Build introduction
The
Fleshrender Druid devastates Nearby Poisoned enemies by using Defensive Skills for a large burst of Poison damage. The Fleshrender Druid is an effective and high-damage build thanks to a few interactions.
- The
Petrify Rank 5 effect resets the cooldown on all other skills, including the Defensive Skills that trigger the Fleshrender effect. - The
Xan Rune gives easy uptime to Critically Overpower all damage sources.
Nature’s Fury triggers of extra Defensive Skills will also trigger extra hits from Fleshrender.
The Fleshrender Druid is sometimes called the Singing, Roaring, or Shout Druid. This version of the Fleshrender Druid is less sing-y, and will primarily use
Earthen Bulwark and
Cyclone Armor as its Defensive Skill triggers, with
Debilitating Roar and
Blood Howl as buff maintenance secondary skill triggers.
Strengths and Weaknesses
- Wide Area of Effect attack
- Easy to manage Bossing
- Very Button Spam
- High Gearing Requirement
Build Requirements
The following Unique Items are required for build functionality to get started on the Fleshrender Druid:
Symbiotic AspectCooldown Requirements
- For this build to play smoothly, you will want your
Petrify cooldown to be below 10 seconds for the smoothest play. This is done with
Airidah’s Inexorable Will, tempers on Amulet and Jewelry, and other sources. Check out the Petrify Cooldown Management section for more information. - You will also want your
Cyclone Armor and
Earthen Bulwark cooldowns to be about 6 seconds, so they will reset within one
Symbiotic Aspect trigger.
This build uses Runewords as a key mechanism for significant damage output multipliers. The
Zan
Xan combination gives high uptime on Critical Overpowers for all damage, including the damage triggers from
Fleshrender. Access to Runewords requires the Vessel of Hatred expansion. This is an Eternal-friendly build.
Quick Navigation
This guide covers everything necessary to get started on your Fleshrender Druid adventure, including Skill Tree points, Paragon, Gearing, and Seasonal updates. Navigate straight to hot topics here:
| Gearing, Gems, and Runes | Paragon Board |
| Rotation and Playstyle | Season Updates |
| Petrify Cooldown Management | Variant Options |
Skill Bar and Skill Tree Points
There are several flex options for Skilling that can change based on the content, like speedfarming or pit-pushing. Check the Variant Options section to optimize for your content.
Eternal players complete Renown events in each zone for additional Skill Points, while Seasonal Players engage with the Season Journey and Rank for these Skill points.
See how these Skills play in the Rotation and Playstyle section.
Druid Class Mechanic – Spirit Boons
Druids unlock powerful Spirit Boon passives, giving offerings to the animal spirits to receive their Blessing. Once fully unlocked, activate the final Boon by Spirit Bonding with one of the four animal spirits to take two passives from that row.
| Boon Name | Animal | Effect |
|---|---|---|
| Wariness | Deer | Take 15% Reduced Damage from Elites. |
| Avian Wrath | Eagle | Gain 40% Critical Strike Damage. |
| Bolster | Wolf | Fortify for 50% of your Maximum Life when you use a Defensive Skill. |
| Overload | Snake | Dealing Storm damage also applies an additional 20% Poisoning damage over 5 seconds. Lucky Hit: Dealing Poison damage has up to a 35% chance to summon a Lightning Bolt on the target dealing 120% damage. |
| Calm Before the Storm | Snake | Lucky Hit: Nature Magic Skills have up to a 10% chance to reduce the Cooldown of your Ultimate Skill by 2 seconds. |
Check the Variant Options section for more ways to fit your preferred playstyle.
Gear, Stats, Gems, and Runes
Check these sections for all important Fleshrender Druid gearing considerations to improve the power of your character in the endgame.
Legendary Aspects
Gear slots with multiple options are listed in recommended priority. Any slot with a non-required Mythic Unique or Unique Item will include a valid alternative legendary power to use while still leveling and gearing. Combine these with the right stat priorities.
| Slot | Aspect | Unique/Legendary Aspect Power |
|---|---|---|
| 1 Handed Mace | Casting a Defensive Skill deals damage to Nearby Poisoned enemies, increased by 50% for every 100 Willpower you have. | |
| Totem | Aspect of the Rabid Bear | Deal 40-80% more Poison Damage. While Shapeshifted, your direct damage is converted into Poison damage. |
| Helm | Your Earth Skills are now also Werebear Skills and Fortify you for .2-.5% of your Maximum Health. | |
| Chest | If you haven’t dealt damage in the last 2 seconds, gain Stealth and 40% Movement Speed. | |
| Gloves | Aspect of Creeping Death | Your attacks randomly deal 1% to 200-300% of their normal damage. |
| Pants | Symbiotic Aspect | When the Nature’s Fury Key Passive triggers a free Skill, your non-Ultimate Cooldowns of the opposite type are reduced by 2-6 seconds. |
| Boots | Khassim Steppewalkers | Damaging 150-100 Enemies with Nature Magic Skills grants Max Movement Speed and Unhindered for 4-8 seconds. Enemies you run through are Immobilized for 1 second. |
| Amulet | Aspect of Natural Balance | Casting a Storm Skill grants your Earth Skills 50-70% Critical Strike Damage for 4 seconds. Casting a Earth Skill increases the Critical Strike Chance of Storm Skills by 10-15% for 4 seconds. |
| Ring 1 | Casting an Ultimate Skill Pulls in Distant enemies, dealing Physical damage to them and increasing by 10% for every 1 point of Willpower you have. This effect repeats once more 5 seconds later. | |
| Ring 2 | Vehement Brawler’s Aspect | Casting an Ultimate Skill increases your damage by 10-30% for 8 seconds. Gain 2 additional Ultimate Skill Ranks. |
In early gearing, having your
Symbiotic Aspect on Amulet may be necessary for smoothness of play.
Stat Priority and Tempering Affixes
Each line of affixes is listed in order of importance, with some alternatives given. The bolded affixes are the most important targets for Greater Affixes and Masterwork Critical Increases. Check the Tempering guide and Masterworking guide for more details about these topics.
| Slot | Gear Affixes | Tempering Manual Affixes |
|---|---|---|
| Unique 1 Handed Mace | Willpower Ranks to Defensive Cooldown Reduction Ranks to Defensive Skills | |
| Totem – Legendary Aspect | Cooldown Reduction Willpower Maximum Life Luck Hit Chance | |
| Unique Helm | Maximum Life Willpower% Ranks to Armor | |
| Mythic Chest | All Stats Maximum Life Damage on Next Attack After Entering Stealth Resource Generation | |
| Unique Chest | Maximum Life Ursine Strength’s Bonuses Ranks to Werebear Overpower Damage | |
| Unique Gloves | Lucky Hit Chance Critical Strike Chance Attack Speed Lucky Hit: Chance to Make Enemies Vulnerable for 3 Seconds | |
| Gloves – Legendary Aspect | Willpower Maximum Life Attack Speed Resistance to All Elements | |
| Pants – Legendary Aspect | Willpower Armor Maximum Life Reistance to All Elements | |
| Unique Boots – Khassim Steppewalkers | Inherent: Attacks Reduce Evade’s Cooldown by 0.5 Seconds Ranks to Crowd Control Duration Nature Magic Cooldown Reduction Ranks to | |
| Amulet – Legendary Aspect | Willpower% Ranks to Ranks to Ranks to | |
| Unique Ring – | Willpower Damage to Close Enemies Lucky Hit Chance Ultimate Skill Cooldown Reduction | |
| Ring – Legendary Aspect | Willpower Maximum Life Attack Speed Resistance to All Elements |
Cooldown Reduction to
Petrify, Nature Skills and to Defensive Skills is high value. Try to target Greater Affix for these Cooldown Reductions on the
Airidah’s Inexorable Will, Khassim Steppewalkers, and Fleshrender.
Mastercraft and Greater Affix as available until Petrify cooldown is below 10 seconds, and to get
Earthen Bulwark and
Cyclone Armor below 6 seconds to make gameplay smooth with
Symbiotic Aspect.
Attack Speed is a minor gain in faster spell queueing for your Skills.
Critical Strike Chance is covered by the
Xan Runeword, so you will not need gear affix investment.
After gearing, look at progression systems like Paragon next.
Uniques and Mythic Uniques
The following Unique Items are required, recommended, or optional for the Fleshrender Druid:
Fleshrender is the primary source of damage for this build, doing a burst of damage to Poisoned Enemies after using a Defensive Skill.
Vasily’s Prayer makes Earth Skills into Werebear skills. This includes
Petrify and
Earthen Bulwark. This also means the Fleshrender burst triggered from
Earthen Bulwark has both the Earth and Werebear tags for damage multipliers.
- (Before Mythic)
Insatiable Fury has strong gearing affixes and gives Skill Ranks to all Werebear Skills. With
Vasily’s Prayer, this includes Earth Skills as well.
Fists of Fate gives easy Vulnerability application, a moderate damage multiplier average, and is a large source of Lucky Hit. Lucky Hit is a large boost for effects like
Sinister Tendrils Poison application, and for Lucky Hits like Calm Before The Storm spirit boon. - Legendary Gloves are a valid choice as well with options like
Aspect of Creeping Death. If legendary gloves with high Greater Affixes and strong mastercraft to Willpower can be found, it can be better than
Fists of Fate.
- Legendary Gloves are a valid choice as well with options like
- (Before Mythic)
Tibault’s Will is a strong damage multiplier and damage reduction source, and its effect will constantly be active thanks to
Enhanced Earthen Bulwark. Using this is viable before Mythic Uniques, as
Symbiotic Aspect can be moved to the chest.
- Khassim Steppewalkers are a high source of Nature Magic Cooldown for
Cyclone Armor,
Earthen Bulwark and
Petrify.
Airidah’s Inexorable Will is the primary source of high Ultimate Cooldown Reduction% for
Petrify, and grips enemies on and after Ultimate cast. Getting a Greater Affix in the Ultimate Cooldown Reduction can be the biggest difference in function for this build.
Mythic Unique Items
Shroud of False Death – As with nearly all druid builds, Shroud is a strong Mythic Unique item, granting +1 in all Skill Passives and decent Gearing Affixes. The boost to Skill Passives means gains in damage multipliers, damage reduction, fortify, and various utilities.
Check our Unique Item Target-farming guide for information on where to find everything you need.
Gems and Runewords
The following are the recommended Gem and Runeword setups for the Landslide Druid.
Gems
| Weapon Gems | Armor Gems | Jewelry Gems |
|---|---|---|
For increased Willpower | For All Resistances |
Runewords
Use these Runeword combinations for the Fleshrender Druid, placed into Armor Slots.
| Runeword Combination | Effects |
| Zan Xan | |
| Yul Qax |
Runewords use a conditional Rune of Ritual to generate Offering. The Offering is consumed by the Rune of Invocation to trigger its effect. Runes replace Gems in gear with two sockets. Up to two sets of Runeword Pairs can be placed at a time.
Xan will provide a high volume of periodic Critical Overpowers.
Qax will give a strong periodic damage multiplier.
Situationally
Ahu can be a better trigger than
Yul; it is better in groups of enemies where you can have multiple targets triggering the Lucky Hit effect, and worse against low amounts of enemies like during a single-target boss.
Paragon Board
The following are the preferred Glyphs, Boards, and pathing recommended for making the most of the Fleshrender Druid.
The road to max Paragon is long. The above Paragon tabs show the following:
- The BASE SETUP tab spends 50 fewer points than the max 328 points, taking a stricter pathing to take almost all Legendary, Rare, and Magic Nodes, and activates all Glyph Nodes with their secondary effects.
- The FULL SETUP tab completes the paragon board in its final form, filling in the rest of the board to get the rest of the desired Magic and Rare Nodes, filling out Glyph additives, and then spending the rest of the points on Willpower to scale
Fleshrender.
Glyphs have two significant breakpoint increases. At Level 15, the glyph grows in radius and gains a special effect. At Level 46, the glyph grows to max radius and gains a strong conditional damage multiplier.
Glyphs are placed as if they are at least Level 15+ in radius. Total Boards placed are now limited to a max of 5; the Starter Board and four Class Boards. Rotate boards as necessary.
Season 11 Mechanics
Divine Gifts
Earn Corrupted Essences by defeating the Lesser Evils in their associated content. These Essences can be transformed into Divine Gifts by Hadriel. Divine Gifts have three aspects:
- Increased reward in the associated content
- A purified effect
- A corrupted effect
Slotting an Essence into the Purified slot grants double drop rewards and a boon, while slotting an Essence into the Corrupted slot grants normal drop rewards and a curse. Upgrade these gifts by engaging with their content. Leveling these Gifts increases the drop rewards while the boon and curse stay the same.
Here is a general setup for Divine Gifts:
Helltides – Duriel
- Purified: Essence of Pain – Briefly gain maximum Barrier after becoming Injured, every 20 seconds.
- Corrupted: Essence of Squallor
World Bosses – Azmodan
- Purified: Essence of Sin – Gain 20% increased Armor.
- Corrupted: Essence of Hellfire
Kurast Undercity – Andariel
- Purified: Essence of Anguish – Gain 30% Movement Speed.
- Corrupted: Essence of Screams
- Note: If you are already move speed capped or need extra defense, swap the Andariel Gifts for a 20% Resistance boost to defense.
Belial – The Pit
- Purified: Essence of Lies – Fortify for 1% of your Maximum Life a second.
- Corrupted: Essence of Shadows
These Gifts can be freely swapped based on desired rewards. For example, swap the Belial Gifts to earn more gold while in the Pit.
Sanctification
Hadriel offers a final gamble to empower items. Use the Heavenly Forge to Sanctify the item, imbuing the item with heavenly power.
Sanctifying is the final change for an item. After Sanctifying the item, it cannot be upgraded, masterworked, tempered, or otherwise altered, including its Aspect. Runes and Gems can still be swapped.
Options that can happen include:
- Apply a bonus Legendary power
- Improve an Affix into a Greater Affix
- Add a bonus Affix from a pool of special Sanctification affixes
- Replace an existing Affix with a random Sanctification affix
- Add a random amount (5-25) of bonus Quality
Some of the jackpot desirable Sanctifications include +Ranks to All Skills, Useful Affixes like Critical Strike Chance or Attack Speed, or Offensive Generic Legendary Aspects. The potential Quality Increases will be especially strong on a weapon, increasing its DPS. Other options can ruin your item, such as replacing a necessary existing affix.
Mercenaries
Once unlocked, Mercenaries are followers that aid the Player in combat. A main mercenary is chosen to fight alongside you, granting strong buffs or perks, and a secondary Mercenary is chosen to periodically Reinforce you under a chosen Opportunity condition.
Main Mercenary – Subo, the Drunken Archer
- Skills:
Wire Trap,
Ready At Hand,
Cover Fire,
Opening Fire
Reinforcement – Raheir, the Shieldbearer
Subo’s
Opening Fire Critical Strike Damage debuff is a strong damage gain. The minimap target tracking is high-quality of life on top. Other Mercenaries are usable, such as if you need additional defenses like Armor from Raheir.
Build Mechanics
Rotation and Playstyle
The primary damage cycle for the Fleshrender Druid is:
Petrify to Stun, apply the Critical Strike Damage debuff, and grip enemies with
Airidah’s Inexorable Will.
Cyclone Armor to debuff enemies, apply the Poison via Overload Boon, and trigger
Fleshrender.-
Earthen Bulwark for Barrier, Unstoppable, and to Trigger
Fleshrender.
Buff Maintenance:
Debilitating Roar and
Blood Howl are secondary Skills used for Buff Maintenance:
Debilitating Roar applies a damage-dealt buff on yourself and damage damage-taken debuff on enemies. Cycle this into your cast rotation at least every 4 seconds.
Blood Howl gives an attack speed bonus and a boost to
Toxic Claws. Cycle this in at least every 8 seconds.
Why Earthen Bulwark and Cyclone Armor over Debilitating Roar and Blood Howl?
Nature’s Fury naturally favors Storm and Earth Skills, and is the target for our
Symbiotic Aspect resets. As well,
the Aspect of Natural Balance will affect these two skills.
Earthen Bulwark has the more favorable Earth + Werebear tags and has a damage trigger for Lucky Hits with
Innate Earthen Bulwark.
Cyclone Armor applies Poison with Overload Boon and has a damage trigger for Lucky Hits.
Debilitating Roar has a favorable Werebear tag, but no damage trigger, and has a longer spellqueue to activate.
Blood Howl has no damage trigger and no favorable damage Tags.
Storm Strike is the lowest filler, to apply the Poisoned condition to enemies or trigger Lucky Hits.
Skills, Support, and Synergies
Fleshrender is the primary source of damage for this build. Defensive Skills used on Nearby Poisoned enemies trigger its damage. The Fleshrender damage is Poison type, and scales with generic modifiers, with Willpower, and with tags of the attached Defensive Skill. For example, Fleshrender bursts from
Earthen Bulwark will have the Earth Tag, and with
Vasily’s Prayer, the Werebear tag as well. This makes the Fleshrender damage benefit from passives like
Resonance.
The Defensive Skills used in the primary cycle are
Earthen Bulwark and
Cyclone Armor:
Earthen Bulwark is an Earth and Werebear (thanks to
Vasily’s Prayer) Skill that gives Barrier, Unstoppable, and a damage trigger with
Innate Earthen Bulwark.
Cyclone Armor is a Storm skill that, thanks to Overload Spirit Boon, applies the Poisoned condition to enemies.
Both of these skills have damage instances attached, which is useful for Lucky Hit triggers like Sinister Tendrils. They are also faster casts than
Debilitating Roar, which makes them the preferred primary cycle Defensive Skills.
Petrify is our Ultimate Skill. It stuns, grips enemies, grants Spirit, applies a Critical Strike Damage debuff, and resets all other Skills’ cooldowns. Its Rank 5 effect to reset other Skills is a significant enabler for the Fleshrender damage cycle.
What is Nearby
Fleshrender deals Poison-type damage to Nearby Poisoned enemies. Unlike Close, which is melee range and a bit farther, Nearby is a much larger range that will be just about the radius of a standard monitor. You can get a feel for the distance at the training dummies if desired. It is about the distance from the dummies to the doorway of the training room.
Applying Poisoning
The Poisoned Condition is necessary for
Fleshrender to deal its damage against a target. How much Poisoning value is not important, just that the enemy is Poisoned. Not all Poison sources apply Poisoning damage over time. We apply Poisoning with:
- Overload Spirit Boon causes our Storm-tagged damage, like from
Cyclone Armor, to apply Poison. - Sinister Tendrils is a Lucky Hit chance to apply Poisoning damage over time to enemies.
Key Passive
The Key Passive for Fleshrender Druid is
Nature’s Fury. Skills Autocast from sources like Nature’s Fury mean a high amount of extra triggers of the Fleshrender effect. Between high amounts of Cooldown Reduction, Petrify Cast resets on Skills, and
Symbiotic Aspect, the game flow should be pretty smooth once well geared.
Petrify Cooldown Management
Petrify resets the cooldowns on our other skills at Rank 5. The more we can reset Petrify, the smoother our gameplay. We reduce the Cooldown in a few ways:
- General Cooldown Reduction sources, like on Totem.
- Nature Magic Cooldown Reduction like on Khassim Steppewalkers.
- Skill ranks in Petrify reduce cooldown, such as from Skill Points or from
Vehement Brawler’s Aspect. - Kills on enemies affected by
Petrify reduce the cooldown by one second. In trivial content, this is notable, while in push, it is insignificant. - Hitting a Boss with Petrify reduces Petrify by 10 seconds.
- Calm Before the Storm is a lucky hit, reducing Petrify cooldown.
- Ultimate Cooldown Reduction from
Airidah’s Inexorable Will. Greater Affixing this can be the largest source of Cooldown Reduction for Petrify. - Tempers for Cooldown Reduction – Petrify on Jewelry Slots
Variant Options
Petrify,
Cyclone Armor, and
Innate Earthen Bulwark are locked in as part of your Primary Gameplay Cycle.
However, there are a few ways to play this to suit your playstyle preference or attack tempo.
Both passives of
Cyclone Armor are valid to use.
Preserving Cyclone Armor pulls in enemies and gives a defensive boost, while
Innate Cyclone Armor slows and applies a damage taken debuff. While Innate is taken by default, if you find it disruptive, then try out Preserving.
Debilitating Roar and
Blood Howl are buff maintenance and redundancy skills when you miss or are working on a Petrify Reset. Debilitating Roar is also a tidy Damage Reduction to enemies and Damage Taken Debuff against enemies, and maintains Werebear form, so it is not a large loss to use.
Blood Howl can provide attack speed, toxic claws boosts, and werewolf form boosts to things like
Heightened Senses.
The final Skill is fully flexible. Either it can just be ignored in favor of having more skill points to move around into damage multipliers or used as filler for various gameplay modifiers. You can try out the following Skills and their adjustments as you prefer for playstyle:
Storm Strike can be a basic filler to help jumpstart poisoning and applying Vulnerable to enemies. - The glove slot can flex to
Aspect of Impending Deluge if you have well-itemized Legendary Gloves.
- The glove slot can flex to
Poison Creeper can be another easy way to apply Poisoning, and can allow us to flex off the Overload Boon into Calm Before the Storm. - Use Poison Creeper with
Subterranean Aspect on the gloves to help trigger Lucky Hits like Calm Before the Storm and Sinister Tendrils. - Put 1 Rank in
Landslide, and take
Enhanced Landslide and
Raging Landslide. More pillars mean more Lucky Hit chances.
- Use Poison Creeper with
Primal Shred can be used as a Mobility tool.
There’s also the option to take no non-essential skills and just play with the three locked-in skills in a three-button playstyle. Feel free to try it out; it can be the easier playstyle depending on the content and the level of your gear. Spare Skill Points can go to
Defensive Posture and
Vigilance.
Some other small Spirit Boon flexes are available depending on the content. The Deer and Wolf boons are all relatively low value; you could, for example, take Prickleskin over Wariness for a bit more damage, or Advantageous Beast for speed farm. Then the Wolf could take Calamity for a bit more Petrify Duration when there is intermittent downtime in a run.
Speedfarming
For Speed Content, try out one or more of the following:
- Replace
Qax with
Jah for more Mobility. - Use Advantageous Beast Spirit Boon if movement speed is not capped.
- Use
Primal Shred as your filler Skill for Mobility.
Managing Fleshrender APM
This build is a high actions per minute build. It is incredibly spammy both in Skill casts of your Petrify -> Cyclone Armor -> Earthen Bulwark cycle. This is a constant tempo of actions that lasts through the entire run of your content.
Repetitive Stress Injury and Carpal Tunnel are real, and this build may be demanding depending on how you play it. If there are any issues with hand pain, please consider some of the following.
- Relook at your Skills on the Skill Bar and how they are placed. A 321 flow might be easier on your hands than another setup.
- Relook at keybinds. Mouse Buttons, different triggers on the controller, or even the scroll wheel may be better binds.
- For PC, the Numlock trick from Diablo 3 still works for autocasting abilities.
- Secondary Bind your skills to Numlock 1-4
- Have Numlock set to on.
- Press and hold the skills you want to autocast, and turn Numlock off while still holding those skills
- Release these keys, and the skills should autocast whenever they are off cooldown and you are out of town.
- Controller users are more blessed; they can just hold down most skills for autocast as they are available.
- Be wary, as other helpful tech like Mouse or Keyboard Macros to turbocast or sequence cast off one hotkey, or for Console, controller turbo settings, may violate TOS for gameplay automation. Definitely avoid those.
Elixirs, Incense, and Health Potions
The Alchemist offers helpful consumables at the cost of foraged materials found throughout Sanctuary.
- For Elixirs, craft
Elixir of Advantage II for Attack Speed and Lucky Hit Chance. - One of each Incense Category can be used, for a total of three active Incenses at a time. In priority:
- Defensive –
Reddamine Buzz for Max Life - Core Stat –
Blessed Guide for Willpower. - Resistance –
Soothing Spices for All Resist, All Resist Maximum, and Armor.
- Defensive –
Season 11 Updates
Note that there are lots of sweeping changes to defensive systems, gearing, masterworking, tempering, and season journey. The new Unique Boots Khassim Steppewalkers with the high Nature Magic Cooldown Reduction will be a welcome addition.
The following list details the important changes in the Season 11 Patch Updates that are specific to the Fleshrender Druid. For general Season 11 information, check out our Season 11 Hub.
Itemization:
Aspect of the Rabid Bear (Bear) - Previous: While Grizzly Rage is active, your direct damage is converted into Poison damage, you deal 40-80% more Poison damage, and you passively spread Rabies.
- Now: Deal 40-80% more Poison Damage. While Shapeshifted, your direct damage is converted into Poison damage.
Vasily’s Prayer – Fortify reduced from 2-5% to .2-.5% of Maximum Life.- New Item – Khassim Steppewalkers – Damaging 150-100 Enemies with Nature Magic Skills grants Max Movement Speed and Unhindered for 4-8 seconds. Enemies you run through are Immobilized for 1 second.
Skills and Stats:
- Earthen Devastation:
- Previous: Your Earth Skills deal 10% increased Critical Strike Damage, increased by 20% of your Damage vs Crowd Controlled bonus, up to 60%.
- Now: Your Earth Skills deal 70% increased Critical Strike Damage.
- Sinister Tendrils:
- Previous: Nature Magic Skills deal 35% increased damage to Poisoned enemies. Lucky Hit: Nature Magic Skills have up to a 40% chance to Poison the enemy for 800% damage over 4 seconds.
- Now: Deal 40% increased damage to Poisoned enemies. Lucky Hit: Nature Magic Skills have up to a 40% chance to Poison the enemy for 1000% damage over 4 seconds.
Bug Fixes:
- Fixed an issue where the Movement Speed buff from Khasim Steppewalkers could be permanently granted when casting two defensive skills in a row.
- Fixed an issue where the description for the buff from Khasim Steppewalkers displayed the wrong values.
Changelog
- 6 December, 2025: Updated for Patch 2.5 and Season 11.
- 21 September, 2025: Updated for Patch 2.4 and Season 10. Seasonal Players please note that the Season 10 Mechanics section has setups that include the seasonal Chaos Armors.
- 6 July, 2025: Updated speedfarm variant and horadric arcana options.
- 27 June, 2025: Build created for Season 9 and Patch 2.3.

