[3.4] Immortal Voidgorger - Cyclone Juggernaut/Inquisitor


The Highly Technical Illustration by Cyrix

Videos
Über Elder demonstration
Short Delve demonstration

Motivation
After starting off the league with a Shrapnel Shot Saboteur, which is a great mapper and boss killer but a bit slow and fragile for delving, I wanted a build that could clear delves safely and relatively fast too. By now it should be clear that I really like to play with gimmicky mechanics, so I tried to cram as many gimmicky synergies as I can into one build once again.

I have been thinking of making my own Gluttony-abusing build for a while now, so I started with the requirement that the build should use a Gluttony and generate enough Endurance Charges to sustain Cast When Damage Taken Immortal Call. Gluttony needs to be paired with a movement skill and since Flicker Strike is suicidal in Delve and I prefer Cyclone over Concecrated Path, Cyclone is an easy choice for the main skill.

Since I'm going to be immune to Physical Damage most of the time, and when I am not, I want to harm myself as fast as possible, Abyssus is an easy next step to take. Since I have lots of extra flat physical damage and Crit. Multiplier and am using an area skill, Voidforge becomes an obvious choice for a weapon. Additionally, since I am already immune to physical damage and can not benefit from armour or energy shield, shoring up the defences with a Loreweave and picking Acrobatics and Phase Acrobatics from the Skill Tree comes off cheap.

Viability
This build can clear all maps and kill all bosses. My builds are usually focused on either clear speed or single target damage, but this one strikes a reasonable balance between the two, which makes it very comfortable to use in Delve.

My current version does about 600k Shaper dps without flasks and roughly 900k dps with flasks.

Farming Überlab with an Abyssus is not recommended. Playing HC with an Abyssus is not recommended. Über Elder will be annoying until you have very high levels and high end gear. All other end game bosses and content are outright easy.

Skill tree
https://pastebin.com/WiMR7w5Y My current PoB setup
Direct link to the character in my profile

The skill tree and PoB settings and gear should be mostly self-explanatory, but there are a few things worth pointing out. I connect to Scion, Shadow and Templar for their bonuses with Pure Talent. If you don't use the jewel, you should reconsider those skill point investments.

Blood Drinker is my only source of leech, so you should take it early. Phase Acrobatics is optional, but I took it after I managed to squeeze in a pair of +1 Atziri's Steps. The shenanigans with the Might of the Meek are not necessary if you are not starved for resists.

The area around Unnatural Instinct is extremely powerful. Force of Nature, Primeval Force, Heartseeker and Winter Spirit would all give massive improvements to damage, but I am starved for skill points. If you are a Mathil, go for them.

Inquisitor gives bigger numbers than Assassin for me, but Assassin might be a a good alternative if your version is slightly different from mine. Juggernaut is mandatory to keep the Immortal Call cycling and the accuracy bonus makes gearing much more simple.

Gear

Voidforge is the Doomfletch of melee. It triples your physical damage from other sources and quadruples it if you can convert all of your physical to elemental damage.


Gluttony keeps the CWDT setups going, most important of which is Immortal Call. The life, mana and Frenzy Charges from Poacher's Mark are also nice.


Abyssus gives flat damage and critical multiplier for Voidforge and it even makes Gluttony hurt us harder, which makes Immortal Call restart faster. There's no downside!


80% resists is the real reason to use Loreweave, but benefiting from all of its offensive mods is also very convenient.


With Voidforge, damage conversion counts as extra damage, which is significantly better. 50% extra damage is reason enough to use Hrimburn, but you might have to use something else if you can't get your resists in order. Tombfists are also always an option, but it'd feel like I am missing out on something if all that physical damage was being eaten by the ''Deal no Non-Elemental Damage'' modifier.


+1 Endurance Charges means Immortal Call has longer duration than its cooldown without the need to add more levels to it. Without the corruption, I'd prefer rare boots with tons of resists, since cramming a total 420 points of resistances into the rest of my gear was a nightmare.


My jewellry is absurdly good, since I managed to slam the elemental damage on both of my already great rings with exalted orbs and I got an amazing amulet for cheap on the market. Finding similar ones for your version of the build might not be a realistic expectation. Crit, physical damage, life and resists are all very important. Elemental damage is likely far too expensive to even think about when purchasing rares. Using rare gloves or boots gives you lots more flexibility with the jewellry.


Flasks are entirely up to personal taste. These are the ones I have been the happiest with, but I have also used an Onslaught flask at times. The Wise Oak is not worth it if you can't balance your resistances. As I previously said, gearing for the right resistances was an outright nightmare for me.

Skills
Cyclone - Melee Physical - Ele. Damage W. Attacks - Inc. Crit. - End. Charge on M. Stun - Fortify
The reason for choosing Cyclone over Flicker Strike or Consecrated Path was already explained under Motivation. Endurance Charge Support is not optimal for damage, but it is necessary to reliably cycle Immortal Call. Fortify is really bad for damage, but is so good for defence I prefer to use it nevertheless, especially when pushing for deeper delves. The rest of the links are just there for the DPS.

Hatred - Herald of Ash - Herald of Purity - Enlighten
Turning mana into damage is always a great idea. Nothing to explain here. You should turn off Herald of Purity if you don't have enough unreserved mana.

CWDT - Inc. Duration - Immortal Call - Blade Vortex - Inc. Crit. - Power Charge on Critical
The importance of Immortal Call should be evident by now. You might need to increase the level of the CWDT and Immortal Call gems if you do not have enough Endurance Charges to make the duration match the 3 second cooldown of the spell. Blade Vortex is a convenient way to generate Power Charges, but you can move it to a different item if you don't want to pay for a secondary 6-link.

Frenzy - Faster Attacks - Vengeance - Maim
A backup source for Frenzy Charges and a free source of Maim to slow down enemies. This is just pure utility.

CWDT - Ice Golem - Clarity - Enlighten
Ice Golem provides both Accuracy and Crit. Chance, both of which are nice to have, and Gluttony ensures the Golem is active most of the time. Clarity means I can solve my mana problems by using a Watcher's Eye that turns damage taken into mana. Neither of them is essential for the build.

Leap Slam would allow you to get over obstacles and (Vaal) Ancestral Warchief would provide a substantial damage boost. I assume many of you might prefer either or both of them over some of the skills I have chosen to use.

Bandits and Pantheon
I definitely want 2 skill points since I have far more great nodes available than I'll ever have enough skill points to get. The damage of this build is practically bottlenecked just by skill points.

Soul of Lunaris fits in nicely with the Dodge stuff I am using, but both Solaris and Arakaali come close in effectiveness. As a minor pantheon I chose Shakali to get free immunity to poison, but you can change that to whichever other secondary pantheon you prefer.

Simple Leveling Guide
Early on this build levels like any other melee character; by using Frost Blades with the highest DPS weapon you can get your hands on. Just remember to pick Blood Drinker early.

You will want to do Normal, Cruel and Merciless labs as fast as possible, since getting Path of the Templar early means you'll have fewer skill points to respec later.

The gear for this build is cheap and easy to get at first, but since our abilities have such a tall ceiling and aggressive scaling, it will get very expensive later on as you try to maximise the potential of the build. Just don't worry about it too much until you have reached high tier maps and don't take too much example from me. I am known for having an unhealthy fondness for expensive gear.
Last edited by thegagis on Oct 12, 2018, 12:01:21 PM
Last bumped on Dec 7, 2018, 4:24:54 AM
Lovely. :)
Very nice and well written, might give this a go :)
I don't understand where you get the idea that damage conversion is a more modifier.

100% physical damage + 300% random elemental damage without physical damage is 300%.
50% physical damage + 50% cold damage + 300% random elemental damage without physical damage is 350%.

It's a significant increase, and by all means one should try to convert all damage, but it's nowhere near a multiplicative modifier.

The a disadvantage of converting damage is not being able to play the EE roulette, but you're also running Hatred and HoA anyway.

A quick calculation did give me 97.9% of the damage with the additional 101% conversion you have, without requiring the reserved mana for Hatred and HoA for only 6 skill points. The damage of this is less stable, because crits can happen against increased resistance, but it works without enlighten.
"
I don't understand where you get the idea that damage conversion is a more modifier.

100% physical damage + 300% random elemental damage without physical damage is 300%.
50% physical damage + 50% cold damage + 300% random elemental damage without physical damage is 350%.

It's a significant increase, and by all means one should try to convert all damage, but it's nowhere near a multiplicative modifier.

The a disadvantage of converting damage is not being able to play the EE roulette, but you're also running Hatred and HoA anyway.

A quick calculation did give me 97.9% of the damage with the additional 101% conversion you have, without requiring the reserved mana for Hatred and HoA for only 6 skill points. The damage of this is less stable, because crits can happen against increased resistance, but it works without enlighten.

Mm, I quess that part is a bit poorly phrased since with Voidforge the conversion scales like "as extra damage" which is more than increases and more than conversion normally does, but its indeed not literal more multiplier. I'll rephrase it something along the lines of "extra damage instead of converted damage"

Hmm, 97.9% is more than I expected with EE. I assume you took the randomness into account and I'll look into it. It'd be nice to be able to use Haste instead of Hatred without losing dps, though I am quite fond of the Watcher's Eye with the 39% conversion.
You should make some videos gagn! :)
I just killed Uber Elder with this. It had been very hard before, but was suddenly surprisingly easy once I had gotten level 95 and some gear upgrades. This builds keeps giving me pleasant surprises.
"
Completed 12 Challengesthegagis wrote:
I just killed Uber Elder with this. It had been very hard before, but was suddenly surprisingly easy once I had gotten level 95 and some gear upgrades. This builds keeps giving me pleasant surprises.


And now ze Videos! \o/ :D
"
Completed 1 ChallengeCyrix1337 wrote:
And now ze Videos! \o/ :D

Fine, fine, Ũelder video here: https://youtu.be/OapXhpjjl_8
Last edited by thegagis on Oct 10, 2018, 3:48:18 PM
"
Completed 12 Challengesthegagis wrote:
"
Completed 1 ChallengeCyrix1337 wrote:
And now ze Videos! \o/ :D

Fine, fine, Ũelder video here: https://youtu.be/OapXhpjjl_8


Haha! Awesome. :)

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