this on a Fire Claws druid, specifically a Werebear variant with access to one of the best CC skills in the game, Shock Wave. Combine that with a fast and devastating dual damage melee attack should bring some fun times. Given the end game weapon is a polearm, I decided that restricting weapons to polearms-only would be the theme of the playthrough. Players 8 all the way as well.
Normal
Ash started off level 1 with this War Scythe and the help of 2x +Strength GCs.
6 OS War Scythe- 7% ED, +30 AR, 40 poison, -75% Req (3x Hel + ED/-Req Jewel + 2x AR/Envy Jewels)
The remaining equipment through Act 1 is fairly basic. The early levels go by so quickly I didn't feel the need to min/max much.
Biggin's Bonnet
Death's Gloves
Death's Sash
Angelic Ring/Ammy
Cow King's Boots
Manald Heal
Twitchthroe
20x SC 1-6 Lightning Damage (level 9)
Circlet: 1-114 Lightning Damage, +10 all res, +22 fire res (level 18)
It was fun using a range 5 weapon at the start, it's a small but nice advantage being able to land a hit from farther away. Especially against fallen that are trying to retreat but remain in range long enough for the hit to land.
At level 18, Fire Claws became the primary melee attack with Maul taking a back seat. Ash upgraded to Hwanin's Justice in the Chaos Sanctuary, needing the extra physical damage against the fire resistant monsters. At this time I also swapped in max damage GCs and SCs with life and also this nice circlet too: +1 Druid Skills, 20 FRW, 8 Str, 54 life, 67 mana, 35 fire res. Lister's pack was the first real need to bring out Shock Wave- nothing like stunning back the stunners.
Nightmare
Ash advanced into nightmare at level 42 with the following gear setup:
Athena's Wrath "Shael"
Jalal's Mane
Lava Gout
Vipermagi
String of Ears
Dual leech ring
Ravenfrost (lvl 45)
+3 SS Ammy (lvl 45)
Rare boots 30 frw, dex, dual res
Shapeshift GC's
Life/Res SC's
Athena's Wrath is a very fitting weapon for this Werebear with its big +3 Druid skills, fast attack speed, and decent weapon damage. The nightmare segment went by quickly due to the prolific increase in FC damage through both gear upgrades and raw skill points. By late nightmare Ash started to equip some end game gear, which will be listed together in the Hell segment.
Hell
Unfortunately, Tomb Reaver's required level is 84, which is fairly out of reach if Ash stayed in NM. I'd prefer to play through Hell with ETomb, so I decided to have Ash run straight to Pits to level up first, making sure to bypass the Act 1 quests.
Here's the final setup:
Eth Tomb Reaver
Jalal's Mane + IAS Jewel
Fortitude Archon Plate
Laying of Hands
Arachnid Mesh
Gore Rider
Highlord's Wrath
Ravenfrost 239/20
Rare ring (+120 AR, 3% MS, 7% LS, 9 Dex, +8 All Res, +11 Light Res)
8x Shape-shift GC's (6x with life)
8x SC (Assorted)
A2 Merc (Might)
Infinity
Fortitude
Andariel's Visage
Skill Build
20 Fire Claws
20 Firestorm
20 Molten Boulder
20 Fissure
X Volcano (Remaining points here)
1 HoW, Shock Wave, Maul, Prereqs
Enough vitality for 3K life, remaining stat points into strength. There was enough +skills from gear adding to Lycanthropy, Werebear, Maul, and Shock Wave that all available points went into FC synergies.
Gear was selected with some balance in mind between fire and physical damage. Arachnid Mesh and Fortitude provides some needed FCR for Shock Wave (and recasting HoW). The IAS jewel in Jalal's is required to reach 6 FPA. -%Defense from Infinity solves CTH issues.
Even at Players 8, Ash steamrolled through Hell. Maul can complement Fire Claws through the temporary boost in physical damage with the charge-up ball, but I mostly used this against fire resistant monsters. Fire Claws without the Maul charge-up is already plenty strong for regular use. The massive physical damage portion meant that leech was effective, which is something pure FC builds lack. I've played the 4 FPA version with Shael'd PB in the past, and I much prefer this 6 FPA ETomb version that can hit hard with physical damage as well.
There was a little slow down in CS, as expected with the fire immunes, but Shock Wave saves the day. Swapping Infinity for Reaper's is an option here, but I decided to stay with the same setup. Incredibly fun and powerful melee build throughout. Even a non-eth Tomb Reaver will be quite powerful, an eth version is not required at all. Here's the LCS damage.
Patriarch Ash, Fire Claws Mauler
During my final push to finish off the grail, Pindle dropped this little gem. At that point I already had a Zod and a couple RJoF's ready to go, so it was inevitable that all those parts would come together one day.
My very first thought was to put this on a Fire Claws druid, specifically a Werebear variant with access to one of the best CC skills in the game, Shock Wave. Combine that with a fast and devastating dual damage melee attack should bring some fun times. Given the end game weapon is a polearm, I decided that restricting weapons to polearms-only would be the theme of the playthrough. Players 8 all the way as well.
Normal
Ash started off level 1 with this War Scythe and the help of 2x +Strength GCs.
6 OS War Scythe- 7% ED, +30 AR, 40 poison, -75% Req (3x Hel + ED/-Req Jewel + 2x AR/Envy Jewels)
The remaining equipment through Act 1 is fairly basic. The early levels go by so quickly I didn't feel the need to min/max much.
Biggin's Bonnet
Death's Gloves
Death's Sash
Angelic Ring/Ammy
Cow King's Boots
Manald Heal
Twitchthroe
20x SC 1-6 Lightning Damage (level 9)
Circlet: 1-114 Lightning Damage, +10 all res, +22 fire res (level 18)
It was fun using a range 5 weapon at the start, it's a small but nice advantage being able to land a hit from farther away. Especially against fallen that are trying to retreat but remain in range long enough for the hit to land.
At level 18, Fire Claws became the primary melee attack with Maul taking a back seat. Ash upgraded to Hwanin's Justice in the Chaos Sanctuary, needing the extra physical damage against the fire resistant monsters. At this time I also swapped in max damage GCs and SCs with life and also this nice circlet too: +1 Druid Skills, 20 FRW, 8 Str, 54 life, 67 mana, 35 fire res. Lister's pack was the first real need to bring out Shock Wave- nothing like stunning back the stunners.
Nightmare
Ash advanced into nightmare at level 42 with the following gear setup:
Athena's Wrath "Shael"
Jalal's Mane
Lava Gout
Vipermagi
String of Ears
Dual leech ring
Ravenfrost (lvl 45)
+3 SS Ammy (lvl 45)
Rare boots 30 frw, dex, dual res
Shapeshift GC's
Life/Res SC's
Athena's Wrath is a very fitting weapon for this Werebear with its big +3 Druid skills, fast attack speed, and decent weapon damage. The nightmare segment went by quickly due to the prolific increase in FC damage through both gear upgrades and raw skill points. By late nightmare Ash started to equip some end game gear, which will be listed together in the Hell segment.
Hell
Unfortunately, Tomb Reaver's required level is 84, which is fairly out of reach if Ash stayed in NM. I'd prefer to play through Hell with ETomb, so I decided to have Ash run straight to Pits to level up first, making sure to bypass the Act 1 quests.
Here's the final setup:
Eth Tomb Reaver
Jalal's Mane + IAS Jewel
Fortitude Archon Plate
Laying of Hands
Arachnid Mesh
Gore Rider
Highlord's Wrath
Ravenfrost 239/20
Rare ring (+120 AR, 3% MS, 7% LS, 9 Dex, +8 All Res, +11 Light Res)
8x Shape-shift GC's (6x with life)
8x SC (Assorted)
Spiritual Grand Charm of Vita
Grand Charm
Required Level: 69
Fingerprint: 0xb8da47c9
Item Level: 85
Version: Expansion 1.10+
+1 to Shape-Shifting Skills (Druid Only)
+39 to Life
Spiritual Grand Charm of Sustenance
Grand Charm
Required Level: 53
Fingerprint: 0xff1a147d
Item Level: 88
Version: Expansion 1.10+
+1 to Shape-Shifting Skills (Druid Only)
+32 to Life
Spiritual Grand Charm of Sustenance
Grand Charm
Required Level: 42
Fingerprint: 0xa505ed2f
Item Level: 81
Version: Expansion 1.10+
+1 to Shape-Shifting Skills (Druid Only)
+28 to Life
Spiritual Grand Charm of Sustenance
Grand Charm
Required Level: 42
Fingerprint: 0xefef362d
Item Level: 88
Version: Expansion 1.10+
+1 to Shape-Shifting Skills (Druid Only)
+28 to Life
Spiritual Grand Charm of Sustenance
Grand Charm
Required Level: 42
Fingerprint: 0xcd4d03ec
Item Level: 88
Version: Expansion 1.10+
+1 to Shape-Shifting Skills (Druid Only)
+27 to Life
Spiritual Grand Charm of Life
Grand Charm
Required Level: 42
Fingerprint: 0x885474ad
Item Level: 85
Version: Expansion 1.10+
+1 to Shape-Shifting Skills (Druid Only)
+17 to Life
Spiritual Grand Charm of Maiming
Grand Charm
Required Level: 63
Fingerprint: 0xffedb23e
Item Level: 85
Version: Expansion 1.10+
+1 to Shape-Shifting Skills (Druid Only)
+3 to Maximum Damage
Spiritual Grand Charm of Burning
Grand Charm
Required Level: 42
Fingerprint: 0x89fd44f9
Item Level: 81
Version: Expansion 1.10+
+1 to Shape-Shifting Skills (Druid Only)
Adds 2 - 4 Fire Damage
Fine Small Charm of Sustenance
Small Charm
Required Level: 21
Fingerprint: 0x5cab33ca
Item Level: 81
Version: Expansion 1.10+
+3 to Maximum Damage
+19 to Attack Rating
+13 to Life
Fine Small Charm of Inertia
Small Charm
Required Level: 27
Fingerprint: 0xf2534ea3
Item Level: 80
Version: Expansion 1.10+
+3% Faster Run/Walk
+2 to Maximum Damage
+20 to Attack Rating
Fine Small Charm of Inertia
Small Charm
Required Level: 27
Fingerprint: 0xf3a864b3
Item Level: 80
Version: Expansion 1.10+
+3% Faster Run/Walk
+3 to Maximum Damage
+19 to Attack Rating
Fine Small Charm of Sustenance
Small Charm
Required Level: 21
Fingerprint: 0x996e2b79
Item Level: 80
Version: Expansion 1.10+
+3 to Maximum Damage
+15 to Attack Rating
+12 to Life
Shimmering Small Charm of Sustenance
Small Charm
Required Level: 25
Fingerprint: 0x92b088e1
Item Level: 81
Version: Expansion 1.10+
+13 to Life
All Resistances +5
Amber Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x9282796d
Item Level: 85
Version: Expansion 1.10+
+20 to Life
Lightning Resist +11%
Fine Small Charm of Sustenance
Small Charm
Required Level: 21
Fingerprint: 0x533e9b50
Item Level: 81
Version: Expansion 1.10+
+3 to Maximum Damage
+18 to Attack Rating
+12 to Life
Fine Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xd3b6cb67
Item Level: 81
Version: Expansion 1.10+
+2 to Maximum Damage
+17 to Attack Rating
+20 to Life
Grand Charm
Required Level: 69
Fingerprint: 0xb8da47c9
Item Level: 85
Version: Expansion 1.10+
+1 to Shape-Shifting Skills (Druid Only)
+39 to Life
Spiritual Grand Charm of Sustenance
Grand Charm
Required Level: 53
Fingerprint: 0xff1a147d
Item Level: 88
Version: Expansion 1.10+
+1 to Shape-Shifting Skills (Druid Only)
+32 to Life
Spiritual Grand Charm of Sustenance
Grand Charm
Required Level: 42
Fingerprint: 0xa505ed2f
Item Level: 81
Version: Expansion 1.10+
+1 to Shape-Shifting Skills (Druid Only)
+28 to Life
Spiritual Grand Charm of Sustenance
Grand Charm
Required Level: 42
Fingerprint: 0xefef362d
Item Level: 88
Version: Expansion 1.10+
+1 to Shape-Shifting Skills (Druid Only)
+28 to Life
Spiritual Grand Charm of Sustenance
Grand Charm
Required Level: 42
Fingerprint: 0xcd4d03ec
Item Level: 88
Version: Expansion 1.10+
+1 to Shape-Shifting Skills (Druid Only)
+27 to Life
Spiritual Grand Charm of Life
Grand Charm
Required Level: 42
Fingerprint: 0x885474ad
Item Level: 85
Version: Expansion 1.10+
+1 to Shape-Shifting Skills (Druid Only)
+17 to Life
Spiritual Grand Charm of Maiming
Grand Charm
Required Level: 63
Fingerprint: 0xffedb23e
Item Level: 85
Version: Expansion 1.10+
+1 to Shape-Shifting Skills (Druid Only)
+3 to Maximum Damage
Spiritual Grand Charm of Burning
Grand Charm
Required Level: 42
Fingerprint: 0x89fd44f9
Item Level: 81
Version: Expansion 1.10+
+1 to Shape-Shifting Skills (Druid Only)
Adds 2 - 4 Fire Damage
Fine Small Charm of Sustenance
Small Charm
Required Level: 21
Fingerprint: 0x5cab33ca
Item Level: 81
Version: Expansion 1.10+
+3 to Maximum Damage
+19 to Attack Rating
+13 to Life
Fine Small Charm of Inertia
Small Charm
Required Level: 27
Fingerprint: 0xf2534ea3
Item Level: 80
Version: Expansion 1.10+
+3% Faster Run/Walk
+2 to Maximum Damage
+20 to Attack Rating
Fine Small Charm of Inertia
Small Charm
Required Level: 27
Fingerprint: 0xf3a864b3
Item Level: 80
Version: Expansion 1.10+
+3% Faster Run/Walk
+3 to Maximum Damage
+19 to Attack Rating
Fine Small Charm of Sustenance
Small Charm
Required Level: 21
Fingerprint: 0x996e2b79
Item Level: 80
Version: Expansion 1.10+
+3 to Maximum Damage
+15 to Attack Rating
+12 to Life
Shimmering Small Charm of Sustenance
Small Charm
Required Level: 25
Fingerprint: 0x92b088e1
Item Level: 81
Version: Expansion 1.10+
+13 to Life
All Resistances +5
Amber Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x9282796d
Item Level: 85
Version: Expansion 1.10+
+20 to Life
Lightning Resist +11%
Fine Small Charm of Sustenance
Small Charm
Required Level: 21
Fingerprint: 0x533e9b50
Item Level: 81
Version: Expansion 1.10+
+3 to Maximum Damage
+18 to Attack Rating
+12 to Life
Fine Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xd3b6cb67
Item Level: 81
Version: Expansion 1.10+
+2 to Maximum Damage
+17 to Attack Rating
+20 to Life
A2 Merc (Might)
Infinity
Fortitude
Andariel's Visage
Skill Build
20 Fire Claws
20 Firestorm
20 Molten Boulder
20 Fissure
X Volcano (Remaining points here)
1 HoW, Shock Wave, Maul, Prereqs
Enough vitality for 3K life, remaining stat points into strength. There was enough +skills from gear adding to Lycanthropy, Werebear, Maul, and Shock Wave that all available points went into FC synergies.
Gear was selected with some balance in mind between fire and physical damage. Arachnid Mesh and Fortitude provides some needed FCR for Shock Wave (and recasting HoW). The IAS jewel in Jalal's is required to reach 6 FPA. -%Defense from Infinity solves CTH issues.
Even at Players 8, Ash steamrolled through Hell. Maul can complement Fire Claws through the temporary boost in physical damage with the charge-up ball, but I mostly used this against fire resistant monsters. Fire Claws without the Maul charge-up is already plenty strong for regular use. The massive physical damage portion meant that leech was effective, which is something pure FC builds lack. I've played the 4 FPA version with Shael'd PB in the past, and I much prefer this 6 FPA ETomb version that can hit hard with physical damage as well.
There was a little slow down in CS, as expected with the fire immunes, but Shock Wave saves the day. Swapping Infinity for Reaper's is an option here, but I decided to stay with the same setup. Incredibly fun and powerful melee build throughout. Even a non-eth Tomb Reaver will be quite powerful, an eth version is not required at all. Here's the LCS damage.