POB: https://pobb.in/TjcWcIVj8WDZ
Video showcase: https://youtu.be/pPbNIOWsECA
Due to popular request, i have posted my update POB since alot of people are asking about it.
This build have 3.5k hp, 80/75 block chance, full spell suppress/ailment immune, 15k armor and 85% reduced phys damage and immune to stun through tattoos. 23k phys max hit, 68k ele max hit and go all the way up to 33k phys when guard skill is up. This version use anger/skitterbots/tempest shield and blood and sand, so lv4 enlighten is mandatory.
To compenstate for the loss of a rare shield that could get you res and t1 spell suppress , you get spell suppression through skill tree- easiest way is innervate. I go for quickstep for movement speed boost and my lethal pride gives me endurance on kill which is very nice at the cost of needing 2 spell suppress tattoo (since innervate and the skill node to reach it gives you 17% suppress while quickstep nodes only 14%), you dont need follow me this way its just some qols.
DPS is very good- 20mil normally and can get 40mil burst damage through 7 sec usage tinctures. Elemental skills used in svallin are fire walls (mandatory) for easy added fire damage boost, and lv1 sigil of power for a bit more defence and damage boost,or can be replaced with purifying flame for concentrated ground buff (You can use lv20 sigil if you spec in mana reservation in skill tree or have one in chest, or use lifetap support). I never have problem in single target especially even if the boss have 150% more ES or max res or whatever.
The reason why im going full armor through Iron Reflexes instead of half armor half evasion or full evasion is because this build doesnt revolve around avoiding damage, but to tank all of them head on. I only recommend you to go full armor if your body armor have at least 1.5k eva/armor to feel good. You get damaged more- you block more- you generate endurance charge more- you buff immortal call duration even more. If you have evasion then evade would have work BEFORE block, so you cant generate endurance charges as quickly. This way when you go lower budget setup you would get max brutal charges even in boss fights when use arn ainguish because you are tanking and blocking every hits and keep generating brutal charges even when you arent speccing in Disciple of Unyielding, OR use those generated endurance to buff Immortal Call duration if you use Headhunter, from my experience its about 2-3 charges used per time which is pretty consistent. Also have i mentioned how potent Blood and Sand is as a defensive layers so you want to stay as close to the boss as possible? All three main defensive layers, armor/block/BnS work together very well.
Evasion version or half eva/half armor version is def still very potent, all you need is switch immortal call with steelskin and use a evasion flask instead of armor one, but it def cant generate brutal charges as fast if you use arn ainguish. You get a spare skill point which can be used for more dps tho.
My version can get double cluster for higher damage, but i do not recommend you to do so unless you are at least lv99 because you need ALOT of skill points- before that if you are at lv95 or so then just ditch the bottom cluster to get mark mastery/upper parts of the claw mastery as well as more life in Blood Drinker or Revenge of the Hunt.
I get stun immunity through tattoos as i go armor based and all the dex nodes are free to be used as Iron Reflex make it so that dex nodes doesnt give evasion anymore, if you still go for evasion based then there's no need to do as I do.
You also get instant leech through claw mastery, this is VERY crucial as it allow you to easily run reduced leech/regen rate map mods, and make you recover ALOT faster especially when theres alot of dot pools in the map. Def is mandatory imo. Furthermore i also spec in "enemies cannot block attack" which makes farming t17 alot easier as theres map mod there that can make them block all the way to 90% chance, if you just do t16 or other contents then the normal target additional strike skills would suffice.
List of t17 mods that cant run are: reduced block chance, avoid ele ailments, reduce extra damage from crit, player and minion deal no damage 3/10 sec, rares have volatile, reduced action speed per skill use and reflect ele (until u get a nimis and use awk ele skill gem).
Good thing about not relying on evasion as a whole and grace in particular is that you can run ALL reduced aura effects mods (tempest shield/blood and sand are immune to aura effects because its NOT an aura) or enemies increased accuracy/reduced defences mods, compare to before where if you follow fubgun version then the defense layers leave alot to be desired as it only rely on evasion and alot of map mods, especially t17 mods, will fuck it over.
Should be everything, having great time juicing the hell out of t17 and farming it, if you have any question then ask and i will try to answer them in the comment!
3698
40
199
41M
659.81K
75
80
75
75
14K
0
undefined | undefined
100%
568%
30
179
119
229
166
0%
0%
86%
PoB Archives is not affiliated with or endorsed by Grinding Gear Games.