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Update to my Armageddon Brand Recall Nuker.

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Almost two weeks ago, I made a post about an Armageddon brand recall nuker. Jungroan picked it up, made a league starter, and a video showing him speed-running eater/exarch with it. If you want to know the basics, watch his league starter video.

But I want to know about the scaling. How to get better defenses, damage, recovery, immunities, clearspeed, QoL, ect.

To that end, I updated my original PoB. New one is here: ~~https://pobb.in/bP7_1pasHOv4~~

Update: https://pobb.in/scQ2qGqZ9gIp. Better ailment immunities, larger effective hit pool, more damage, solid amount of ES regen. Optional phasing from belt. See bottom for details.

Note: I'm not trying to make something strictly "better" than Jungroan's. I'll probably be leveling my character using his builds, because it's much more achievable on league start. I am comparing it to Jungroan's build, simply as a point of refence to answer the question of "what do we get from investing into our league-starter?" To avoid confusion, I'll simply be referring to his build as our "league start" build.

I need to know if there are any glaring issues or low-cost upgrades I could take if I wanted to push this build further before switching to my actual build.


Defense

One of the biggest concerns with the build is how you scale defense. But I believe the bigger problem is not in our durability, but our recovery and playstyle. Rather than focusing on getting that EHP as high as possible, our higher budget version focuses on those two metrics.

  1. Bigger AOE

Brand recall is point blank. In order to get full dps, all those brands need to hit, so we need to put ourselves in more harms way to get close. The safety of the build improves greatly with more Area of Effect, because we don't have to be as close to deal reliable damage.

The radius of my build has a whole 11 extra units of radius. For context, that's 2.4x the area of the starter, and over 50% more range. On tops of dealing damage more reliably and from a safer distance, the clear speed is also improved. With larger AoE, we are more likely to clear a pack on the first recall, making it less likely that we're hit after the brands land.

  1. Recovery.

Compared to the starter version, we're sacrificing a good deal of our leech and regen recovery. Going from ~17% recovery per second to ~10%. But we gain something much better.

This version utilizes Life Recharge, on top of that 10% hp leech. If we don't take damage for 0.93 seconds, we recover 75% of our max HP every second. On top of that, we also have Divine Shield to recover some of our ES from physical damage taken. We can dip into ES leech or regen with either our flasks or jewels as needed to regenerate that pool.


Damage

Of course, it wouldn't be much of an upgrade if we didn't also improve our DPS.

Because 5 of our brands aren't actually connected to the enemy when the hits happen after recall, I am assuming that the 37% more damage multiplier doesn't apply to them. We get 5 weak hits, 2 full damage hits from the ones that do attach, and 2 from their natural trigger rate (which happens right before we recall.)

So, listed DPS is actually a bit less than our real DPS. 11.34 million guardian/pinnacle DPS. I will note that this is much more dps than the league start version due its problems with relying on Focus for shock and double damage, how it handles that attached damage bonus, the longer brand recall CD, and frenzy charges.

Though that isn't saying much, because this is supposed to be the higher-budget investment version.


Advice?

Has anyone else tried to design a higher budget version of Jungroan's Brand Recall? I'm curious to see what everyone else here thinks. It can probably be pushed further with Ashes of the Stars + Bubonic Trail, but that's going a bit too far for what I want.


Update:

Swapped out Aul's with a rare amulet. Replaced Zealotry and Summon Skitterbots with Tempest Shield and Vitality. Zealot's oath to regenerate ES instead of life.

No-longer take Anointed Flesh passives, but take charge mastery and +1 max power charge for perma 100% ignite avoidance. Tempest shield provides shock immunity, while brine king + Illuminated devotion grants 100% freeze avoidance and 100% reduced chill effect. Thus we are completely immune to the basic elemental ailments, and have 50% reduced effect from everything else.

Replaced all surgeon's flasks with Flagellant's due to flask cooldown stuff.

Phasing: If it feels necessary/useful and you don't want to loose a flask, you can use Ascent From Flesh for phasing if our ES recharge has started recently. When moving between packs, this should be up almost all the time if you're taking damage. I have tested this, and it does work with Eternal Youth. If you'd rather have it on a , then swapping the diamond flask out is your best bet.

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Life

5091

Mana

193

Energy Shield

785

DPS

11M

Effective Hit Pool

80.01K

Chaos Res

76

Fire Res

77

Cold Res

77

Lightning Res

77

Armour

50K

Evasion

18

Block

23 | 0

Crit Chance

86%

Crit Multi

600%

Rage

0

Strength

177

Intelligence

209

Dexterity

96

Ward

0

Item Quantity

0%

Item Rarity

0%

Movement Speed

75%

Conviction of Power
Conviction of Power
Sign of Purpose
Sign of Purpose
Arcane Blessing
Arcane Blessing
Illuminated Devotion
Illuminated Devotion
Divine Shield
Divine Shield
Runebinder
Runebinder
Eternal Youth
Eternal Youth
Amplify
Amplify
Anointed Flesh
Anointed Flesh
Arcane Potency
Arcane Potency
Brand Equity
Brand Equity
Combat Stamina
Combat Stamina
Cruel Preparation
Cruel Preparation
Deep Thoughts
Deep Thoughts
Devotion
Devotion
Discipline and Training
Discipline and Training
Faith and Steel
Faith and Steel
Heart of Flame
Heart of Flame
Holy Dominion
Holy Dominion
Light of Divinity
Light of Divinity
Purity of Flesh
Purity of Flesh
Retribution
Retribution
Righteous Decree
Righteous Decree
Runesmith
Runesmith
Sanctity
Sanctity
Sanctum of Thought
Sanctum of Thought
Sovereignty
Sovereignty
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Niroc

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