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Duelist Hank the TanK T17-T18 Map - A True Champion Build - Perfect(Affliction)

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title_icon Introductions

This is pretty much Perfect A True Champion Build.
The following information should be enough for people who want to farm T17-T18 Map or Uber lab all day long.

Let's start off simple.

This build stacks a bunch of Armour to mitigate Physical damage, has permanent Fortify to reduce damage taken from hits, comes 
with 80% max Elemental resistances and is immune to Bleeding (with higher budget). Bonus points for extra Endurance charges.

Mitigating damage is the build's primary goal, hence the name Hank the Tank.

Layering defenses to accumulate a lot of raw mitigation is not that hard and is in my professional opinion much better than any 
chance based forms of mitigation such as Block or Dodge (or for example some Dodge, Evasion and Block aka. scattered defenses). 
Granted that those nullify any damage taken by avoiding the damage altogether.

Block and Dodge both prove very effective on average, but they require a certain amount of investment to reach those levels and 
they can't protect you against the damage that manages to get through. This is why I don't leave anything to chance, hence why 
this build also uses Resolute Technique. This way I cannot miss attacks and thus allows me to focus on defense and offense. It's 
also cheaper to build than your regular crit build.

To easily stack large amounts of Armour, I use the Determination and Grace auras, coupled with Iron Reflexes and Unstoppable 
Hero's +1000 flat ER/AR, we get a lot of Armour for little investment. All Evasion Rating is converted to Armour, but I still 
have a flat 5% chance to evade attacks because hit chance cannot exceed 95% by default. This equally applies to enemies.

Because of this Blind comes in very handy to cut enemy hit chance in half, thus greatly increasing my chances of survival when 
being swarmed by enemies. Bringer of Rain will blind enemies on hit, but with higher budget you can substitute the same effect 
with a Watcher's Eye jewel, the mod of which is tied to Grace.

Said Watcher's Eye can also roll Reduced Extra Damage Taken From Critical Strikes, the mod of which is tied to Determination. 
This stat is very underrated and is simple in nature. It reduces enemy critical strike multiplier when calculating damage. -100% 
turns any crit into a normal hit. Since critical strikes are the sneaky one-shot candidates, it should be fairly obvious why I 
invest into that stat. Depending on your budget, you can nullify the Mana Reservation cost of Determination with an Aul's 
Uprising amulet. This allows you to run Herald of Purity or Purity of Elements on top.

If you use Purity of Elements and have a Watcher's Eye with the appropriate mod, you can then shift some Physical damage taken to 
Elemental instead, which is very good when coupled with an 80% resistances Loreweave as damage shift is processed before 
mitigation and thus allows your Armour to be more effective (Physical Damage Reduction aka. PDR has a cap of 90%). Don't be 
deluded by the character screen listing your PDR rating. This is calculated against the hit of the basic white mob at your 
current level and means practically nothing.

Speaking of which, Delve has brought us a new belt mod that has a 20% chance to double the Armour effect. To my understanding 
this only means that for example, a hit that would be mitigated only by 40% can instead be mitigated by 80%, although the 
mechanics of this have not officially been explained to my knowledge. Still, this averages out at 20% more effective Armour, 
which is great for general Physical damage mitigation.

To further mitigate damage, permanent Fortify from the Champion's node Fortitude will reduce all damage from hits by 20%. Since I 
also use an Ichimonji and pick the corresponding passive nodes, this effect is amplified by 25% to become 25% reduced damage 
taken from hits instead. This of course stacks with all other sources of reduced damage taken such as from Conqueror, Endurance 
charges, Basalt flask etc.

Death's Door is a fairly expensive item that is very well worth it, though. It makes you immune to Bleeding, which Armour does 
nothing against since Armour only applies to hits and Bleed is Physical damage over time. This makes Lab a lot easier to run and 
turns bosses like Rigwald (stacks strong Bleeds while in wolf form) into clowns.

Now that you understand what makes the build tanky, let's shift your attention to offense.

The build is purely Physical damage based.

To further increase the base damage I use Abyss jewels with flat Physical damage and attack speed (and flat Life). In the case of 
Vaal Double Strike it also comes with base damage that is added when hitting bleeding enemies, which is why I invest into some 
chance to bleed nodes, which ironically are also better for damage anyway.

I invest into a lot of attack speed not only for damage, but also because I use a Thief's Torment ring for extra sustain. Since 
it grants Life on hit and Double Strike hits twice, coupled with Multistrike and high attack speed this becomes quite effective. 
Due to the high attack speed I also use Crimson Dance to stack 8 Bleeds on the enemy, which is simply put just bonus DPS and 
nothing more. Ancestral Protector and Multistrike both multiply your attack speed instead of just adding to it as passives for 
example do, thus necessary to reach very high attack speed (~18 attacks per second on this build).

Champion's First to Strike, Last to Fall node applies Intimidate, which increases the damage enemies take from hits made with 
attacks by 10%, which is effectively a multiplier to our total damage due to how damage taken works (you can roughly equate it to 
[total damage * 1.1]).

The Lion's Roar, Silver and Sulphur flasks are used for offense, but they actually also come with bonus defense in the form of 
added Armour and extra Life Regen.

Adrenaline is another buff that can be forced with a lvl 1 Righteous Fire (will automatically turn off as you reach Low Life aka. 
35% of max HP) or by other means to get to Low Life. Keep in mind that you cannot activate it again while active and it will only 
remove the Burn when it activates. It grants you a lot of damage, attack speed and bonus mitigation. Use this buff to burst down 
bosses. The RF approach is best used for Uber Lab as Izaro takes a while to surface and the buff lasts 20 seconds.

This is basically it for mechanics. The build isn't very complicated.

More Intricate Explanations 

To start things off, let me explain the difference between scattered and layered defenses and why I use the latter.

Scattered defenses is what I will refer to as small values of X mechanic that are theoretically layered when you simplify the 
term, but it's not actually layered defenses.

Layered defenses is what I will refer to as stacked mechanics with stacked values that mitigate damage in order.

A build with 30% chance to evade, 30/20% chance to block, 5000 Armour, 20/15% chance to dodge, 75/75/75 resistances, 5k Life and 
Arctic Armour is what I would call scattered defenses.

To be fair, the average/new player would be like:

"Oh, I got a 20% chance to dodge attacks and if that fails, I got a 30% chance to block attacks. If that fails, I got a 30% 
chance to evade attacks and if everything else fails, I still have some Armour and Arctic Armour to protect me."

If it's not that obvious to you, there's a lot of IFs in that thought trail.

I don't like IF, I prefer to have builds that are reliable.

In my case I'm stacking Armour, Blind, maximum resistances, reduced damage taken and so on. To show you what a layered defenses 
build looks like, let's get into detail:

Reduced Extra Damage Taken From Critical Strikes is what applies first.


This stat determines the extra damage roll from enemy crits. Since I'm increasing this stat, I can reduce the enemy's effective 
critical strike multiplier when damage is calculated. This is negated entirely after I've taken a critical strike because of the 
Solaris upgraded Pantheon. This means that, after I have taken a critical strike, all following enemy hits will be the same 
damage as any non-critical strikes. In the case of the Pantheon this is tied to the keyword recently, which refers to the last 4 
seconds.

Chance to Evade Attacks is what is rolled next.

(I'm going to ignore that 17% chance to block attacks here because it's practically worthless.)

Chance to hit cannot exceed 95% (with a few exceptions), even though I have exactly 0 Evasion Rating because I convert it all to 
Armour. Which means I still have a 5% chance to evade. Enemy hit chance can then be cut in half with Blind, which is what I apply 
either on hit (Bringer of Rain or gloves mod) or when hit (Watcher's Eye jewel). This is useful against swarms of enemies to 
minimize average damage taken within a set period of time. This means that blinded enemies only have a 47.5% chance to hit me 
(possibly rounded down to 47%, not sure).

Damage taken as is rolled next.

Damage taken as is shifted damage that is processed before damage mitigation such as Armour. What this means is that any amount 
of Physical damage you can shift to another damage type will greatly help out your Armour to be more effective because the value 
after the shift is what is used for the calculation. In my case I have 10% of Physical Damage taken as Fire Damage (Purity of 
Elements Watcher's Eye), which averages out at 8% effective Physical Damage Reduction (PDR), but is much more valuable because 
that 10% is subtracted from the total value and flat PDR would apply towards the PDR cap (Physical Damage Reduction is capped at 

90%, with the exception being Immortal Call).


Armour, Resistances, Endurance charges, Basalt flask and Adrenaline are applied next.


The Physical Damage Reduction from Armour must be calculated against the Physical damage hit (remember the 10% damage shift 
reduced that value), then the PDR from Endurance charges, Adrenaline and Basalt flask are added to that number. Armour has a 
maximum damage number it can mitigate and has diminishing returns. The shifted Physical damage is then mitigated by my Loreweave, 
as is any other source of Elemental damage. Loreweave also comes with the big bonus that my maximum resistances cannot be lowered 

by map modifiers and the like, which makes this an incredibly valuable and powerful item.

Fortify and Conqueror are applied last.


Same goes for any other source of reduced damage taken, for example upgraded Yugul Pantheon. Fortify applies to hits only, 
though. The buff is increased by Ichimonji and the corresponding passives, making it a final 25% reduced damage taken from hits. 
This is generic damage reduction, meaning the damage type does not matter here. Both Fortify and Conqueror are added against 
stuff like Vulnerability or Shock, thus they can cancel it out to some degree. Which is why Vulnerability maps and the like are 
no problem for me. The damage reduction reduces the final damage before it is applied to your Life. Less damage taken would apply 
after this, that's why I keep saying that Arctic Armour is not good for builds that already mitigate a lot of damage.

Stats:
6k+ HP
3k+ Life per sec
80% max res
Fortify
60k+ Armour
300k+ to 1M+ DPS
3-8 Endurance charges
Blind

Gem links
6L:
(Vaal) Double Strike/Reave
Multistrike
Maim
Melee Physical Damage (drop this if you use Bringer of Rain)
Brutality
Ruthless (drop this if you use Bringer of Rain)

4L:
Whirling Blades
Faster Attacks
Blood Magic
Leap Slam

4L:
Cast When Damage Taken lvl 3
Punishment lvl 7
Increased Duration
Blood Rage

3L:
Grace
Determination
Purity of Elements/Herald of Purity

2L:
Enduring Cry
Ancestral Protector

Optional:
Righteous Fire lvl 1
Vengeance
Life Gain on Hit
Culling Strike

Basic items:
Bubbling Divine Life Flask of Adrenaline
experimenter's sulphur flask of warding
Ample silver flask of heat
experimenter's granite flask of curing
experimenter's basalt flask of heat

Required Gears:
Weapons: Ichimonji*2
Gloves: pain Pain Talons Conjurer Gloves
Head: lightpoacher
Foot: Death's Door
Amulet: Aul's Uprising
Chest: loreweave 
Belt: Blight Harness Stygian Vise
Ring: Thief's torment*2

Flask: Lion's Roar Granite Flask


IMPORTANT NOTE: Lightpoacher is only used here because of the Double Strike enchant. By itself this is not a good helmet. Only buy this if you got good jewels, in any other case it's better to invest into a good rare or a Brine Crown. The latter also prevents Freeze. Very underrated helmet.

Death's Door is a great pair of boots. Move speed, immunity to Bleed, extra Endurance charge and bonus resistances. Granted that its downside, namely the 50% increased duration of elemental ailments, can be a bit annoying because of Freeze and Chill.
There may be better options to consider in the future. Right now the only way to replace Death's Door is to get a corrupted Thief's Torment with the Bleeding Cannot Be Inflicted On You implicit (very hard to aquire). To counter Freeze and Chill you can also wear Kaom's Roots, although that means Blind becomes useless.
You can still push this higher if you want to invest more, for example by getting +1 Endurance charge Death's Door, immune to Poison Thief's Torment, Brine Crown with Double Strike enchant, etc. I didn't want to blow my own budget too much, so I settled with this.

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