Quill Volley Eagle Spiritborn Endgame Build Guide
Welcome to the Quill Volley Eagle Spiritborn Endgame Guide! This build relies on Eagle Skills and represents a ranged attack powerhouse. Our main skill, Quill Volley, fires several feathers than fan out and can shotgun enemies at close range, creating a superb mix of AoE and single target damage.
While the build relies on Eagle skills to deal damage, we choose primary Gorilla and secondary Jaguar in our Spirit Hall to benefit from extra barriers and damage passives. Together with Harmony of Ebewaka we gain a massive damage bonus by combining these different spirits in the same setup.
This build doesn't need much to get started besides one Dungeon Codex Power, but Spiritborn has access to many strong aspects that amplify this build. The primary objective is creating an infinite resource engine as soon as possible to spam Quill Volley while triggering Rod of Kepeleke every attack. This can be achieved with Ring of the Midnight Sun and sources of Resource Generation, supercharging the build in the lategame. Early on, we start with Vital Strikes and multiple ability-based Vulnerable sources and then transition to Prodigy's Tempo once the above setup comes online.
All in all, the Quill Volley Eagle Spiritborn is an amazing allrounder that progresses through the Torment difficulties easily and can deal with anything the game throws at you. Let's get started!
This build has a special variant (described below) based solely on dealing damage with the Varshan's Life Steal modifier power, which works differently than the regular setups. This is currently the strongest known Spiritborn build in the game, but since the amount of damage calculations can produce server/lag issues, we expect this could be patched soon, so use at your own risk.
This build guide assumes you have a Level 60 Character and unlocked Torment 1. To get there, level up with one of our Spiritborn Leveling Guides. See how this Build compares against others with our various Build Tier Lists.
Boss Powers
Season 8 is the Season of Belial's Return. It allows you to tap into Boss Powers obtained from World, Event, and Lair Bosses throughout Sanctuary. The new seasonal mechanic, Apparition Incursions, is available at any difficulty level and gives you the opportunity to unlock a subset of these powers very early on. Various Apparition Monsters appear in these special timed events throughout Sanctuary. Defeating these monsters spawns 1 of 10 Apparition Bosses to hunt you down and defeating them grants you their Boss Power. After defeating the first Boss, continue the event for a chance to fight a second Apparition Boss, after which Belial himself joins the fray.
There are 24 Boss Powers available and the first time you defeat one of these Bosses, you claim their power for yourself. Boss Powers each have Main and Modifier effects to boost your build. 13 are available in all difficulties (from Apparition Incursions and World Bosses), while 11 can only be acquired in Torment 1 difficulty or higher from Lair Bosses and Lilith. You can equip 1 Main Power and 3 Modifiers, and all powers can be upgraded up to Rank 20, increasing the potency of both the Main and Modifier effect. You use Spectral Ash to upgrade these powers, dropped from Apparition Incursions and by defeating any Bosses. Boss Powers also scale with your Paragon Level, growing stronger as you progress.
Best-in-Slot Boss Powers
Main Power
Urivar's Lobbed Bombs - This build barely benefits from any of the main powers, however with more cooldown reduction the gameplay becomes a little bit more lenient and doesn't require you to reset everything actively with Prodigy's Tempo as much.
Modifiers
- Sinerat's Flames - A great damage buff that we stack up anyway due to our resistances in the lategame.
- Torusk's Rage - More attack speed improves our damage further. The Damage to Crowd Controlled Enemies buff is automatically acquired from Paragons later (on the Revealing board).
- Flesh Reaper's Disruption - With a single temper of Crowd Control Duration we can get another sizable damage buff.
Alternate Boss Powers
- Varshan's Life Steal (main) - Tons of healing if you need it.
- Lord Zir's Blood Pool (modifier) - Even more healing.
- Hatred's Embrace's Haste (modifier) - Great for the early game before Rod of Kepeleke.
- Allek's Talons (modifier) - To go faster.
- Lilith's Wind of Hate (modifier) - The blisters spawned from this power are extra targets that either pop and help take down elites, or at a minimum provide us with more lucky hits for various effects.
Learn more details about the season theme in our full Season Guide.
Skills & Gameplay
- Quill Volley is our main ability. We either spray into packs or delete elites and bosses from close range. In the lategame, we use this ability non-stop while pressing our other cooldowns from time to time.
- Ravager adds chip damage against targets we hit but more importantly allows us to dash into packs using Quill Volley and increases resource generation while active. This is an important part of the infinite resource engine with Ring of the Midnight Sun and we aim for 100% uptime.
- Armored Hide is our defensive tool and main source of Resolve. Keep an eye on your stacks and activate it as needed for a powerful defensive buff from Perseverance and offensive with Colossal + Redirected Force.
- Scourge grants us lots of extra damage and healing, but fears enemies away.
- Since we usually want to stay close to enemies and shotgun them with Quill Volley, we use Vortex to keep them grouped up.
- The Hunter is our Ultimate Ability. It does a moderate amount damage on its own but is mainly used for mobility and a range of offensive buffs: Supremacy, Resolution and Harmonious Hunter.
- Counterattack grants us extra dodge and crit damage passively with Ring of the Midnight Sun.
- Before the above final setup comes online, we play with Soar (over Armored Hide), The Seeker (over The Hunter), Rock Splitter (over Vortex) and Vital Strikes (over Prodigy's Tempo) to solve our resources.
Skill Rotation
- Spam Quill Volley at all times to deal damage. For tanky elites and bosses, get into melee range for the shotgunning effect.
- Keep up Ravager and Armored Hide as much as possible (reset by Prodigy's Tempo).
- Vortex enemies to group them up and knock them down.
- Activate Scourge for extra damage when nuking elites and packs.
- Activate The Hunter as often as possible for various buffs like Supremacy and Resolution or to move to the next pack.
Spiritborn Spirit Hall
Primary: Gorilla gives us a barrier for Viscous Shield and triggers thorns a stacking damage buff from Revenge.
Secondary: Jaguar adds more Ferocity and allows us further damage scaling with Harmony of Ebewaka.
Learn more details and how to unlock this system in our full Spiritborn Class Overview.
Paragon & Glyphs
Carefully check your Paragon Boards to ensure correct board rotation. Glyphs go from a radius of 3 to 4 at level 15 and from 4 to 5 at level 46. Some of them cannot be activated before reaching these thresholds! Progress through The Pit to rank up your Glyphs.
Use the slider to see the progression steps. At around Paragon 200, leveling slows down significantly and all important Rare clusters, Legendary nodes and Glyph sockets should be unlocked. Afterwards, you can min/max your build with minor tweaks and by picking up additional smaller nodes.
Quill Volley Eagle Spiritborn Endgame Paragon
Some Glyph position swaps, board changes and other pathing adjustments may occur as you unlock your full potential. The setup displayed by default is the final version of the build before spending additional points that do not significantly impact your character's power.
Glyph Leveling Priorities
To Level 15
- Canny
- Talon
- Spirit
- Revenge
- Colossal
To Level 46
- Spirit
- Canny
- Talon
- Revenge
- Colossal
Learn more details about the Paragon System in our in-depth Paragon Boards and Glyphs guide.
Runes
You can have up to two Runewords in your setup, each consisting of one Ritual and one Invocation Rune. Socket them in Two-Handed Weapons if your build calls for them, otherwise place them into your Armor pieces to replace normal gems. The Quill Volley Eagle Spiritborn focuses on the following combos:
Best in Slot
- Poc + Xan - In the endgame setup we constantly spend all of our resources, triggering this rune very often for tons of guaranteed overpowers
- Neo + Jah - With the free Teleport cast we can go even faster and jump from pack to pack or over cliffs
- Ahu + Que - Used instead of the above for harder content like Pit Pushing or Bossing, granting us free Earthen Bulwark for extra defense and synergy with Viscous Shield
Alternative choices
As long as you haven't unlocked the final setup or found the top Runes, you can also benefit from these options:
- Wat - Decrepify helps with stagger, defense and allows execute at 10% HP. When combined with Xol in your other runeword it also generates large amounts of offering
- Cir - Generates a large amount of offering regularly
- Vex - More skill ranks help with damage and cooldowns with Prodigy's Tempo
- Gar - For more crit (before Rod of Kepeleke)
- Tam - We spam our core skill all the time
- Kry - To group up enemies more often
Learn more about Runes and how they work in our dedicated Runewords Overview and Runewords Tier List.
Mercenaries
Mercenaries are unlocked during the Vessel of Hatred campaign and assist you in battle. There are 4 separate Mercenaries to choose from, each with their own skill trees and abilities. You can have one hired (permanent) mercenary during solo play and a reinforcement who assists you from time to time in certain situations.
Hired: Raheir
He provides us with Fortify, Stuns, some extra damage, more armor for Unyielding Hits and prevents us from getting oneshot every 30 seconds thanks to Valiance. Beware that he's not present when playing in groups and make sure you remain armor capped without him.
Reinforcement: Varyana
We choose Earth Breaker for extra crowd controls which preferably happens exactly when we cast Scourge so monsters don't run away.
Learn more about Mercenaries and how they work in our dedicated Mercenaries Overview.
Stat Priorities & Item Progression
To enable the Quill Volley Spiritborn to perform optimally, hunt for these stats on your gear with good rolls and aim to Temper ⚒️ & Masterwork Crit ↑ them accordingly. The green arrow ↑ indicates which affix is most impactful to Masterwork Crit, and it does not indicate how many Masterwork Crits you need on that particular affix. Keep in mind that certain stats, such as Armor, Resistances, Extra Size Tempers, Attack Speed, and more, have caps that may affect your priorities according to the items and Paragon points available at that moment.
Recommended Endgame Stat Thresholds
- 20+ total Quill Volley ranks
- 100%+ Resource Generation
- 60%+ Attack Speed
- 1500+ Dexterity
- 4,000+ Armor
- 60%+ All Resistances
- 8,000+ Life
- 160%+ Movement Speed
Use Soothing Spices and Song of the Mountain to cap out your Armor and Resistances if necessary.
It is critical that Ring of the Midnight Sun fully restores your Vigor every time you hit. If it doesn't you won't do any damage. You will need at least 100% resource generation with a perfect 50% roll on Ring of the Midnight Sun. Here are a few data points showing Ring of the Midnight Sun roll and the required Resource generation to fully restore Vigor:
- 35% roll on Ring of the Midnight Sun requires 186% resource generation
- 40% roll on Ring of the Midnight Sun requires 150% resource generation
- 50% roll on Ring of the Midnight Sun requires 100% resource generation
This means that a good affix on Ring of the Midnight Sun is required to have a chance of making the combo with Rod of Kepeleke work. Resource Generation stacks multiplicatively with each source. In this build sources are: Intelligence, Vigorous, Measured Ravager, Paragon nodes on the Sapping board. This leaves you with Vigorous ranks from Rod of Kepeleke, Yen's Blessing and/or Resource Generation tempers on jewelry to finish the rest.
With good endgame gear, one of these is enough, but before that you may need to add extra tempers and masterwork crits ranks to achieve this result. Stacking more Resource Generation after you have reached the critical point no longer provides any benefit, and if you are overshooting, you instead want to go with Resource Cost Reduction (tempers on Rings), which increases the damage done by Rod of Kepeleke's consumption effect. Learn more about this interaction in the mechanics section below.
Item Progression Goals
Before you dive into the Endgame with the Quill Volley Eagle Spiritborn, take a look at this overview of the items used in the build. See below for further details about the different progression steps and variants. Some of your Skill Tree choices depend on what Legendary Aspects and Unique items are available to you. Keep in mind that while we can guarantee that everyone has access to the same Codex of Power Aspects, the exact progression is different for everyone.
Learn more details and how to farm Legendary Aspects and Uniques in our General Farming Guide.
Build Variants
This section is designed to guide your Quill Volley Eagle Spiritborn from a fresh level 60 into the very late endgame using the three variants Starter, Ancestral and Mythic. At the final step, you should be fully decked out with a great all-rounder build. From there, follow the other min/max variants if you want to optimize around certain activities such as Pit Pushing, Speedfarming and more.
If you are fresh in Torment 1 coming from a leveling guide, this is where you begin. Since only some Aspects can be guaranteed from Dungeon unlocks for the Codex of Power, focus on acquiring the additional aspects via gambling with Murmuring Obols.
Gear & Skills
- Early on in your progression, focus on Armor & Resistances to survive. Each Torment difficulty adds a penalty of -250 Armor and -25% All Resistances and it's recommended to keep both capped (1000 Armor, 70+ Res) at all times. As you unlock higher power gear, masterworking levels and more Paragon points, you naturally scale your character into the higher difficulties and can start replacing some of these rolls with offensive or utility stats.
- Before acquiring Ring of the Midnight Sun, we have to be a lot more mindful about resources, but Vital Strikes helps a great deal. Use Evade to fire free Storm Feathers and regain Vigor.
- Redirected Force scales your damage through Resolve stacks as well as Armored Hide. Keep an eye on your buffs and time your defensive skill to boost it.
- Unyielding Hits is a massive damage buff that triggers automatically via Gorilla. With it we can convert excess armor into more damage and we add as much as we can to the build (up to 5000).
- Plains Power & Forest Power spawn Mystic Circles that grant us barriers, armor (for Unyielding Hits) and extra damage. Try to make the best use of these circles especially on bosses but don't let them slow you down when they're not in the right place.
The goal here is to progress through the Torment difficulties as you unlock Ancestrals, Paragon points, all Legendary Aspects, Temper mods and the most important Uniques to pilot this build. Some Legendary Aspects are used temporarily to fill slots that may be replaced with more Unique items later on.
Gear & Skills
- As you upgrade your gear to Ancestrals with more masterworking levels and reach higher Paragon, your Armor & Resistance values are constantly shifting. Ensure to stay capped at with at least 1000 Armor and 70%+ Resistances for the difficulty you're currently in to maximize survivability.
- Focus on reaching high Armor, Attack Speed, Ranks to Potent & Quill Volley as your primary damage attributes on gear.
- Rod of Kepeleke is the first major upgrade. With it we no longer need to worry about resources and can switch to the endgame skill tree. However, just casting your Core Skill for free is only the beginning as we aim to gain the guaranteed empowered crit on every attack later on. In addition, this item allows you to benefit from buffs to Basic Skills like Basic Damage tempers, Basic Skill Ranks on pants, Follow Through and Prodigy's Tempo.
- At this point we replace Rebounding with Moonrise for more damage and speed.
- Ring of the Midnight Sun is the second piece of the resource puzzle. With a good roll and enough extra Resource Generation, it's possible to fill your entire resource bar at once after Rod of Kepeleke consumed it all, creating an infinite loop of full and empty resources between every attack. In order to achieve this, we combine the bonus from Intelligence, resource tempers on jewelry, Measured Ravager and paragon nodes like Opportunist on the Sapping board.
- Resource Generation bonuses multiply with each source, so with a 50% Ring of the Midnight Sun roll you actually need less than a combined nominal 100% bonus from other sources. If you are not hitting the full resource reset on every attack, add or masterwork Resource Generation tempers or rank up Vigorous. See more in the Mechanics section below.
- Harmony of Ebewaka is an incredible damage buff to our Gorilla + Jaguar Spirit Hall combo as we combine a total of 3 Spirit types in this build. At this point we pick up Furnace on the tree.
- Yen's Blessing (alternatively Rakanoth's Wake) is almost exclusively used for its huge all resistance bonus but also comes with a good amount of movement speed and helps us reach the Resource Generation target. With it we can focus on stacking armor instead of resistances for Unyielding Hits.
This is the final version of the build's progression, including all regular Unique items, Mythic Uniques, Legendary Aspects, Temper mods and Masterworking, leaving you with a great all-rounder build for all content in the game. Additional variants use this as a baseline to optimize around certain activities.
Gear & Skills
- Shroud of False Death provides a multitude of small benefits that add up to a ~40-60% damage gain on top of more survivability. It also comes with resource generation that makes Yen's Blessing obsolete, but we keep these boots anyway for their resistance buff.
- Tyrael's Might is an alternative to the above to achieve near-immortality thanks to its high damage reduction and bonus to Maximum Resistances. With it we no longer need to rely on resistances from Yen's Blessing or Rakanoth's Wake and go with regular boots or Penitent Greaves.
- As you min/max your setup, aim to keep your resistances capped and get your armor as close as possible to 5000 for Unyielding Hits. Don't forget you can use consumables, too!
This Speedfarming variant optimizes the build for easy activities like Helltides, Whispers, Nightmare Dungeons and lower Pit Tiers after you have finished the Mythic variant and reached a plateau in your progression.
Gear & Skills
- Straying from the standard setup, you can optionally hypercharge your cooldown reduction by adding Harlequin Crest, Rakanoth's Wake and Jacinth Shell for easy lower end content. Just be aware that this removes the Jaguar tag and Furnace no longer functions.
- Jacinth Shell massively speeds up your cooldown recovery. With it you can keep up all of your buffs permanently with ease but it comes at a hefty life cost. You can heal with Scourge, but it will leave you at low HP when out of combat. Play around your barriers to survive and for example use healing potions when entering a boss arena.
- We also switch to Adaptive Stances to gain back some of the damage of switching the chest piece among other adjustments on the tree.
This setup optimizes the build to push the highest possible Tiers in The Pit after you have finished the Mythic variant and reached a plateau in your progression.
Gear & Skills
- For high tier pushing, we replace Ring of the Midnight Sun with Ring of Starless Skies. This removes the guaranteed resource refill on every attack, but averages out to more DPS thanks to the amazing stats, extra skill ranks, bonus damage effect and the resource cost reduction allows Rod of Kepeleke to consume more for a bigger multiplier.
- For this to work, you also need another pair of gloves with "Lucky Hit: Chance to Restore Resources" which now fuels your Rod of Kepeleke. Fortunately, Quill Volley has a high combined Lucky Hit Chance from all its feathers, so this resource effect triggers reliably even on single targets. This means that your damage output now fluctuates with the number of enemies hit, and single target bosses die much slower than those that spawn adds.
- We swap our Spirit Hall to Jaguar (main) + Gorilla (secondary) because monsters live longer. To get barriers, we now use Ahu + Que instead of a mobility combo.
- To synergize with all of the above, we replace Moonrise with Rebounding. While this looks weaker on paper, the roughly doubled amount of Lucky Hit procs makes up for the difference.
- Without Ring of the Midnight Sun, we no longer need points in Counterattack and redistribute them for more damage.
- When fighting monsters in high tiers of the Pit, remember that after crowd controlling elites for 5 seconds, they become Unstoppable for 8 seconds. This may be the right moment to start kiting them around because they can freely retaliate and it's difficult to keep them into the right position for shotgunning.
Paragon
We replace Revenge with Menagerist since we no longer apply thorns damage reliably.
This is an alternative lategame setup if you want to try something different, based on stacking up Poison DoTs with Andariel's Visage and detonating them with Noxious Resonance. Thanks to the poison novas from the helm and passive, this build has incredible AoE damage scaling to the moon in large monster packs, but falls off against high tier bosses. However, it's still a relatively competent build that can farm and push at acceptable levels. The playstyle and skill setup remain largely the same compared to typical Quill Volley builds, but the Core Skill no longer deals any significant damage. Instead, we focus purely on procs to scale their damage output.
Gear & Skills
Paragon
Boss Powers
- Spirit Hall: Farming = Gorilla + Gorilla, Pushing = Jaguar + Gorilla
- Unfortunately, Unyielding Hits doesn't work for Andariel's Visage and only increases its tooltip, so we no longer stack armor.
- Barriers are triggered from Forest Power and either Gorilla (farming) or Que & Tzic (pushing).
- Especially in high tier pits, focus on making large pulls to benefit from the combined AoE scaling of Andariel's Visage and Noxious Resonance (more targets = more novas = more DPS per target). Beware of champions (damage reduction aura monsters) as they can take a long time to kill and may lag out the game if you pull too many monsters at once. Try to skip these as much as possible.
- Stack a lot of Critical Strike Damage in order to boost Noxious Resonance.
- Fists of Fate is a crucial item for this build, as all of our damage relies on the procs from Andariel's Visage. Luckily, the glove's unique effect doesn't affect the poison novas, so you can focus entirely on getting a good roll of Lucky Hit Chance.
- Without Prodigy's Tempo, Jacinth Shell is required to reset our cooldowns quickly, and Cooldown Reduction now becomes a valuable stat. In particular, focus on high tempers for The Hunter cooldown reduction. To get started, you can also add a third temper on a normal ring with Plains Power instead of Ring of Starless Skies, but you have to be more careful with your resources (use a potion and more Scourge uptime).
- Beware that Jacinth Shell drains your HP quickly. This is not noticeable in combat, but without fighting enemies you lose all of your life in seconds. A good way around it for speedfarming is to focus less on max. HP rolls on your gear and instead add a few life regeneration rolls (Boots, Pants, Ring) to counteract the life drain while moving from pack to pack. In addition, don't faceroll all your cooldowns when you don't need them, e.g. when you are about to spawn the boss portal in the pit, and use health potions in those downtimes to walk in with enough HP to get the fight started.
- If you have resource issues, focus more on pressing Scourge on cooldown, use Elixir of Resourcefulness II and make sure to allocate Sapping + other resource paragon nodes on that board as soon as possible.
- As you min/max your setup, aim to keep your resistances and armor capped. Don't forget you can use consumables, too!
This is a variant that deals damage only with boss powers instead of attacks. The main combo works like this:
- Accursed Touch applies perma Vulnerable
- Flesh Reaper's Disruption (main) triggers on every vulnerable target hit
- Varshan's Life Steal (modifier) triggers on every main power activation
- Ergo: Every hit applies Varshan DoT, which deals all the damage
The build works as soon as you have the above combo online and can be played from level 1. Everything else is built around maximizing the number of hits and generic damage multipliers in order to scale it to the moon. With a lategame setup, you can reach 100+ hits per second per target, with each hit applying the Varshan DoT to all surrounding enemies. Hence why this build absolutely shreds through dense monster packs but then falls off at the boss unless they spawn additional adds (relevant starting in Pit 100+).
This build is a variant based solely on dealing damage with the Varshan's Life Steal modifier power, which works differently than the regular setups. Since the amount of damage calculations can produce server/lag issues, we expect this could be patched soon, so use at your own risk.
In addition, we expect this build to become even more powerful with patch 2.2.1 where it seems that Unyielding Hits will be enabled for various boss powers including Varshan's Life Steal. If confirmed on May 14, this setup is going to include it over Vehement Brawler's on the amulet and stack armor to reach 3334, maxing out the aspect. This will result in a roughly x2.5 damage increase and a moderate shift in item stat priorities towards more armor.
Gear & Skills
Paragon
Boss Powers
- This build can be very laggy in high density/high pit tier situations. You need to manage lag and not pull too much while making sure you have all important buffs up when you press Vortex.
- We focus on stacking Attack Speed on gear and through Ferocity + The Hunter in order to trigger Varshan's Life Steal and Jaguar as often as possible. Aim for 85% AS from gear + Paragon and 15% from Elixir of Advantage II to max out cap 1.
- Since we have 14 Ferocity stacks, we use Plains Power to spawn Mystic Circles which we scale through tempers and Ritual. These are a HUGE damage bonus (x4-5) in lategame, so it's important to play around their 10sec timer in pushes (cooldown is shown on the buff bar).
- Cap armor/resistance with Song of the Mountain and Soothing Spices if necessary.
- Resource recovery is solved through "Lucky Hit: Chance to Restore Primary Resource" on Gloves, Ring & Amulet. In addition, we have Reinforced Scourge as a backup in case you run out completely. This can occasionally happen when fighting a single target boss and getting a Qax proc without a follow-up Lucky Hit to restore Vigor. If you are struggling a lot with resources, replace this Rune with Ohm, Mot or Xal.
- Since this setup runs Ahu to trigger Qax, you will deal roughly double damage after the first 20% of a boss fight (not a problem in AoE encounters). In addition, you deal around quadruple damage in the last 35% of the fight (thanks to Harmonious Hunter), so there is a significant ramping experience.
- It's worth highlighting that the damage scales significantly with more targets and higher number of hits per second. In some cases, the targets you attack may simply be too small or your positioning may be off, losing out on some of the side quills that would otherwise produce more hits, so pay special attention when bosses move around. The best boss to get in a high tier pit push seems to be by far Drowned Seahag, followed by other add-spawning bosses.
FAQ & Mechanics
Once a guide is released, many players have questions on why and how we are approaching certain choices. In this section you can find the answers to the questions that have been asked the most.
The build works really well when you decimate everything in seconds, but may get overwhelmed if fights are long against high level monsters. There are several adjustments you can make when you have trouble with more difficult content:
- Check if your Armor & Resists are capped.
- Use defensive consumables.
- Roll Maximum Life instead of offensive stats on as many pieces as possible.
- Kite enemies when they become Unstoppable.
- Add Layered Wards or other defensive aspects on your gear (e.g. instead of Duelist's).
If there are times when your Quill Volley isn't doing damage it is most likely because you don't fully restore all Vigor between every hit with Rod of Kepeleke and Ring of the Midnight Sun.
Rod of Kepeleke spends all of your resource to significantly increase the damage of Quill Volley, add two extra feathers and guaranteed a crit. If that doesn't happen at all, you must invest more into resource generation (e.g. tempers, masterworking on jewelry) or get a better ring. It may also be that you only reach the threshold needed when Measured Ravager is active and your uptime is too low in boss encounters.
This build has multiple major progression steps related to your resource generation. Make sure to use at least one of the following:
- Vital Strikes + Replenishing Soar & Exalted Seeker
- Ring of the Midnight Sun
- Rod of Kepeleke + Ring of the Midnight Sun - enabling the endgame combo
- Resource Cost Reduction (RCR) increases damage done when paired with Rod of Kepeleke by making it act as if your total consumable resource pool is larger than it actually is.
- E.g. with 250 Max Vigor and a perfect roll, Rod of Kepeleke adds a 125% bonus multiplier for a total of 225% damage.
- With 25% RCR, your total Vigor would act as 250/0.75 = 333, in which case the weapon adds 166.5% damage for a total of 266.5%, a 18.4% DPS increase.
- Channeling Shrine acts as a 75% RCR effect for Rod of Kepeleke, in this example increasing DPS by 166.67% (compared to baseline).
- Raheir (mercenary) can slowly Fortify us with this Shield Charge ability.
- This is an important source of damage for Overpower builds and an easily overlooked detail for classes that usually don't have access to this mechanic.
- As long as you protect yourself with a Barrier, Fortify remains active, but it slowly decays when out of combat or AFK in town.
Ring of the Midnight Sun provides this bonus passively which adds a good amount of extra Dodge and Critical Strike Damage.
Generally hardcore and softcore share the same builds. Outside of being more prudent in your gameplay, you can also tweak the setup slightly to raise your survivability:
- Focus more on Armor & Resists, making sure that they are always capped especially as you transition into higher torment difficulties.
- Focus more on maximum life rolls, for example replacing DPS stats like main attributes, attack speed, critical strike chance and additive increased damage rolls. Also masterwork life more than normal if no other crucial stats have priority.
- Focus on adding defensive skills, passives and paragon nodes first as you level up.
- Play on a slightly lower difficulty than normal, don't push into difficult territory. As long as you can deal with all enemies swiftly, they can't retaliate.
- Include a source of Unstoppable if possible to get out of crowd controls.
- Use defensive elixirs and incenses instead of offensive ones.
Mechanics
The most important stat on Ring of the Midnight Sun is the Vigor restore percent! Ring of the Midnight Sun restores 20 - 50% of the Vigor spent in the last two seconds. The ring tracks how much is spent on your buff bar and consumes the buff on your next crit, so you can't scale its effect by attacking quickly. The higher the roll the easier it will be to reach enough resource generation to fully restore your Vigor each attack. If you don't have enough resource generation you will do no damage!
To find out how much resource generation your Ring of the Midnight Sun roll needs to fully restore your Vigor follow this formula:
- (100% / Ring of the Midnight Sun roll) - 100%
50% Ring of the Midnight Sun
- (100% / 50%) - 100%
- (100% / 50%) = 200%
- 200% - 100% = 100%
40% Ring of the Midnight Sun
- (100% / 40%) - 100%
- (100% / 40%) = 250%
- 250% - 100% = 150%
35% Ring of the Midnight Sun
- (100% / 35%) - 100%
- (100% / 35%) = 285.7%
- 285.7% - 100% = 185.7%
Here is a table showing Ring of the Midnight Sun roll and the required Resource generation to fully restore Vigor:
Ring of the Midnight Sun | Resource Generation | Ring of the Midnight Sun | Resource Generation | Ring of the Midnight Sun | Resource Generation |
35% | 186% | 41% | 144% | 46% | 117% |
36% | 178% | 42% | 138% | 47% | 113% |
37% | 170% | 43% | 133% | 48% | 108% |
38% | 163% | 44% | 127% | 49% | 104% |
39% | 156% | 45% | 122% | 50 | 100% |
40% | 150% |
Resource Generation:
When calculating resource generation it is important to remember resource generation is multiplicative.
Here is the formula for calculating resource generation:
Resource generation = ((100% + Source 1) x (100% + Source 2) x (100% + Source 3) …) - 100%
- ((100% + Vigorous) x (100% + Measured Ravager) x (100% + Rare node) x (100% + Magic node) x (100% + Magic node) x (100% + Magic node) x (100% + Temper) x (100% + Int)) - 100%
I strongly suggest aiming for a Ring of the Midnight Sun roll of 40% or higher
Rod of Kepeleke "chance to hit twice":
- Grants Payback a chance to deal double damage
- Grants each Quill Volley projectile a chance to be replicated
- Only replicates one of the two hits for Rake
- Only replicates one of the two hits for Crushing Hand
- Allows Touch of Death to reinfect from swarms
- Allows Stinger to replicate a full swing once per attack at a surrounding poisoned target
Rod of Kepeleke "cast at maximum size":
- Adds 2 feathers to Quill Volley
- Enlarges Crushing Hand to 200% size
- Enlarges Stinger to 200% size
- Enlarges Rake to ~400% size
- Enlarges Payback to ~double the size
- Does nothing for Touch of Death
- Does not stack with any size tempers
Resource Cost Reduction:
- Acts as a multiplier to your total Max Vigor pool for this item, meaning you deal more damage because Rod of Kepeleke can "consume more".
- E.g. with 250 Max Vigor and a perfect roll, Rod of Kepeleke adds a 125% bonus multiplier for a total of 225% damage.
- With 25% RCR, your total Vigor would act as 250/0.75 = 333, in which case the weapon adds 166.5% damage for a total of 266.5%, a 18.4% DPS increase.
- Channeling Shrine acts as a 75% RCR effect for Rod of Kepeleke, in this example increasing DPS by 166.67% (compared to baseline).
- Jacinth Shell effectively reads the same as "66% cooldown reduction" or "200% increased cooldown recovery speed" that works in addition to other cooldown reduction effects.
- The drain ticks multiple times per second for partial reductions and stops when you reach 1 HP.
- Drained life does not count as taking damage.
- Unyielding Hits hits adds weapon damage based on your current armor.
- As your armor is reduced by the Torment penalties, so is the damage gain of this aspect.
- The weapon damage added is equal to that from your equipped weapon, which is the base for all further damage calculations and thus adding to it is a massive benefit.
- Unyielding Hits adds a flat amount of weapon damage regardless of base weapon speed, meaning it's more beneficial for faster weapons.
- The total weapon damage can be tracked in the character details.
- To calculate the relative DPS increase, use the following formula:
- ((Armor x Unyielding %) + (Avg. Weapon Damage)) / (Avg. Weapon Damage)
- Mystic Circles can only spawn from the aspects Plains Power, Forest Power, Sky Power, Soil Power.
- They last 10 seconds and have a limit of 1 active at a time.
- They can not be overwritten with a fresh spawn while active.
- The lucky hit effect that triggers the circle will be immediately activated.
- Multiple buffs from multiple aspects can be active at the same time if skills of those spirits are used inside a circle.
- "Mystic Circle Potency" from tempers or Ritual amplifies most effects including damage done, damage gained, barrier gained gained by the aspects.
- "Mystic Circle Potency" does not amplify armor gained from Forest Power.
- When combined with Sky Power you can relocate your active circle to the destination of your Evade.
- Convergence requires you to stack physical or elemental damage bonuses.
- For the maximum of 30%, you need a total of 150% bonus damage to any combination of two damage types, or simply stack one high enough.
- "Non-physical damage" - while adding to each elemental type in your character sheet - does not function for Convergence. Instead you need to rely on other sources such as Bane, Fulminate and Wildfire.
- The stacks from Drive have individual timers and don't refresh when a new stack is acquired.
- While running non-stop at movement speed cap (200%), you can reach up to 7 stacks.
- In order to reach close to the maximum damage bonus, it's required to move very fast at all times including mobility skills such as Soar, Rushing Claw or The Hunter.
- The stacks from In-Fighter have individual timers and don't refresh when a new stack is acquired.
- With a 5 second timer for 9 stacks, you need to dodge or block a hit roughly twice per second in order to keep the bonus at maximum.
- Counterattack can stack a maximum duration of 6 seconds, which can be refreshed indefinitely with enough cooldown reduction.
- There is no forced gap or downtime in the 100% dodge effect.
- Some damage over time and ground effects cannot be dodged, even if they hit instead of dealing DoT damage. Most notably, Explosive Elites are very dangerous when your survivability greatly depends on high uptime of Counterattack.
- The Minimum Ferocity is always active, even when Invasive Rushing Claw consumes 4 stacks to refresh its cooldown.
- Hits with other skills create an extra Ravager hit, once per attack per enemy.
- Replenishing Ravager increases the number of hits against elites, dealing the same damage each.
- Replenishing Ravager stacks are filled up by any individual healing source, such as any life steal, life on hit, life regen etc.
Barrier Generation works with:
- Auspicious
- Forest Power
- Enhanced Concussive Stomp
- The Protector
- Earthen Bulwark from Que
Barrier Generation doesn't work with:
- Gorilla primary hall
- Enhanced Crushing Hand
- While all the exact mechanics are much more nuanced, there are two separate Attack Speed Bonus caps of +100% that apply to all builds for a total potential of +200%. For Spiritborn, these two caps are distributed in the following way:
Cap 1
- Gear rolls
- Paragon nodes
- Elixirs
- Artillery Shrine
- Moonrise
- Hysteria (Varyana)
- Bloodthirst (Varyana)
- Bloodlust (Varyana)
Cap 2
- Accelerating
- Rapid
- Ferocity
- Adaptive Stances
Read up more on Attack Speed in our dedicated guide by Ava.
Bosses are immune to Crowd Control (CC) effects and instead take Stagger Damage when hit by one. The amount of stagger damage dealt depends on the type of CC and is proportional to its duration. After being hit by a CC effect, the Boss will temporarily take less Stagger Damage from a CC of the same type.
Effectively, this means that when you're just spamming one type of CC you don't need to spam any more of it than what you need to keep a normal enemy permanently CC-d. To stagger the Boss quickly you need to use as many different types of CC as possible. After the Boss is staggered it gains a certain amount of stacking Stagger Damage Reduction for the rest of the fight:
- After 1st Stagger: 20%
- After 2nd Stagger: 40%
- After 3rd Stagger: 60%
- After 4th Stagger: 90%
Bosses naturally regain 1% of their Stagger HP every second and when that regen is combined with 90% Stagger Damage Reduction it becomes borderline impossible to Stagger the Boss again unless you bring a serious amount of crowd controls.
Video Guide
Summary
The Quill Volley Eagle Spiritborn is a highly mobile allrounder that combines great AoE clear and single target damage.
- Spray into packs or blast elites from close range with Quill Volley.
- Combine Rod of Kepeleke and Ring of the Midnight Sun with enough resource generation to proc a guaranteed crit every time.
- Stack Armor, Attack Speed and Critical Strike synergies.
- Keep up your Resolve stacks.
- Go pew pew pew!
Credits
Written by wudijo