Core requirements
The advanced setup is A, and the budget setup is B.
- Core
- 2 Mosaics · 50% + 50% = 100%
- Charges
- Phoenix 2 · Thunder 3 · Ice 3 · Cobra 3
- Speed
- Primary-weapon basis: A 55 / B 85 IAS
- Defense
- Fade 20 · Weapon Block 1 · Raven Frost
Attributes
Total attributes with equipment · hard points shown separately
| Strength | A·B 156Total with equipment |
|---|---|
| Dexterity | A·B 79Total with equipment |
| Vitality | All remaining pointsHard points |
| Energy | 0No hard points |
Attribute calculations and equipment changes
Strength
Use upgraded Gore Rider's 156 Strength requirement as the target. A Include Enigma's Strength bonus, but B requires additional investment.
Dexterity
Both weapons use Greater Talons requiring 79. Mixing Runic Talons requiring 115 changes requirements and combination conditions.
Vitality
After meeting equipment requirements, put all remaining attribute points into Vitality.
Energy
Use equipment mana/recovery and potions. Keep any Energy granted by equipment.
Skills
Level 90 · 101 hard points
Includes 12 quest points; equipment skill bonuses are excluded. Unlisted skills have 0 points. A and B use the same allocation.
Investment order
Level with traps until you have 2 Mosaics. Do not respec into this charge-preservation tree with only one completed.
Phoenix Strike20
Claws of Thunder20
Blades of Ice20
Fade20. Obtain movement and crowd-control prerequisites, then put the remaining 9 points into
Dragon Talon.
Equipment skill bonuses and allocation notes
The table and image show 101 hard points. Add equipment bonuses to all skills, class skills and skill tabs separately; synergies use hard points.
A and B use the same base tree. Do not mix the equipment or point swaps of optional variants into the base allocation.
A·B Shared · Level 90
Open this allocation in the simulator ↗
Equipment
A / B: compare modifiers and replacement requirements.
| Slot | Advanced A | Budget B | Conditions |
|---|---|---|---|
| Main hand | A | B | Completing both weapons comes before bonus skills |
Main-hand choice and replacement detailsA · Setup requirementsGreater Talons · Mal/Gul/Amn 50% chance not to consume charges · prioritize +3 Phoenix Strike B · Setup requirementsGreater Talons · Mal/Gul/Amn 50% chance not to consume charges · usable without bonus skills | |||
| Off hand | A | B | Changing one weapon loses 100% charge preservation |
Off-hand choice and replacement detailsA · Setup requirementsGreater Talons · Mal/Gul/Amn 50% chance not to consume charges · prioritize +3 Phoenix Strike B · Setup requirementsGreater Talons · Mal/Gul/Amn 50% chance not to consume charges · usable without bonus skills | |||
| Helm | A | B | A Lightning resistance reduction and a 65 FCR setup |
Helm choice and replacement detailsA · Setup requirements15% IAS / All Resistances 15 jewel · 25% FCR B · Setup requirementsOrt/Sol All Skills 1 · Lightning Resist 30 | |||
| Armor | A | B | B approaches with Dragon Flight |
Armor choice and replacement detailsA · Setup requirementsMage Plate · Jah/Ith/Ber Teleport · All Skills 2 B · Setup requirementsMage Plate · Shael/Thul/Lem 45% IAS · Assassin Skills 2 | |||
| Gloves | ARare gloves | BRare gloves | Keep Martial Arts 2 and IAS 20 |
| Belt | A | B | A Movement cast rate · B Survival |
Belt choice and replacement detailsA · Setup requirements20% FCR · All Skills 1 B · Setup requirements10–15% Damage Reduced | |||
| Boots | A | B | Physical kick damage supports Cobra recovery |
Boot choice and replacement detailsA · Setup requirementsMyrmidon Greaves · requires 156 Strength Elite upgrade · 15% Crushing Blow B · Setup requirementsMyrmidon Greaves · requires 156 Strength Elite upgrade · 15% Crushing Blow | |||
| Amulet | ACrafted amulet | BRare amulet | A25+20+10+10=65 FCR |
| Ring 1 | A | B | Maintain fast charging and kicks |
Ring 1: choice and replacement detailsA · Setup requirementsCannot Be Frozen B · Setup requirementsCannot Be Frozen | |||
| Ring 2 | ARare ring | BRare ring | Maintain A 10 FCR · B Prioritize resistances |
Mercenary and weapon swap
| Slot | Advanced A | Budget B | Conditions |
|---|---|---|---|
| Mercenary | A Act 2 Might | B Act 2 Might | A Conviction · B Meditation and physical support |
| Weapon swap | A | B Staff with Teleport charges | Buff before charging, then return to both Mosaics |
Upgrade order
- Complete both Mosaics first with 2 Mal and 2 Gul
- Elite Gore Rider, Raven Frost and IAS gloves
- Finish survival with Fade and resistance charms
- Enigma and the 65 FCR package
- Infinity, Griffon's Eye and Martial Arts charms
Playstyle
- Before combat
Use Fade and warcries. Build Phoenix 2, Thunder 3, Ice 3 and Cobra 3 charges on weak enemies, then refresh the timer with kicks.
- Ordinary packs
Dragon Flight to an edge target → Dragon Talon. While moving to the next pack, land a finisher before the 15-second charge timer expires.
- Bosses
Maintain Cobra 3 and repeatedly use Dragon Talon. Use recovery potions against enemies that cannot be leeched or mana burn.
- Handling immunes
Use Blades of Ice's cold damage and physical kicks against lightning immunes; use Phoenix 2 and Claws of Thunder against cold immunes. B should not insist on dual-immune or physically resistant elites.
- B Farming areas
Areas with continuous packs, such as Cows and the Pit, work well. Avoid long travel, mixed immunities and dangerous ranged lightning packs.
- Transition requirements
At level 53 or higher, prepare 2 Mosaics, Cannot Be Frozen, resistances and kick boots together. Enigma and Infinity are not required to switch.
Mechanics and notes
Choosing charges
Phoenix Strike triggers only its current charge stage. The default is lightning at 2 charges; reaching 3 changes the attack. Keep Thunder, Ice and Cobra at 3 charges each.
Keep both weapons
Two 50% chances not to consume charges total 100%; finishers refresh the charge duration. After 15 seconds during town maintenance or other downtime, rebuild the charges.
Why not charge Fists of Fire
Charged Fists of Fire converts 3% physical damage to fire per skill level. This base setup invests only its 1 prerequisite point and leaves it uncharged to retain Cobra recovery and physical support.
Adding weapon IAS
Do not add both Mosaics' 20 IAS into 40. With matching Greater Talons: primary weapon 20 + gloves 20 + helm 15 = A 55; B uses primary weapon 20 + gloves 20 + Treachery 45 = 85.
Strengths, limitations and farming style
Strengths
Strong area damage with just two Mosaics
Several elements and physical damage answer immunities
Limitations
Charges need upkeep and rebuilding
Dense effects and expensive high-end bases
Additional variants
Fire-focused
Fists of Fire 20 and Phoenix 1 charge form a separate variant. Move 19 points from the base Fade 20 to Fists of Fire and replace lost resistances with gear. At charged Fists of Fire level 34 or higher, do not expect Cobra's physical leech.
Claws with bonus skills
Replacing bases with +Phoenix Strike/+Claws of Thunder does not change the 101 hard points. Check base requirements and speed first.











