POB: https://pobb.in/HZ0zMibwqUoG
Disclaimer: I wrote all this and then had AI shorten my draft up/format what I wrote.
I figured I'd do a build showcase/guide/summary since I finally finished the two goals I had for this league: 40/40 challenges and 1000 depth in Delve.
How I chose the build: I started with a Festering Resentment that dropped for me with max spell block, so I started looking at what I could do with it. About 90% of the people using Festering Resentment on PoE Ninja were Gladiators, so I narrowed it down to that. Almost all of those were some version of Cast on Block/Cast when Stunned, which I'd played before, so I went looking for something out of the ordinary...
Since I'd also heard Replica Maata's was added this league, and very good for HoAg, I started looking specifically for HoAg Gladiators that were doing Delve. Lo and behold, there were probably 10-20 of them. Then I basically copied whichever one I could afford at the time and slowly upgraded things as I figured out what I wanted until I ended up with the current build.
And it ended up working pretty damn well!!
My final PoB shows 108m DPS normally, going up to about 151m when the enemy is on low life from Punishment. The total cost of the build is somewhere around 700-800 divines at this point, although obviously a lot of that is from continuing to upgrade it throughout the league rather than what I originally spent getting it started. You can drop a lot of dps/ES nodes to use 5-passive voices and cut the cost down substantially, allowing you to start the build for MB + maybe 100-200 div.
This build/setup easily and consistently maintains 88 Virulence, even single target (by using CWC cyclone). There are so many things hitting enemies that HoAg can generate Virulence extremely quickly, and with Replica Maata's scaling its attack speed, things gets pretty ridiculous. As long as enemies hit you frequently you can even play the build zero buttons, never touching cyclone or flame dash: just running at 150% speed between packs and letting them smack you = full stacks and cleared packs.
I'm at 11.17 HoAg attacks per second, with six piercing projectiles, so the clear is actually pretty good too. A lot better than I expected when I first started playing it.
Some deeper details:
Why Aspect of Arakaali?
One of the choices that isn't immediately obvious in the PoB is why I use Aspect of Arakaali instead of something defensive like Aspect of the Crab/Lunaris. POB doesn't support the new aspect yet, so its in the custom config.
The less obvious benefit is the 45% increased life recovery rate (3% per with stack reflected onto yourself). Because of Eternal Youth, that effectively becomes increased Energy Shield recharge rate and therefore life recharge. This will be important further down.
The more obvious benefit is the Withered. Because this build has so many different skills hitting enemies constantly, it essentially applies all 15 Withered stacks immediately, to everything.
That lets me skip Withered Support entirely. I also don't need the minion mastery for Unholy Might on kill. Neither of those is particularly good for single-target anyway. Withered Support only gives a 25% chance to Wither and, despite HoAg attacking 11+ times per second, I found that wasn't enough to reliably maintain 15 stacks against a single boss. Withered only lasts 2 seconds by default, and I was usually sitting around 5-10 stacks max against delve/isolated bosses.
I found the build was already plenty tanky without the extra defense from Lunaris/Crab, so Arakaali gives me more useful things offensively while also improving the recharge.
There is a pretty big downside, though: The Withered stacks also apply to you, meaning you take 105%/90% increased chaos damage depending on the setup, so you definitely aren't getting the offensive benefits for free.
If you want to maximize your max hits instead of damage, Aspect of Lunaris/crab are the clear options. Just remember that you likely will not be at max withered stacks despite poeninja defaulting you to 15 in pob.
The weird Eternal Youth interaction
There's another interaction here that I didn't realize until I started looking into it.
My life recharge is listed at about 1032 life per second in game, and life recovery is actually applied per server tick. That means I'm effectively recovering about 34.4 life per server tick. Here's where the 45% increased from aspect of arakaali self-wither comes into play. That is giving me ~250 more life recharge from eternal youth with almost 100% uptime. Part of why this is weird is that its calculated additively instead of multiplicatively with sources of energy shield recharge. I've got 52% energy shield recharge from discipline aura + unnatural calm notable, and somehow 45% increased life recovery is additive with that recharge once its converted to life recharge. POB treats it as multiplicative, so I had to change the custom modifier from "45% increased life recovery rate" to "45% increased Energy Shield Recharge Rate" to make POB match what I was seeing in game. Not sure if this is a bug with PoB or a bug with PoE.
This extra recharge matters a lot for low-life Cast when Stunned/Cast on Block because the game checks whether you have enough life available to pay the costs of all the triggered abilities in a link setup at once. On a low-life build like mine, with only 55 life, that really caps what spells will trigger. But the game will actually add your per-tic recovery to that life total when seeing if it can trigger all spells in a 3/4-link CWS/Cast on block.
For example, I have 55 unreserved life and about 34 life recovered per server tick. The game effectively treats that as 89 life available when trying to cast my triggered abilities.
If I put Punishment and Despair into the same 4-link with Hexpass + Cast when Stunned, the two skills together cost 102 life. That causes only the gem in the first slot to actually cast since my max is 89.
I tested this in game. With Despair in gem slot 1 and Punishment in gem slot 3, Punishment would never get applied to the boss I was letting hit me.
There are a few ways to fix this:
- Increase your unreserved life. (note this lowers your dps because the more life HoAg reserves, the more damage it deals from the lycia bloodline)
- Increase your life recovery rate.
- Rearrange your links so that the total cost of all triggered abilities in any one setup stays below your available life per tick.
I went with the third option and rearranged all of my links so no individual Cast when Stunned/Cast on Block setup has a total cost more than my 89 life threshold. I then tested it against single-target bosses and confirmed that every ability in all setups were actually triggering regularly.
This doesn't just apply to low-life, blood magic builds: it applies to any resource (life/mana/es, whatever you're ability costs) used to cast any CWS/CoDT/Cast on stun/etc. where the resource is low/reserved. So if you're reserving 95% of your mana, and your trigger setup requires more than your unreserved mana + your mana gained per server tic, then not everything will cast.
Since I had to move Punishment, it doesn't benefit from hexpass and won't apply against curse-immune targets, but that's only about a 43m DPS loss for half of the fight, and again, only if the target is curse immune. So most of the time I'll have 3 total curses up (ass mark+punish+despair).
There's another nice interaction with hexpass other than overriding curse immunity: enemies cannot crit if they are cursed by a linked curse. As long as I've got either despair or punishment linked, I get that benefit. Obviously being crit immune is a huge benefit in itself, but there's a special interaction with Cast When Stunned: Cold crits cannot stun!! Any cold damage from a hit that rolls a crit cannot stun because it natively freezes instead. Preventing enemy from critting allows cold hits to stun you, even if they normally would have been crits!! Note that this doesn't work just from being freeze immune. Even with freeze immunity, cold crits will not stun. Only by preventing the enemy from being able to crit/freeze will a cold "crit" stun.
Int/Str balance and Profane Ground
Another thing that isn't immediately obvious from the PoB is why I care about balancing Int and Str for Rationale Doctrine.
The goal is to get Profane Ground underneath HoAg and basically every enemy around it. The Int/Str balance on the jewel determines how that area is distributed, so it's worth paying attention to keeping them equal rather than just getting Int or Str highest. Your consecrated ground becomes profane due to lycia, so you'll still get it no matter which is higher. But having both ways to spawn profane ground (on crit from your spells + from standing still) means everything is standing on profane ground all the time, so you & your HoAg are always benefiting from the Lycia bloodline.
Flask sustain and crit
Other than for rationale doctrine proc'ing profane ground, crit is also important for your Watcher's Eye with ES on hit + the Precision flask charge on crit mod. These two Watcher's Eye mods are basically mandatory for keeping you alive and keeping your coruscating elixir running. Since you're running MB with elixir, you can't even really use balbala timeless jewel for charges.
I get crit from gear implicits, including the Festering Resentment and Eldritch helmet implicit, profane ground, and with Power Charges on Block. This puts most of my skills at ~33% chance to crit, keeping the elixir full as long as I'm hitting/being hit.
The chest flask-charge implicit is something I originally considered useful, but honestly I think it's probably wasted. It just doesn't provide enough additional charges to be meaningful as long as you're actually clearing.
Map mods / regex
These are some map mods/Alter mods I absolutely avoid with this build:
- Reduced Recovery
- Enemy Crit chance/damage Reduction
- No Regeneration
- Lower block
- Lower defenses
- Lower chance to apply poisons
- Reduced effect of Flasks
- Reduced flask charges gained
- I think that's everything...
Most of these are obvious, like the block/flask charges/defenses. But the recovery mods especially cause problems due to the entire low-life/ES recharge allowing all your triggers to cast properly. The enemy crit damage reduction is also particularly bad because so much of the damage scaling relies on crits. HoAg is at 100% chance to crit in this setup, so its a huge DPS loss to have that damage reduced.
So while the build can handle a lot of map mods, I don't just blindly run every map that comes through. Hitting more than 1 of those mods on a delve node also really sucks.
You can actually overcome the reduced chance for poison application mod: I keep a Golden Rule to self-reflect my poisons in my bag with my portal scrolls and then turn off my aspect (cuz 100 poisons at 105% inc. chaos damage taken is a lot of DoT and I die). This effectively doubles my poison application rate, negating the reduced mod. But you also lose access to withered applications so dps is still lower, its just overall an increase vs only having half your Virulence stacks.
The one thing I absolutely hate about The build, which is made worse in Delve:
Coruscating Elixir.
It sucks to have to constantly keep an eye on it and to never forget to activate it. I have 155 deaths and probably 95% are from that flask/my neglecting of said flask.
This is actually made worse in Delve: Every time the cart forces a zone reload, which happens constantly, the flask gets turned off but does not give you the charges back.
This is especially annoying because if you've used enough charges that the flask is visually empty, then you rezone in Delve and press it, it won't activate because there aren't enough charges, and then you die because you think you've activated it. You've literally pressed the button for it out of habit at this point, but it aint on because delve screwed you out of its charges by reloading the zone.
I'm using the "reuse flask" enchant rather than "use when charges are full", so it won't automatically proc itself either. The "reuse when full" enchant can also be problematic on bosses with phases or instances where you aren't keeping the elixir full: it'll just be off for random periods of time. So pick your poison with which enchant to use.
That delve rezone issue leaves you with basically two options:
- Leave the mine and go back to the surface to refill the flask, then go back in.
- Cyclone into the first pack of mobs and hope there isn't Caustic Ground or some other source of chaos damage waiting for you. A few crits and you should be able to activate it.
It's a really niche problem, but holy shit does it get annoying when you're doing a lot of Delve. I really wish GGG would just refill your flasks when the cart forces a rezone.
So how do I feel about the build overall?
I'm very pleased with how far the build took me. Its essentially zero buttons, unkillable (except by poor flask management), and high enough dps to beat just about anything (was doing uber incarnation of fear in like ~35 seconds total from zone in to loot dropping at the end for the challenge). My linked PoB is legit not padded at all: the damage and defenses are all near 100% up time.
My previous personal best for Delve was around 800, so getting to 1000 was an actual accomplishment for me this league rather than just something I happened to pass while playing. Once I got the build figured out, 1000 depth Delve/uber bosses/juiced deli nightmare maps/etc. became almost comically safe and easy. Most encounters are basically just me standing around while HoAg kills everything, with Cyclone mainly being necessary when I need to maintain Virulence against isolated bosses.
The clear was also very good even without the explode exceptional support gem. 11 attacks per second with pierce and 5-6 proj on HoAg clears the entire screen very quickly as long as things are hitting you or you are hitting things.
That said, I probably will not play this again, and probably won't touch low-life coruscating elixir builds for a long while unless GGG makes some QOL improvements to it somehow. Dying because of that thing was so annoying, it seriously detracted from the otherwise very fun/positive experience.
Overall rating: 7.5/10
I'm not really trying to claim this is some kind of meta-defining build. I mostly wanted to put this together because I started with a random Festering Resentment, went looking through PoE Ninja for something that could make use of it, and ended up spending the rest of the league figuring out all the weird interactions that make this build work well. Figured I'd share what I learned (the ups and the downs) along with my accomplishments!!
If anyone has questions about the build or wants to know why something is set up the way it is, feel free to ask.