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Patriarch CosTeLLo, Abbott/Charger


Well-known member
Oct 1, 2006
There were days like these...😑
Annotation 2020-04-29 033538.png

And there were days like these...:cool:

Introducing Patriarch CosTeLLo, the Abbott (hur hur).

Don't see these being played much, so resource in the Pat/Mat guide is rather light. Coupled with charging, this build combined 2 mechanics that are very new to me, and it has been equal parts frustrating and satisfying.

It took me quite a while to write this character up. Unlike other builds that take 3-5 days to complete, this one took almost a month. He's mainly played act by act as breaks from LK running. Normal Act 1 to NM Act 3 were played in /p8, NM Act 4-5 in /p5 and Hell onwards /p1.

CosTeLLo - LCS1 - Max PDR.png

CosTeLLo - LCS2 - Angelics Combo.png

Name: CosTeLLo
Class: Paladin
Experience: 987143595
Level: 84

Strength: 50/75
Dexterity: 20/43
Vitality: 430/435
Energy: 15/20
HP: 1496/1599
Mana: 139/179
Stamina: 577/582
Defense: 5/774
AR: 85/180238

Fire: 189/149/89
Cold: 176/136/76
Lightning: 181/141/81
Poison: 180/140/80

MF: 42 Block: 5
GF: 121 FR/W: 20
FHR: 34 8Fr IAS: 10
FCR: 35


Sacrifice: 0/0
Smite: 1/3
Holy Bolt: 0/0
Zeal: 0/0
Charge: 20/22
Vengeance: 0/0
Blessed Hammer: 0/0
Conversion: 0/0
Holy Shield: 0/0
Fist of the Heavens: 0/0

Might: 20/20
Holy Fire: 0/0
Thorns: 0/0
Blessed Aim: 0/0
Concentration: 0/0
Holy Freeze: 0/0
Holy Shock: 0/0
Sanctuary: 0/0
Fanaticism: 0/0
Conviction: 0/0

Prayer: 20/20
Resist Fire: 0/0
Defiance: 1/1
Resist Cold: 0/0
Cleansing: 1/1
Resist Lightning: 12/12
Vigor: 20/20
Meditation: 0/0
Redemption: 0/0
Salvation: 0/0


Prismatic Circlet of Life Everlasting
Defense: 21
Durability: 35 of 35
Required Level: 37
Fingerprint: 0xc79a6213
Item Level: 87
Version: Expansion 1.10+
All Resistances +17
Damage Reduced by 34
2 Sockets (2 used)
Socketed: Sol Rune
Socketed: Sol Rune

CosTeLLo's Iron Pelt
Trellised Armor
Defense: 546
Durability: 157 of 157
Required Level: 33
Required Strength: 61
Fingerprint: 0x22167659
Item Level: 87
Version: Expansion 1.10+
+91% Enhanced Defense
+252 Defense (Based on Character Level)
+25 to Life
Damage Reduced by 27
Magic Damage Reduced by 15
+125 Maximum Durability
1 Sockets (1 used)
Socketed: Sol Rune

Nosferatu's Coil
Vampirefang Belt
Defense: 60
Durability: 14 of 14
Required Level: 51
Required Strength: 50
Fingerprint: 0xc9f213a8
Item Level: 86
Version: Expansion 1.10+
+10% Increased Attack Speed
6% Life stolen per hit
Slows Target by 10%
+15 to Strength
+2 to Mana after each Kill
-3 to Light Radius

Shadow Knuckle
Demonhide Gloves
Defense: 33
Durability: 12 of 12
Required Level: 26
Required Strength: 20
Fingerprint: 0xb997a6bb
Item Level: 86
Version: Expansion 1.10+
3% Life stolen per hit
+5 Maximum Stamina
Cold Resist +25%
Lightning Resist +28%
67% Extra Gold from Monsters
9% Better Chance of Getting Magic Items

CosTeLLo's Infernostride
Demonhide Boots
Defense: 104
Durability: 12 of 12
Required Level: 29
Required Strength: 20
Fingerprint: 0x74c5b7fa
Item Level: 86
Version: Expansion 1.10+
5% Chance to cast level 8 Blaze when struck
+20% Faster Run/Walk
Adds 12 - 33 Fire Damage
+149% Enhanced Defense
+15 Defense
+10% to Maximum Fire Resist
Fire Resist +30%
54% Extra Gold from Monsters
+2 to Light Radius

Hawk Branded Amulet of Life Everlasting
Required Level: 37
Fingerprint: 0x9847cc53
Item Level: 95
Version: Expansion 1.10+
+2 to Combat Skills (Paladin Only)
Damage Reduced by 24

Raven Frost
Required Level: 45
Fingerprint: 0xfdc66e24
Item Level: 75
Version: Expansion 1.10+
+230 to Attack Rating
Adds 15 - 45 Cold Damage Over 4 Secs (100 Frames)
+18 to Dexterity
+40 to Mana
Cold Absorb 20%
Cannot Be Frozen

Nature's Peace
Required Level: 69
Fingerprint: 0x809dd028
Item Level: 87
Version: Expansion 1.10+
Prevent Monster Heal
Slain Monsters Rest in Peace
Poison Resist +27%
Damage Reduced by 11
Level 5 Oak Sage (27/27 Charges)

CosTeLLo's Insight (MAIN)
Elder Staff
Two Hand Damage: 292 - 329
Durability: 35 of 35
Required Level: 55
Required Strength: 44
Required Dexterity: 37
Fingerprint: 0xa507fd53
Item Level: 83
Version: Expansion 1.10+
Level 16 Meditation Aura When Equipped
+35% Faster Cast Rate
254% Enhanced Damage
+9 to Minimum Damage
226% Bonus to Attack Rating
Adds 5 - 30 Fire Damage
Adds 75 Poison Damage Over 5 Secs (125 Frames)
+5 to Critical Strike
All Stats +5
+2 to Mana after each Kill
23% Better Chance of Getting Magic Items
4 Sockets (4 used)
Socketed: Ral Rune
Socketed: Tir Rune
Socketed: Tal Rune
Socketed: Sol Rune

Bone Wand of Terror (SWITCH)
Bone Wand
One Hand Damage: 3 - 7
Durability: 15 of 15
Required Level: 18
Fingerprint: 0x9342d59b
Item Level: 99
Version: Expansion 1.10+
Level 7 Terror (112/112 Charges)


3x AR GCs (2x FHR, 1x Life)
Resists SCs (2 FHR)
- 95 All
- 17 Fire
- 9 Cold
- 11 Lightning
- 11 Poison

Horadric Cube
Fingerprint: 0xecec447d
Item Level: 13
Version: Expansion 1.10+

Tome of Town Portal
Fingerprint: 0xa47b16bb
Item Level: 12
Version: Expansion 1.10+

Fingerprint: 0xcf4b7403
Item Level: 87
Version: Expansion 1.10+


Angelic Wings
Required Level: 12
Fingerprint: 0x9be7d366
Item Level: 86
Version: Expansion 1.10+
20% Damage Taken Goes To Mana
+3 to Light Radius
Set (2 items): +75 to Life
Set (3 items): +1 to All Skills

Angelic Halo
Required Level: 12
Fingerprint: 0x3746eab9
Item Level: 87
Version: Expansion 1.10+
+20 to Life
Replenish Life +6
Set (2 items): +24 to Attack Rating (Based on Character Level)
Set (3 items): 50% Better Chance of Getting Magic Items


Name: Hrothgar
Race: Barbarian
Type: 1hs-Normal
Experience: 71976560
Level: 84
Dead?: false

Strength: 207/207
Dexterity: 134/169
HP: 1602/1652
Defense: 1483/2849
AR: 2177/2177

Fire: 185/145/85
Cold: 182/142/82
Lightning: 152/112/52
Poison: 152/112/52

Crown of Thieves
Grand Crown
Defense: 322
Durability: 45 of 50
Required Level: 49
Required Strength: 103
Fingerprint: 0x9bcab394
Item Level: 75
Version: Expansion 1.10+
12% Life stolen per hit
+183% Enhanced Defense
+25 to Dexterity
+50 to Life
+35 to Mana
Fire Resist +33%
92% Extra Gold from Monsters

Kraken Shell
Defense: 1044
Durability: 25 of 25
Required Level: 61
Required Strength: 164
Fingerprint: 0xd596015b
Item Level: 85
Version: Expansion 1.10+
5% Chance to cast level 15 Fade when struck
25% Chance to cast level 15 Venom on striking
+2 to Assassin Skill Levels
+45% Increased Attack Speed
+20% Faster Hit Recovery
Cold Resist +30%
50% Extra Gold from Monsters
3 Sockets (3 used)
Socketed: Shael Rune
Socketed: Thul Rune
Socketed: Lem Rune

Phase Blade
One Hand Damage: 31 - 35
Required Level: 54
Required Strength: 25
Required Dexterity: 136
Fingerprint: 0x544ac534
Item Level: 80
Version: Expansion 1.10+
20% Chance to cast level 15 Decrepify on striking
Level 17 Sanctuary Aura When Equipped
-50% Target Defense
Adds 150 - 210 Fire Damage
Adds 130 - 180 Cold Damage Over 7 Secs (174 Frames)
7% Life stolen per hit
Slain Monsters Rest in Peace
+241 Defense vs. Missile
+10 to Dexterity
75% Extra Gold from Monsters
3 Sockets (3 used)
Socketed: Amn Rune
Socketed: Lem Rune
Socketed: Ko Rune

Thoughts on this build:

- Insight. Amazing runeword. Weapon progression has been: Envy > Carnage > Insight Battle Scythe > Insight Elder Staff. It's somewhat imbalanced given its cost, but I'm not complaining
- Charging really takes some getting used to. Tried the stand/attack method but kept coming up short, so I resort to the "enemy clicking" method.
- But when those chains pull off...:cool:
- Leapers and extra fast monsters are the bane of this build. So are enclosed areas. Getting the Horadric Staff and Khalim's Will were frustrating moments.
- AR is very important, an aspect I actually overlooked for the majority of Hell in favor of maximizing dr. While charge chains are cool, knocking back monsters from one end of the screen to the other without killing them isn't.
- That explains my dual setups as per LCS. The Angelics setup kills faster, but does not tank well (actually died entering Crystalline Passage to a pack of cursed Witches). So instead of choosing one or the other, I just pack the additional jewelry in the cube for situational use.

- "Invincibility" is an overstatement. Of course you can park this build in the middle of mobs, AFK to make tea, and come back. But it's still limited to armor durability. Armor breaks, resistance and dr drop, you still die.
- Speaking of durability, this is the only build where I had to spend more trips back to town for armor repairs instead of weapons.
- The build guide recommends slvl 40 Prayer for sustainable life regen. Since I'm only able to cap out at slvl 20, 1100 life is still too low. This led to the shuffling of gear (reducing strength/dr for more life). Originally I planned to wear a 43dr ancient armor + Tgods.
- Three deaths. 1, when just starting out Hell and sorting out end game gear. 2, Act 3 Flayer Jungle when I forgot to reset player settings after LK running. 3, Crystalline Passage as previously mention.
- The amount of pdr means that you don't die instantly like most other builds. You just watch helplessly as monsters swarm you (Terror wand doesn't work 99% of the time btw). In short, free 30+ seconds to S&E.
Annotation 2020-05-07 031111.png

- Lawbringer is a double-edged sword (pardon the pun). It makes handling PIs more manageable, but the aura can sometimes pin enemies to you and the walls of enclosed areas.
- Otherwise, he just doesn't die thanks to massive inherent and external life regen.

Bosses (Hell)
- Longer than average kills (apart from Diablo thanks to a nearby Combat Shrine)
- Took two tries to finish off Baal waves. 1st try, I stupidly led extra fast Venom Lords out of the throne area and back in, only for Minions to be spawned. Result: see previous picture.
- Against Baal, health never dip under 600 though it took almost 10 minutes to kill.

It was a relief to be able to Pat this guy. To retirement!
Last edited:
High PDR builds are always a joy.

Did you have any issues with becoming Charge-locked? I see no mention of it in your post.
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High PDR builds are always a joy.

Did you have any issues with becoming Charge-locked? I see no mention of it in your post.
Not much of an issue really. Switch weapons and then I'm on my way. A little annoyance but not much.

Having "charging contests" with vipers and minions are more annoying but still got the hang of it. A matter of timing (aka attack whichever the merc is currently attacking)

What I can't stand though, is getting pinned and having no room to maneuver. Since I can't zeal my way out, I had to rely on the merc to bail me out, terror them away or S&E 😑

Sometimes it worked my way though. I act as the meat shield, taking hits from monsters while the merc attacked from their rear.
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