Stinger Spiritborn Endgame Build Guide
Welcome to the Stinger Spiritborn Endgame Guide! This build relies on Centipede Skills and focuses on high Poison damage output to unleash devastating explosions with the Noxious Resonance Key Passive, making it an AoE powerhouse.
There are multiple ways to play Stinger and this build focuses on the Poison from Pestilent Swarms, an effect created and amplified by various aspects and uniques such as Pestilence, Infestation and Ring of Writhing Moon. While the two aspects are amazing, we usually skip the unique as it is actually a downside for DPS, but still great for speedfarming content where you oneshot everything.
Like many other Spiritborn builds, we also pick up Unyielding Hits and stack armor up to 3,333 (putting the aspect on the amulet). The final result is that this character eventually transforms from merely hitting enemies with its ground AoE into a good ol' Hammerdin thanks to the spiraling Pestilent Swarms!
Compared to most other Spiritborn builds, you don't go for either of the two class specific unique helms and instead aim for Heir of Perdition, as the other two don't boost the swarms.
All in all, the Stinger Spiritborn offers incredible damage output and scales well into the lategame. Let's get started!
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.
Season Theme
The Season 9 theme is the Sins of the Horadrim. This season allows you to craft unique Horadric Spells using three different components: a Catalyst, an Infusion, and three Arcana. You earn Catalysts and Infusions through the Seasonal Questline, and Arcana can be found while exploring Nightmare Dungeons. You choose a Skill as the trigger for your Horadric Spell. Once in Torment I or higher, Horadric Jewels can be crafted, which replace the Gems in your Jewelry, adding additional power to your build.
Endgame Horadric Spell
Catalyst
We use Disintegrate because it has a short cooldown and combines well with Vortex.
Infusion
We use Smoldering Ember to break walls and disable Chilling Wind affixes.
Arcana
- Reactive Ooze - Allows us to continuously attack even directly after triggering Qax.
- Frigid Heart - Adds a Freeze for better survival.
- Bottled Wind - Important defensive tool and great to boost our damage through Viscous Shield.
Optional Arcana
- Fractured Core - Can be used for Pit Pushing instead Bottled Wind to remove the damage resistance auras.
Best-in-Slot Horadric Jewels
- Idol From Below - Offers a great stat line and periodically spawns Elites for additional Pit progression.
- Horadric Crest - Great boost for survivability.
- Scornful Light - A great damage boost for non-physical builds.
Optional Horadric Jewels
- Tyrant Bane - Replaces Scornful Light for Pit Pushing (only when bosses take 5+ min).
- Liminal Echo (Softcore only) - Can replace any of the other jewels if you're dying too often.
Learn more details about the season theme in our full Season Guide.
Skills & Gameplay
- Stinger is your main ability. It comes with a hefty resource cost that you work to make up for with effects such as regeneration, Starlight, Endurance and eventually Ring of Starless Skies. Most of the damage done comes from Noxious Resonance explosions of Poisons applied by Pestilent Swarms from Pestilence + Infestation.
- Ravager allows you to dash towards enemies and brings extra resource generation with Measured Ravager while stacking up Potent on bosses.
- Armored Hide is your main defensive tool and an important source of Resolve. Keep an eye on your stacks and activate it as needed for a powerful defensive buff together with Perseverance. Rock Splitter can be used to gain Vigor, Resolve and block chance if needed in the early game until you get to the point of infinite resources and permanent uptime.
- Soar adds extra mobility. For pushing, this is replaced with Scourge for an extra damage buff.
- Vortex groups up enemies which is helpful to overlap swarm spirals and Noxious Resonance explosions.
- The Hunter is your Ultimate Ability. It is mainly used for a large range of offensive buffs: +2 max. Ferocity, Supremacy, Resolution, Intricacy and Harmonious Hunter.
- Two points have to be added in any basic skill in order to unlock clusters further down the tree.
Skill Rotation
- Keep up Armored Hide and Ravager at all times.
- Gather enemies with Vortex.
- Spam Stinger to deal damage.
- Activate The Hunter as often as possible for various buffs like Supremacy and Resolution.
Spiritborn Spirit Hall
Primary: Gorilla allows us to build barriers and trigger Unyielding Hits easily with all of our attacks
Secondary: Centipede helps us out with extra healing to negate the drain of Jacinth Shell
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.
Stinger 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
- Revenge
- Bane
- Colossal
- Consumption
- Canny
To Level 46
- Bane
- Consumption
- Canny
- 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 Stinger Spiritborn focuses on the following combos:
Best in Slot
- Tam + Qax - This is a powerful damage boost that we trigger regularly, helping us take down elites and bosses
- Neo + Tal - Spawns more swarms which are weaker than our own, but still contribute lots of damage and stack Consumption even higher
- For higher end content where barrier uptime is spotty like Pit Pushing, Neo is replaced with Cir
Alternative choices
As long as you haven't unlocked the final setup or found the top Runes, you can also benefit from these options:
- Que - Earthen Bulwark helps with defense and synergy with Viscous Shield
- Poc - Another way of generating offering
- Xal - For extra defense
- Ohm - War Cry provides a damage buff
- Thul - The Freeze adds more defense and an extra damage buff
- Wat - It's a good combo to trigger the cheap Decrepify to then trigger another rune with Xol
- Jah - Allows us to go faster with free Teleport
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.
Learn more about Mercenaries and how they work in our dedicated Mercenaries Overview.
Stat Priorities & Item Progression
To enable the Stinger 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
- 22+ total Stinger ranks
- 50%+ Critical Strike Chance
- 80%+ Attack Speed
- 2,400+ Dexterity
- 3,300+ Armor
- All Resistances 75%+
- 10,000+ Life
- 175%+ Movement Speed
Recommended Consumables: Soothing Spices, Reddamine Buzz, Spiral Morning & Elixir of Fortitude II. Alternatively use Song of the Mountain or Elixir of Advantage II to cap out your Armor or Attack Speed if necessary.
Item Progression Goals
Before you dive into the Endgame with the Stinger Centipede 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 Stinger 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 (1,000 Armor, 75+ 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.
- Pestilent Swarms are the core of the build. Pestilence can be unlocked from dungeons but Infestation is drop-only. Focus on getting this aspect as soon as possible.
- Resource aspects like Starlight or Umbral help to spam your skills nonstop until you get better effects later on.
- Unyielding Hits is a weapon damage buff that you activate automatically with your skills thanks to Gorilla. This aspect is so powerful that you overcap armor massively in order to scale it. Putting it on the amulet, we need 3,333 for the maximum benefit.
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 1,000 Armor and 75%+ Resistances for the difficulty you're currently in to maximize survivability.
- Focus on reaching high Attack Speed, some Critical Strike Chance & ranks to Stinger as your primary damage attributes on gear.
- Godslayer Crown is amazing as it pulls enemies together for your swarms. Stacking up enemies yields a massive DPS boost as the swarms spiral out from their spawn location, hitting enemies multiple times on the way. If enemies are spread out, you hit them way less.
- Jacinth Shell massively speed up our cooldown recovery (+200% speed). With it you can keep up all of your buffs permanently with ease but it comes at a hefty life cost. With all the built-in healing of this setup, it's easy to maintain full life as long as we are engaged in combat 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, and don't press all your cooldowns when you are about to finish a fight.
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
- Heir of Perdition is a powerful damage boost and one of the few ways to really buff Pestilent Swarms, easily overshadowing Godslayer Crown.
- Ring of Starless Skies replaces Vehement Brawler's. In addition to great stats and a powerful damage buff, it also makes resource sustain much easier.
- As you min-max your gear, focus on stacking armor as much as possible (up to 3,333) while staying resistance capped. Remember 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
- This is largely the same setup as the mythic variant.
- Since we never want to stand still, we replace Plains Power with Ring of Writhing Moon. This way we can carry our swarms around and become a walking shredder that oneshots enemies as you run.
- Rakanoth's Wake replaces Layered Wards and comes with a good chunk of all resistances, some additive damage and cooldown reduction to speed up the pace.
- Play around your barriers to survive and for example use healing potions when entering a boss arena.
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
- This setup is largely the same as the mythic variant.
- We tweak the skill tree a bit to pick up Scourge for more damage, replacing Soar.
- If you drop your barriers too often, replace Neo with Cir for more consistent offering generation.
- 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.
- We replace Ravager with Counterattack for more defense and damage. If you run into resource issues, undo this change.
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.
This build has various possible ways of managing resources. Make sure to include some of these:
- Starlight
- Vigorous
- Velocity
- Vigor per Second rolls on Helm, Chest and Boots
- Ring of Starless Skies
- High uptime of Measured Ravager
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.
- Potent is one of the strongest passives in the entire game, ramping up damage in boss encounters which are this build's main weakness while AoE damage is a breeze.
- Even without going for Jaguar primary spirit hall or Harmony of Ebewaka, we can ramp up the damage buff slowly via Ravager and The Hunter.
- If you are doing easy content and bosses melt in seconds, you can replace this passive and pick up other choices. It's only worth it in fights lasting at least half a minute.
- The "Chance to Extra Hit" temper for Stinger doesn't spawn more Pestilent Swarms. These swarms (or their explosions from Noxious Resonance) are the bulk of our damage, making it worth it to instead temper Ravenous on your weapon to buff them.
- Ring of Writhing Moon makes Pestilent Swarms spawn centered on you instead of where you hit with Stinger. While this is a great advantage in easy content where you one-shot everything, it doesn't benefit you very much in situations that matter such as boss fights.
- Pestilent Swarms only last a short time, so you can't stack up a lot to carry them over into another pack of monsters unless you go very fast.
- Because the center of the spawn changes, you can no longer hit your primary targets as much as before. This ring effectively cuts your DPS roughly in half.
Mechanics
- Pestilent Swarms are spawned from effects like Pestilence, Infestation, Ring of Writhing Moon, High uptime of Measured Ravager or Tal.
- Swarms scale with general damage multipliers (e.g. Unyielding Hits, Conceited, Plains Power, Apex, Dexterity) and Stinger's base damage (through skill ranks) with Pestilence.
- They are a Centipede-based subskill and benefit from Centipede damage bonuses such as Centipede Damage tempers, Ravenous and Oppressive.
- Effects that specifically boost your skills but don't actually raise the base damage of Stinger such as Harmony of Ebewaka do NOT work for swarms.
- Pestilence makes swarms spiral outwards from the center of the Stinger AoE. Since they start with small circles, they can hit the same target up to 5 times.
- Ring of Writhing Moon displaces the spawn location to center it on the player, removing this multi-hit effect and reducing damage output.
- Jacinth Shell effectively reads the same as "67% 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)
- 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)
- Myriad Stone
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
This video is still largely the same as the written guide.
Summary
The Stinger Spiritborn is a powerful endgame build with incredible AoE damage and speedfarming potential.
- Use Stinger to deal damage and spawn Pestilent Swarms that hit everything around you.
- Work on acquiring Infestation and Jacinth Shell as soon as possible.
- Keep up Armored Hide at all times.
- Become the Swarm!
Credits
Written by wudijo