[3.7] Agony Deliverance Tank. Bosses evaporated by scorpion friend

"
Enterich wrote:
Will this guide be updated for 3.8?

Also: what are the main differences between champion and gladiator for HoAg? ( especially the tank and dps differences )


I don't think in 3.8 much of changes for this build.
Funny my champion can close 970+ delve instances) with 11k hp and some new changes.
I skipped blight league which I think introduced a small update in the tree?
I know Patch notes are yet to come but are people still playing this come metamorph league? I could not think of a better league starter, so hopefully, this is still viable?

much love
From the dev. manifest: "Fortify and the buff from the Unshattered Will now give less damage taken, rather than reduced damage taken, preventing cases where players were close to or reaching 100% reduced damage taken."

Maybe we won't be as tanky next league?
"
LesserForms wrote:
From the dev. manifest: "Fortify and the buff from the Unshattered Will now give less damage taken, rather than reduced damage taken, preventing cases where players were close to or reaching 100% reduced damage taken."

Maybe we won't be as tanky next league?


Probably won't be as tanky because of nerf fortify.
Pity, i clear harbinger on 1125 with this build)
https://imgur.com/ttzKpm8
Nothing has been introduced to the game that substantially changes this build so I hadn't felt much need to revisit it. I'm fairly optimistic about the changes here though.

From the math I've seen the fortify change for those who don't stack sources of reduced damage taken is 2% which is roughly 1.5 life nodes worth. I think the only source of reduced damage taken in this build was the 6% from conqueror so not that much of an impact.

On the damage side however Gravepact notable and vicious projectiles buff from 3.8 improved damage a good amount and the shock changes in 3.9 might mean the crawler will start being able to do some decent shocks

I will be interested to see if the awakened versions of the skill gems like generosity and minion damage do anything interesting but at very least they would also be damage boosting options
Thanks for being so quick to update after patch notes Waffle.
I'm still gonna roll this build as my league-starter.
Im fairly confident that this can't still clear most content.

Can't wait to start again. If any1 wanna play together, HMU and let's HOAG all day and all night.
"
WaffleT wrote:
Nothing has been introduced to the game that substantially changes this build so I hadn't felt much need to revisit it. I'm fairly optimistic about the changes here though.

From the math I've seen the fortify change for those who don't stack sources of reduced damage taken is 2% which is roughly 1.5 life nodes worth. I think the only source of reduced damage taken in this build was the 6% from conqueror so not that much of an impact.

On the damage side however Gravepact notable and vicious projectiles buff from 3.8 improved damage a good amount and the shock changes in 3.9 might mean the crawler will start being able to do some decent shocks

I will be interested to see if the awakened versions of the skill gems like generosity and minion damage do anything interesting but at very least they would also be damage boosting options


Don't really understand how to calculate reduced damage now. I also using adrenaline in my tanky version its additional 10% dmg reduction.

Also any suggestions for oiled amulet? Tireless for boost hp seems not costly and Steadfast for increased fortify effect.
Last edited by alexandro_108#5328 on Dec 12, 2019, 3:32:43 AM
Hey Friends
Im selling my 3.9 char if any1 is interested in trying out this build.
PM me for more info!
Ok, this league I took a different approach, I wanted to take the build to pretty solid damage numbers while mantaining decent tankiness and clear capabilities.

This is the final result. Gear is near to min-maxing and at this point all upgrades, even small ones, would cost multiple exalts to achieve. But I think they are not necessary at all.

My fossil crafted lion pelt is the one I used when my crawler was still bi-elemental, but it's still good at the moment even if I went the cold route.

Changes I ran on the "base version" of the character:

- Quad curse
- Deathmark replaces PtL support gem, it's insane on metamorph bosses and in all endgame fights
- Golden rule, it makes virulence ramp up faster and it makes the worst map affix for the build (80% poison chance reduction at awakened level 8) slightly more manageable on single / dual target fights. It also adds corrupted blood immunity with the right corruption and tons of free chaos resistance when you really need it (i.e. chaos packs in Alva's incursions, hunter influenced maps, Chayula pure breachstones).
- Rare bow, I went for a fossil crafted short bow with some good affixes for the crawler, multimodded it and beastcrafted aspect of the avian on it
- Rare quiver, a hunter-influenced one with flat fire, life, attack speed, chance to poison on hit and ideally movement speed is best in slot. 100% chance to poison helps a bit in 80% reduced chance to poison maps. I'm still trying to get a slightly better one with movement speed but you get the idea.
- Spectres setup: stoneskin flayers from delve are really tanky and with feeding frenzy and awakened melee phys support they give a lot of damage to our beloved crawler. The intimidate from the awakened gem is so good that we can replace tombfists with grip of the council gaining a LOT of extra cold damage for our minion(s).
- Frost bomb: very useful in all endgame fights, metamorph bosses and halls of the grandmasters.
- Spirit offering: some extra survivability for our spectres and some nice damage for the crawler.

Cospri's will, Gluttony and Aul's uprising were already used with success in the past leagues, awakened curse on hit adds the 4th curse to the mix. I went for Frostbite for extra damage and some juicy freezes while mapping, but Temporal Chains is a solid defensive option too.

Catalysts help a lot to cap resistances and make the whole structure of the build more solid.

Passive tree wise, I wanted to get between 6k and 7k life in the endgame while still having all the possible utilities. With my current gear I have 80% effective chance to evade because I can reliably apply blind on all mobs, 50% attack dodge chance and 40% spell dodge chance with quartz flask on. That's not counting the defensive benefits from boots enchantment and from Lunaris + Garukhan pantheons I am currently running. The spiritual command notable is super important because we want all the attack speed we can get, since the crafted bow is slow when compared to Quill Rain. This way we can get between 4.5 and 5 aps with Rain of Arrows, which I consider a very good target for both self sustain and virulence stacking.

Planned level 100 PoB: https://pastebin.com/ezrpU25j

My current gear:






Keep in mind that this is really expensive because I amassed an insane amount of currencies in this loot fiesta league, but you can achieve very good results with a lot less.

All content is pretty easy at this point, Sirus gets really demolished by this build, lol. The freeze immunity craft on boots is mainly for Uber Elder and Sirus itself.

My current PoB sits at way over 6M shaper DPS and I didn't obviously check frenzy charges and onslaught on minions because they are non-existent in pure single target fights (like Sirus), but they add a lot of boss damage in fights with adds, where both frenzy charges (from gluttony's poacher's mark) and onslaught (from the Ravenous horde notable) are added to the mix.
Last edited by djnat#4628 on Feb 23, 2020, 10:58:11 AM

Report Forum Post

Report Account:

Report Type

Additional Info