Build Overview
This
Rushing Claw Spiritborn focuses on optimising the Damage from
Rushing Claw whilst staying tanky enough to beat all End Game Content. It does this through the following:
- The
Sunstained War-Crozier allows Huge Damage for your
Rushing Claw. - Generic Damage Scalars.
- Using
Rushing Claw as a High Mobility skill to quickly rush between Groups of Enemies.
The Protector for incredible Utility including the Pull In from the
Hesha e Kesungi.- Become Permanently Unstoppable via
The Protector - Barrier Generation via
The Protector.
Counterattack for 100% Dodge Chance in combat.- 100% Block Chance using
Armored Hide.
Scourge for Crowd Control and up to 50% Damage to Crowd Controlled Enemies.
Scourge for Insane Resource Regeneration.- Maxing Cooldown Reduction through Passives, Aspects, Equipment and Paragon.
- Maxing Critical Chance through Passives, Equipment and Paragon.
Check out the In-Depth Explanations below for further details on the build.
Extra Details
This build did not work well during the PTR because it wasn't possible to get to a point where
Rushing Claw could be reset to maximum charges fast enough to be useful.
A change was added in the Post PTR Patch Notes that allows
Poised Rushing Claw to reduce the Cooldown of
Rushing Claw Charges by 5 Seconds which makes the build viable with insane Cooldown Reduction Investment, Correct Tempers and Masterworking.
This build has currently done a Pit 100 in around 5 Minutes with Zero Mythic Sanctifications so it will easily go Pit 110+ if you land a
The Grandfather Sanctification, potentially higher.
With the correct gear this build this will easily beat all the Hardest Content In The Game without issue.
FAQ
If you have any questions about this guide feel free to reach out to me whilst live on Twitch, YouTube, Kick or X or contact me offline via my Discord.
How Do You Solve Getting To Maximum Rushing Claw Charges Between Casts?
To really make this build pop you need to understand exactly how it is allowing you to Scale It's Damage in a way that wasn't possible until the latest changes.
I created a Calculator that visually shows how the math works for tackling the
Rushing Claw Cooldown so be sure to check that out and feel free to copy it for your own use.
The goal here is Recharge
Rushing Claw to Maximum Charges between Each Cast so that you can benefit from its Maximum Damage Output due to
Poised Rushing Claw granting 50%[x] Damage per Charge on cast.
With
Poised Rushing Claw equipped it grants you 12 Maximum Charges as well as the above Damage Boost but it also brings the problem that it Consumes All Charges on Cast with a Base Recharge Rate of 20 Seconds per 4 Charges on
Rushing Claw.
A change was made to
Poised Rushing Claw in the Post PTR Patch Notes where it will reduce your Recharge Time by 5 Seconds before Cooldown Reduction is taken into account. This change is very important as before this it was not possible to achieve Perma-Max-Stacks on
Rushing Claw with
Poised Rushing Claw equipped.
The first part of the puzzle goes without saying which is you will need the Maximum 75% Cooldown Reduction on your
Rushing Claw. With
Poised Rushing Claw equipped this instantly reduces your Recharge Time to 3.75s per 4 Charges.
With the use of
Swift which reduces your Mobility Skill Cooldowns by 1 Second per
Swift Rank it is possible to Instantly Recharge
Rushing Claw when cast so long as you Travel Enough Distance to get the Maximum Benefit from
Swift.
This is great but this only lets you Repeat Cast
Rushing Claw with 4 Charges during combat unless you wait around an extra 7.5 Seconds to gain the extra 8 Charges required to be at maximum.
This is where the
Rushing Claw Tempers come into play for
Swift and
Rushing Claw Charges.
One thing that won't be immediately obvious is that the
Rushing Claw Charges Temper not only Increases Your Maximum
Rushing Claw Charges, it also Increases the Charges per X as well.
This is incredibly important because by rolling a Maximum
Rushing Claw Charges Temper and Masterworking it to a Minimum of +4 Charges, this will raise your Maximum to 16 Charges and your Charges per X to 8 Charges.
This has now brought you into a place where you only have to Recharge Twice to be able to reach Maximum Charges Each Cast or 3.75s Cooldown after cast.
To reduce that final 3.75s Cooldown you will want to get a minimum of 8 Ranks in
Swift which can be achieved through the following:
- Passive Tree
Shroud of False Death
Swift Temper
Wildfire Glyph
At this point you have pretty much solved the problem but there is one other consideration to take into account.
For Maximum Damage Output you can take
Vehemence which Increases Potency Damage by 10% per Rank but it also Increases Potency Cooldowns by 5% per Rank making the
Rushing Claw Recharge Problem a little tougher.
You will end up with +1 Rank in
Vehemence by default with the
Shroud of False Death equipped so I would avoid putting more ranks here unless you are going for Maximum Pushing Potential where you are going to have to get used to less Quality of Life and Learn to Time your
Rushing Claw casts for Maximum Damage Output.
The
Wildfire glyph will assist here a little bit but as things stand you would need absolutely maxed out Tempers for both
Swift and
Rushing Claw Charges to consider maxing out
Vehemence.
How Does This Build Critical Strike And Overpower?
You will look to stack 100% Critical Chance across the build to gain permanent Critical Damage but to Overpower you will probably need to gain access to the
Nesekem, The Herald Sanctification which will allow you to Overpower some of the time.
How Do You Stack And Maintain The Sunstained War-Crozier Aspect?
The
Sunstained War-Crozier grants up to 250%[x] Damage over 10 Stacks which are activated upon using a Focus Skill.
This makes it tricky to sustain as
Ravager is currently the only skill in use that is a Focus Skill and remembering to cast this every 8 Seconds can be quite tedious.
There are two ways to solve this problem:
- Replace
Scourge with
Vortex and take the 50%[x] Damage Loss as a result. - Use the
Moni +
Kry combination to auto-cast
Vortex with a less than 50%[x] Damage loss.
Neither of these are a perfect solution but we opt to use the
Moni +
Kry combination of Runes as this nets us the least Damage Loss whilst granting some level of automation to stacking the
Sunstained War-Crozier.
Note: There is a world where
Bac might be better than
Moni so I will test and update if it is.