[3.25][Pathfinder][Poison] The Mob Boss - Blade Flurry + General's Cry

PoB: https://pobb.in/EV-LfuJLqaO1

You are basically driving around with cyclone and your goons jump out and gun/batter down your enemies.

The sentinels of purity don't add much damage but they are good for intimidation with their big bats. The miracle warriors with their Uzis are doing the heavy lifting. Because it's like a minion build but nothing scales with minions, calling them goons seems appropriate.

quality of life:
• 100% chance to avoid elemental ailments
• 100% reduced effect of curses
• 100% reduced crit dmg
• bleed / corrupted blood immunity (on flask though)
• Unspeakable Gifts (enemies explode effect)
• permanent onslaught
• phasing at home (cyclone, it's not really phasing but it kind of is)

struggles with:
• Ubers. I killed them but it wasn't easy. I am not particularly skilled.
• Charge generation in boss fights.
• These map mods:
- Reduced flask charges gained
- Reduced effect of auras on you
- Players have reduced cooldown recovery


Charge generation is done with Mob Mentality and 100% increased charge duration + low cd of General's cry (and/or frenzy on kill). So generation is reliable but slow. The build drops heavily in damage and survivability without charges. I haven't found a good workaround. This is mainly problematic in boss fights where you die... never for maps.

I can't fit Petrified Blood very well. The opportunity cost on the ascendency, to get master distiller, is high and it does not have good synergy with some other aspects of the build that are pretty strong (such as life recoup and life on hit). Without master distiller I am just perma mashing my life flask.

The build just lacks a bit of dps and tankiness to feel really solid. By the way, PoB does not estimate the dps very well, it is heavily overestimated so I added a custom modifier to reduce it.

Everything dies behind you, which means you need to backtrack if you want to pickup stuff. There isn't only the poison delay, but also the delay of your goons jumping out of your car. This is probably the worst thing about the build.

This character farmed itself, so I am happy about that. Some items I am using are incredibly particular (my unique ring, gloves) and it would be very difficult or impossible to craft an alternative. The only reason they were affordable is because I think noone else wants them. This build is not very SSF friendly. The mana mod on the ring is necessary because you need reduction to all mana costs to reduce both the cost of desecrate (non-channeling skill) and cyclone (channeling skill). The +2 to level of auras on the gloves is necessary to push purity of ice so your increased aura-effect is more effective and you get more +max cold res. The other mods are maybe not strictly necessary, but they do so much. The attack speed is also very useful because you need to hit 10 attacks per second threshold for your minions to channel blade flurry and release. That's another reason that not having (frenzy) charges hurts really bad.

If someone has good ideas to push this build a bit further that would be great! I was experimenting with some specific megalomaniacs and a 12 passive dagger/claw wheel but it's not really improving that much. Also have been trying with an elegant hubris, because with the thread of hope it allows you to do some very efficient things. But also no big gains thus far.
Last edited by najsnettel on Sep 14, 2024, 6:19:29 AM
Last bumped on Sep 14, 2024, 6:12:44 AM

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