The Holy Discodin [Endgame Build]

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Charsi
Cog
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caincake wrote:Nice build :D
Been playing a Cherubim holydin this entire ladder and I think it's also worth noting that Cherubim is very viable by itself, as long as you can get it to zero cooldown (skill level 32), which requires accumulating some charms, getting a decent ZoharXis roll and maybe shifting some gear for more +skills, but still might be easier than having to acquire all 6 great runes for Eternal.


Hey ty, good that you mention that with they cooldown of Cherubim, totaly forget about it since I already have it on lv.41 and did not thought anymore about it. Yes Cherubim alone is already strong enough to clear for example Duncraig and stuffs, but it sadly dont let you leech life:/so that you should have any other skill in case. Guess a combination like Divine Judgment + Cherubim seems obvious pretty cool to avoid making the Eternal Armor - or what skill you would suggest byside? I think with only life regeneration you come in trouble sooner or later.

A big advantage of Disco Inferno is also, that you can set them everywhere on the screen to leech/damaging from a safe distance If needed

Bliyadolubov wrote:Find that Krys paladin helm is very good for build


Yes can be cool, but imo. only If you go for stack more elemental damage. I tryed the Ele way when I started this build (
Rotundjere
Rotundjere
Paladin Helms

'Krys'
Runeword Level: 100
+3 to Paladin Skill Levels
Adds 63-375 fire damage
Adds 63-375 lightning damage
Adds 63-375 cold damage
Adds 126-750 poison damage over 10 seconds
Stun Attack
+(115 to 143)% Enhanced Defense
+(21 to 25) to all Attributes
+250 Mana after each Kill
Target Takes Additional Damage of 25
Trang-Oul's Breath
Trang-Oul's Breath
Mask (Sacred)

Required Level: 100
Required Strength: 540
Defense: (940 to 1004)
+(0 to 2) to All Skills
Adds (150 to 250)-(300 to 400) magic damage
Adds (150 to 250)-(300 to 400) fire damage
Adds (150 to 250)-(300 to 400) lightning damage
Adds (150 to 250)-(300 to 400) cold damage
(5 to 10)% Mana stolen per Hit
Physical Resist (1 to 10)%
Socketed (4)

Bad Mood
Bad Mood
Ring (Sacred)

Required Level: 100
-20% Cast Speed
Adds 100-200 fire damage
Adds 100-200 lightning damage
Adds 100-200 cold damage
-(10 to 20)% to Enemy Fire Resistance
-(10 to 20)% to Enemy Lightning Resistance
-(10 to 20)% to Enemy Cold Resistance

Hellmouth
Hellmouth
Gauntlets (Sacred)

Required Level: 100
Required Strength: 574
Defense: (1439-3674) to (1667-3959)
Adds 100-200 magic damage
+12 to Parasite
+(140 to 200)% Enhanced Defense
5% to Strength
5% to Dexterity
+(100 to 2000) Defense
Regenerate Mana -50%
Maximum Fire Resist +(1 to 2)%
Total Character Defense (25 to 50)%
Socketed (4)

Ahriman
Ahriman
Belts

'Ghal'
Runeword Level: 100
+1 to All Skills
Adds 50-150 fire damage
Adds 50-150 lightning damage
Adds 50-150 cold damage
+(172 to 200)% Enhanced Defense
+(31 to 50) to all Attributes
Elemental Resists +(31 to 40)%
Requirements +10%
Titan's Steps
Titan's Steps
Heavy Boots (Sacred)

Required Level: 100
Required Strength: 492
Defense: (1322-1531) to (1400-1621)
(0 to 40)% Movement Speed
Adds 40-50 magic damage
Adds 40-50 fire damage
Adds 40-50 lightning damage
Adds 40-50 cold damage
5% Chance of Crushing Blow
+(90 to 120)% Enhanced Defense
+200 to Life
Elemental Resists +10%
+(40 to 50) Life after each Kill
10% Damage Taken Goes To Mana
Socketed (4)

Rainbow Fury
Rainbow Fury
Bone Shield (Sacred)

Required Level: 100
Required Dexterity: 527
Defense: (1640-2123) to (1902-2461)
Chance to Block: class%
+1 to All Skills
Adds 50-100 fire damage
Adds 50-100 lightning damage
Adds 50-100 cold damage
-10% to Enemy Elemental Resistances
+(8 to 20) to Storm Crows
+(70 to 120)% Enhanced Defense
+(50 to 75) to Dexterity
+1 Life on Striking
Socketed (6)

Celestial Barrier
Celestial Barrier
Spiked Shield (Sacred)

Required Level: 100
Required Dexterity: 550
Defense: (2525-2828) to (3012-3374)
Chance to Block: 1% + class%
+50 Energy Factor to Spell Damage
+(4 to 6) to All Skills
30% Cast Speed
-50% Attack Speed
1% Base Block Chance
-(20 to 25)% to Enemy Elemental Resistances
+(150 to 180)% Enhanced Defense
Total Character Defense 50%
(0 to 2)% Reanimate as: Bronze Titan
(0 to 2)% Reanimate as: Gold Titan
(0 to 2)% Reanimate as: Silver Titan
Socketed (6)

Avatar
Avatar
Shields

'Qor'
Runeword Level: 100
+1 to All Skills
45% Cast Speed
45% Hit Recovery
-(25 to 30)% to Enemy Fire Resistance
-(25 to 30)% to Enemy Lightning Resistance
-(25 to 30)% to Enemy Cold Resistance
+(172 to 200)% Enhanced Defense
(16 to 25)% Magic Find
Requirements +33%
Klaatu Barada Nikto
Klaatu Barada Nikto
Amulet (Sacred)

Required Level: 110
10% Chance to cast level 40 Nova Bomb on Melee Attack
+2 to All Skills
25% Attack Speed
Adds 1-375 lightning damage
Adds 650 poison damage over 2 seconds
Stun Attack
+(11 to 16) to Hive
Lightning Resist +(40 to 50)%
Poison Resist +(40 to 50)%
50% Enhanced Damage vs. Necrobots

etc) ...main problem that I switched to phys was the low tri-ele dmg + pierce (had something like +/-1200 tri-ele / 9k psn / 9k phys @ 75-85 ele-pierce)
Theuberelite
Prowler
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So, would COTW Cherubim be good for this?

Asking because I've had one sitting around since day 5 of Sigma launch...
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Charsi
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Theuberelite wrote:So, would COTW Cherubim be good for this?

Asking because I've had one sitting around since day 5 of Sigma launch...


actually not for this build, Zohar is already best in slot alone cause of the added dmg byside useing a str-based weapon... actually dont have any good alternative shield in mind to use this cotw which force you to stack +x to all skills to reach lv.32 (reaching for example just lv.20 Cherubim would result in 2.4sec cooldown)

maybe interesting for other classes or drastical gear changes here
caincake
Thunder Beetle
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Charsi wrote:Yes Cherubim alone is already strong enough to clear for example Duncraig and stuffs, but it sadly dont let you leech life:/so that you should have any other skill in case. Guess a combination like Divine Judgment + Cherubim seems obvious pretty cool to avoid making the Eternal Armor - or what skill you would suggest byside? I think with only life regeneration you come in trouble sooner or later.


Indeed the lack of leech is a problem. This is because Cherubim converts all damage to magic (even though the tooltip doesn't say so). You're correct, using another skill to leech with is a must in certain areas (Retaliate or DJ, depending on monster density), but I've found that most of your sustain issues can be solved with just Eagle stance from
Surya
Surya
Paladin Helms

'Rha'
Runeword Level: 100
+(1 to 12) to Vanquish
+(1 to 4) to Eagle Stance
+(115 to 143)% Enhanced Defense
(11 to 15)% to All Attributes
+200 Defense
Fire Resist +(41 to 50)%
30% Gold Find
+4 to Light Radius
and remembering to keep Vindicate up. Currently farming Dunc, Fauzt, Teganze, Toraja etc that way without having to use a melee skill for leech. Also
Crusade
Crusade
Paladin Helms

'Ix'
Runeword Level: 81
4% Chance to cast level 3 Charm on Melee Attack
+(6 to 12) to Eagle Stance
+(6 to 12) to Lion Stance
+(58 to 86)% Enhanced Defense
+(21 to 30) to Strength
45% Chance of Uninterruptable Attack
is a nice option. If you can offset the negative phys resist from Lion stance you can alternate between that and Eagle for a huge damage buff.
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Charsi
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caincake wrote:
Charsi wrote:Yes Cherubim alone is already strong enough to clear for example Duncraig and stuffs, but it sadly dont let you leech life:/so that you should have any other skill in case. Guess a combination like Divine Judgment + Cherubim seems obvious pretty cool to avoid making the Eternal Armor - or what skill you would suggest byside? I think with only life regeneration you come in trouble sooner or later.


Indeed the lack of leech is a problem. This is because Cherubim converts all damage to magic (even though the tooltip doesn't say so). You're correct, using another skill to leech with is a must in certain areas (Retaliate or DJ, depending on monster density), but I've found that most of your sustain issues can be solved with just Eagle stance from
Surya
Surya
Paladin Helms

'Rha'
Runeword Level: 100
+(1 to 12) to Vanquish
+(1 to 4) to Eagle Stance
+(115 to 143)% Enhanced Defense
(11 to 15)% to All Attributes
+200 Defense
Fire Resist +(41 to 50)%
30% Gold Find
+4 to Light Radius
and remembering to keep Vindicate up. Currently farming Dunc, Fauzt, Teganze, Toraja etc that way without having to use a melee skill for leech. Also
Crusade
Crusade
Paladin Helms

'Ix'
Runeword Level: 81
4% Chance to cast level 3 Charm on Melee Attack
+(6 to 12) to Eagle Stance
+(6 to 12) to Lion Stance
+(58 to 86)% Enhanced Defense
+(21 to 30) to Strength
45% Chance of Uninterruptable Attack
is a nice option. If you can offset the negative phys resist from Lion stance you can alternate between that and Eagle for a huge damage buff.


That sounds quite interesting, I tried it this afternoon and it worked really well in Duncraig and Fauztinville, Teganze was harsh. I like the idea and having more options for changing the weapon, which your suggestion allows. But I feel robbed of my ability to cause damage at the middle/end of the screen. Maybe I'm just too much fixated on my current build. However, we were originally talking about alternatives to avoid the Eternal armor, which your proposal allows us to think in different ways. I see it as a good opportunity to maybe farm the Eternal Runes or to create something completely new like you have already done. Thanks for the inspirations!


____________________________
update: gameplay videos added
caincake
Thunder Beetle
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Teganze is fine as long as you spam some Hoplites in front of you to soak up the damage. I guess pure Cherubim plays more like a caster than a wdm build, sort of like an ATMG sin.

Charsi wrote:I see it as a good opportunity to maybe farm the Eternal Runes

That's exactly what I've been doing lately :p I was originally going to try an unholy setup with Disco and
Mad King's Spine
Mad King's Spine
Bonebreaker (Sacred)

(Paladin Only)
Required Level: 100
Required Strength: 544
One-Hand Damage: (163-223) to (245-306)
Strength Damage Bonus: (20/256 per Strength)%
Superbeast adds Deadly Strike Instead of Spell Damage
25% Chance to cast level 1 Thorn Strike on Melee Attack
+(1 to 3) to All Skills
+(140 to 200)% Enhanced Damage
Adds (41 to 70)-(121 to 150) damage
+50% Damage to Undead
10% Life stolen per Hit
Stun Attack
Physical Resist -(10 to 5)%
Socketed (3)

, but your idea of using Cherubim to sustain mana for Disco seems way more functional than what I had in mind.
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Charsi
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caincake wrote:I guess pure Cherubim plays more like a caster than a wdm build, sort of like an ATMG sin.


at the moment thought to try
Quaoar (Xis)

Quaoar
Paladin Blunt Weapons

'SurXis'
Runeword Level: 120
20% Chance to cast level 36 Spiral Dance on Melee Attack
+(202 to 230)% Enhanced Damage
Adds 63-188 damage
Maximum Life 25%
Regenerate Mana +15%
+8 Life on Striking
Cannot Be Frozen
Cannot be Unsocketed
with eagle stance for a pure cherubim version, hmm

caincake wrote: I was originally going to try an unholy setup with Disco and
Mad King's Spine
Mad King's Spine
Bonebreaker (Sacred)

(Paladin Only)
Required Level: 100
Required Strength: 544
One-Hand Damage: (163-223) to (245-306)
Strength Damage Bonus: (20/256 per Strength)%
Superbeast adds Deadly Strike Instead of Spell Damage
25% Chance to cast level 1 Thorn Strike on Melee Attack
+(1 to 3) to All Skills
+(140 to 200)% Enhanced Damage
Adds (41 to 70)-(121 to 150) damage
+50% Damage to Undead
10% Life stolen per Hit
Stun Attack
Physical Resist -(10 to 5)%
Socketed (3)

, but your idea of using Cherubim to sustain mana for Disco seems way more functional than what I had in mind.


hehe, keep the good work! its all about try'n'error testing stuffs, would be interesting If unholy works good
Bliyadolubov
Cultist
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for what fighter mage merc need Creepy Craft
Bliyadolubov
Cultist
22 | 0
Bliyadolubov wrote:for what fighter mage merc need Creepy Craft

I know the answer. To wear a Khazra plate... The question is why not barb, a dude that benefits from it more and can faster reach its requirements due to his strength grow and mountain king buff. Dont understand to get a merc, equip on it expensive gear just to get an aura. It just pointless with a build that already kills everything that can be killed.
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Charsi
Cog
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Bliyadolubov wrote:
Bliyadolubov wrote:for what fighter mage merc need Creepy Craft

I know the answer. To wear a Khazra plate... The question is why not barb, a dude that benefits from it more and can faster reach its requirements due to his strength grow and mountain king buff. Dont understand to get a merc, equip on it expensive gear just to get an aura. It just pointless with a build that already kills everything that can be killed.


I guess you missed the part about Chronofield and
Endor (Xis)

Endor
Scythes

'JahXis'
Runeword Level: 120
25% Chance to cast level 60 Hunting Banshee on Melee Attack
5% Chance to cast level 41 Doom on Melee Attack
+235% Enhanced Damage
+(100 to 125) to Maximum Damage
+(31 to 35)% to Cold Spell Damage
+(31 to 35)% to Poison Spell Damage
Cannot be Unsocketed
Doom Proc. on Melee Atk, which supports this build well since you deal Phys (Inferno) & Magic (Cherubim). Thats actually why I chose act 2 merc primary and not because of equip a Khazra Plate, thats just kinda +1 to optimize. But as you figured out - you no need a Merc at all, so in the end you can chose a Merc you like or stay without. I was just showing off what fits best to support the build. *Regards