[3.14-3.15 HC Updated] HOAG Champ. ~7k Life Gain on hit/sec vs. single target. All Content <Videos>

Re: fortify nodes: I did some math on the fortify nodes when I was tinkering. Turns out that even considering just hits, the incremental benefit is less than just taking straight life nodes, at the life totals we reach in the current iteration of the build. This becomes even more true when you consider the added defense extra life provides against DOTS. If you wanted to play a tankier version, in which you drop one entire large cluster jewel, there would be a point where taking some or all of those nodes would become efficient.

Re: Vorici 3: First, very glad the build has you up and running in the league! In the version of the build where I finally completed all the gear, this was literally the last piece I managed to get. I think there's a bug in using Vor 4 on 4 socket items, as I hit one white socket literally 5 times in a row, but was able to hit 3W using Vorici 3 after only 3 tries. (I did report this to GGG) I would be interested to see if others have this experience. (It also took time to find a 6L quill rain--none were available on HC for quite a while and I did not have good rng trying to chance one).

Good luck, and let us know how it goes!

-O
Dernière édition par Orion72, le 4 mai 2021 13:01:40
On a completely unrelated note, a spot of advice for fighting Sirus or Shaper or really any single challenging boss without adds that literally just occurred to me:

Swap in culling strike for Pierce in your HOAG setup.

Maybe this is already obvious (certainly felt that way to me in the moment when I realized it) but this will cut short the most dangerous part of any of those types of fights.

-O
Appreciate the reply! Makes sense, love the build so far!
Very glad you are enjoying it.
Go get em!

-O
This build is so 🔥
All map mods the only think I can't figure out how to do is hall of grand masters.
:>

Re Hall of GMs:

Here is a copy paste from the old build guide on how to do hall of GMs with this type of build (yes, with a little help, it is HOGM capable)


2. Hall of GMs: There are GMs with enough dodge/block to reduce your number of hits per second, and hence life gain, sufficiently for them to kill you. Particularly some that use scorching ray can be extremely dangerous. There are GMs with tempest shield that will damage you with every hit from barrage. There are also GMs with sufficient regen that you won't be able to kill them with your normal set up. To get past these last two, kill all the other gms around, and then have a weapon swap ready to Balefire and and a shield that replaces the resists on your quiver. For my run I used Prism Guardian, but any shield with enough res will do.

You will be able to burn the GM down with balefire, then swap back to the normal set up. Hall of GMs is completable, but it is definitely not trivial content, even for this build.

-O
Dernière édition par Orion72, le 4 mai 2021 18:19:01
I've always loved HoAG! This guide is awesome.

I wanted to ask, when does the damage usually ramp up? My HoAG seems really slow, low damage, and low accuracy compared to the previous iterations.

I am currently lvl 32 with most of the gear I need (5L Quill Rain, Barrage with everything, HoAG in Honourhome, Thief's torment).

I have 2-3 cluster jewels for Pure Agony when I get lvl 54, but just wondering if that is what I need for the damage and speed to ramp up.

Thanks :)
Since it first came out, HOAG received some substantial nerfs. The leveling process is where we feel that the most. As we start passing into where we can use cluster jewels, + lvl amulets and triad grip, we cross over a point where the build meets and then passes what it was pre nerf. But it takes longer and requires more investment now.

Your first big jump is actually at 38 when you slot withering touch in the 5L. This is an instant 36% more multiplier for the damage that can be felt. Also at 38 you can slot CWDT>desecrate>Spirit burst for another intermittent 20-23% more damage.

Damage and speed next go up -dramatically- when you slot your first two pure agonies at 54. On the math, those two cluster jewels will, collectively, grant you roughly 95% MORE dps. No exaggeration.

You will then notice substantial improvement (in no particular order)

1. Each time you slot an additional pure Agony from #3 to #6. (Ranging 33% more for #3 down to 25% more for #6)
2. When you get your final Ascendancy that makes taunted mobs unable to dodge.
3. When you get a 6L helm (roughly 45% More)
4. When you slot calamitous visions (25% More)
4. When you get 3W/4W triad grip gloves (33-40% more depending on timing)
5. When you get a +1/+2 ammy/lvl 21 gem/+3 helm

Each of these steps, by itself, represents a significant upgrade in the build's offense ranging (roughly) from a 25% to 45% improvement. Put altogether, they get you upwards of 2.5M Sirus dps and very decent clear speed (for a tank build)

A temporary fix that I will sometimes use is to slot war banner. This will improve the crawler's accuracy somewhat if you are finding it frustrating. It can be ditched after you are fully ascended.

Good luck making it to build completion!

-O

Dernière édition par Orion72, le 4 mai 2021 20:56:40
Would using a maloneys mechanism quiver with a curse on hit setup be worth it? Rain of arrows CoH enfeeble or something like that?
"
Orion72 a écrit :
Since it first came out, HOAG received some substantial nerfs. The leveling process is where we feel that the most. As we start passing into where we can use cluster jewels, + lvl amulets and triad grip, we cross over a point where the build meets and then passes what it was pre nerf. But it takes longer and requires more investment now.

Your first big jump is actually at 38 when you slot withering touch in the 5L. This is an instant 36% more multiplier for the damage that can be felt. Also at 38 you can slot CWDT>desecrate>Spirit burst for another intermittent 20-23% more damage.

Damage and speed next go up -dramatically- when you slot your first two pure agonies at 54. On the math, those two cluster jewels will, collectively, grant you roughly 95% MORE dps. No exaggeration.

You will then notice substantial improvement (in no particular order)

1. Each time you slot an additional pure Agony from #3 to #6. (Ranging 33% more for #3 down to 25% more for #6)
2. When you get your final Ascendancy that makes taunted mobs unable to dodge.
3. When you get a 6L helm (roughly 45% More)
4. When you slot calamitous visions (25% More)
4. When you get 3W/4W triad grip gloves (33-40% more depending on timing)
5. When you get a +1/+2 ammy/lvl 21 gem/+3 helm

Each of these steps, by itself, represents a significant upgrade in the build's offense ranging (roughly) from a 25% to 45% improvement. Put altogether, they get you upwards of 2.5M Sirus dps and very decent clear speed (for a tank build)

A temporary fix that I will sometimes use is to slot war banner. This will improve the crawler's accuracy somewhat if you are finding it frustrating. It can be ditched after you are fully ascended.

Good luck making it to build completion!

-O



Thanks so much for this explanation. Wow. Thanks so much for your time man. I'll keep it up, and it's still leveling quicker than other builds too! Excited to get this one up there :)

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