Rating
+4

[2.6.1] (GR114+) AT:SD MH Vyr6 Deathwish

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Skills

  • Teleport Safe Passage
  • Arcane Torrent Static Discharge
  • Archon Pure Power
  • Magic Weapon Conduit
  • Storm Armor Power of the Storm
  • Explosive Blast Chain Reaction
  • Audacity
  • Paralysis
  • Evocation
  • Unstable Anomaly

Items

More Details
  • Legendary Gems

    • Bane of the Trapped
    • Taeguk
    • Bane of the Stricken

Kanai's Cube

  • Deathwish
  • The Swami
  • Manald Heal
  • Head: INT / VIT / CHC / Socket (Diamond)
  • Shoulder: INT / VIT / RCR or Life% or AR / CDR
  • Chest: INT / VIT / +Armor or EliteDmgReduction% / Sockets (Topaz)
  • Amulet: AS or CDR* or INT** or +Avg Dmg** / CHC / CHD / Socket
  • Gloves: AS or INT** / CDR / CHC / CHD
  • Belt: INT / VIT / Life% / +Armor
  • Bracer: Lightning% / INT / LoH / CHC
  • Pants: INT / VIT / +Armor / Sockets (Topaz or Amethyst)
  • Boots: INT / VIT / AR / +Armor
  • Ring1 (Karini or MH): CDR or AS* or +Avg Dmg** / CHC / CHD / Socket
  • Ring2 (Compass): INT / CDR or AS* or +Avg Dmg** / CHC / CHD / Socket
  • Weapon*: %Dmg / INT / AS / CDR / Socket (Emerald) / BeastDmg% / HumanDmg%
  • Offhand: INT / CDR / CHC / APoC

Secondary resists where possible, physical resistance in particular is nice. Crowd control resistance on at least two pieces is great to have (helm/amulet preferred, but rings are good here too). Also some level of +Pickup radius is nice to have (boots, pants, shoulder ideal).

Diamond in helm for CDR. +Max AP not required, though can be nice to have.

CDR is key for gearing. 61% CDR minimum, and can go up to 62.6%.

AS is required on weapon. In addition, the below are my recommended options (more breakpoint info in build summary section):

Option 1 (Two additonal AS affixes): Run with AS on quad glove and amulet. Run with Templar for healing, utility and resource.

Option 2 (One additional AS affix + Enchantress): Run with AS on quad glove OR amulet. Run with enchantress for her attack speed aura.

Both of these options allow fairly attainable attack speed breakpoints during gameplay for both MH and archon stacking.

*Note that if you get an CDR amulet in season, you can simply put AS on one of your rings in place of CDR, and overall have the same CDR / AS levels as recommended. That said, this is the only situation where you'd be able to place AS on rings in place of CDR, as the build has pretty strict CDR requirements.

**Note: you can opt for INT on glove or Amulet, or alternatively, +Avg Dmg on Amulet or one ring (with CDR on amulet) if you are running Option 2 with quad glove in the AS recommendations above.

***Weapon: as pig sticker, the priority on weapon is: AS > CDR > DMG% > INT. CDR can be imperfect to some degree, but AS has to be 7% in my opinion. Having high base damage is of course very good, as well as having high beast and human damage% secondaries.

We put Lightning % on bracer to tell Vyr2 which element to deal damage with. It takes your max elemental damage and uses that element type. We also choose the lightning rune on the archon skill.

LoH is best on bracer, allowing for high recovery (due to high attack speed).

If you're feeling low on VIT you can always put Amethyst in pants or put points into VIT paragon. 600k HP recommended.

Karini and MH are interchangable, wear whichever one you have a better item for. That said, Karini will likely be easier to get near perfect in season.

Paragon Priorities

Core

Movement Speed
Primary Stat
Vitality
Maximum Resource

Offense

Attack Speed
Cooldown Reduction
Critical Hit Chance
Critical Hit Damage

Defense

Resist All
Armor
Life
Life Regeneration

Utility

Resource Cost Reduction
Life on Hit
Area Damage
Gold Find

Build Guide

AT:SD MH Vyr with Deathwish, otherwise known as Reverse Archon MH.

The base for this build originally from S12. I've tweaked it to my liking and adapted the skill choice. I feel this makes it a lot of fun to play and less frustrating to push with.

In testing, I was able to clear a GR113 while simulating ~1550 paragon equivalent. Considering the power and conduit weren't even well positioned, the rift wasn't even the best mob type, in addition to my weapon missing some CDR and base damage, and I still cleared more than a minute ahead of time, I'm going to rate as GR114+ capable.

Full video guide, please reference as well. Timestamps are in the video description. GR clear is near the end of the video.

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Reflect Mechanics (Not in the video)

Dune dervish / Bladed Magewraith and Sand Dwellers can activate a reflect mechanic that is not the same as reflects damage. This reflect mechanic can reflect all of MH proc damage back onto you when paralysis / MH proc occurs on them. If their reflect mode is active at the time, you will get one shot. These elite and mob types can ruin a good pull, and are usually it is best to skip them or just leave the rift when encountered.


Main Multipliers and Additive Damage:

Resource

  • Resource is managed by cost reduction from Power of the Storm. Since we're attacking fast, this comes in very handy.
  • APoC on source is very important with this build, since AT:SD is a high proc coefficient skill.
  • My optional skill selected is MW:Conduit. This skill provides AP recovery as well, and is also tied to proc coefficients (works well with AT:SD). MW:Conduit also provides a 10% additive damage bonus (additive with Taeguk).

Defense and Archon Cycle

  • Karini will be up as long as storm armor is active and hitting enemies 15 yards away. This bonus is active whether in or outside of archon.
  • When entering archon: OID stacks currently active will be retained until they expire. Use this time to get higher stack count, because after this expires, you become less defensive.
  • As archon stacks increase, you'll become more defensive in archon form.
  • When exiting archon: Position on outskirts of density so as to not get annihilated. Can opt to use Safe passage immediately when exiting archon, or withold in case oculus appears soon after. As OID is cast, and OID stacks increase, you will become more defensive in non-archon form.
  • LoH on bracer and Templar heal help to keep you topped off in this time period. Strategic potion use here may also be necessary.

Pig Sticker and Mob Types

Dagger allows faster base AS (1.5 AS) and +1 affix slot (INT or DMG%).

Human / Beast damage is huge here. On an ultimate push, you'll want mob types and Elites that are of Human / Beast Variety. RG being human or beast can help out as well.

Mob mixes that have worked well for me:

  • Swarms
  • Swarms / Spider mix
  • Ghost / Cultist mix
  • Scavenger / Summoner
  • Grotesque / Summoner
  • Lacuni / Phasebeast
  • Maggot brood / Bogan / Boggit
  • Hell Witch / Legionnaire

Krelms and Elite affixes

Krelms Buff Bracers are great for this build. Since damage is dealt in such a short window of time, getting interrupted can cause a large loss of progression. Therefore, nullifying elite affixes such as knockback and vortex is huge.

Very Bad:

  • Frozen
  • Nightmarish
  • Wormhole
  • Illusionist (Champion)

Somewhat Bad:

  • Plagued
  • Poison Enchanted
  • Desecrator
  • Frozen Pulse
  • Arcane Enchanted
  • Thunderstorm
  • Waller

Can go Either Way / Neutral:

  • Shielding
  • Teleporter
  • Mortar
  • Orbiter
  • Fire Chains
  • Illusionist (rare)
  • Juggernaut

Good:

  • Knockback
  • Vortex
  • Jailer
  • Molten
  • Electrified
  • Reflects Damage
  • Missile Dampening
  • Avenger
  • Fast
  • Horde
  • Health Link

About the RG and Stricken

I use the beam on the rift guardian for the most part. The disintegration wave in combination with the blast attack in archon gives higher stack counts. The blast and beam skill will desync stricken somewhat, but I believe maintaining the damage, defense, and attack speed from these is better than possibly stacking stricken more efficiently at a lower AS.


Breakpoints and Optimal archon Stacking

While the MH 15 ticks / s cap can be hit by dynamically being above 4 APS on sheet, beam tick rate ICD breakpoints work differently, requiring 5 APS on sheet at the time archon is cast.

To be clear: Vyr6 beam stack rate is snapshot when entering archon. The Beam starts stacking faster after having been snapshot at the 12 Frame ICD.

See below the testing and quote from TinneOnnMuin, where he accounts for the slower stack rate from the beam that we get when snapshotting at lower attack speeds.

It took me a while to figure it out, but I came up with something that fits all my data: for the beam, there is an ICD for the Vyr6 on-hit stacks where ICD=ceiling(60/APS) and it is snapshot when you first enter Archon (includes both Swami stacks + new stacks from Fazula). And you can only gain a stack on a tick from the beam. So you get some desync from the ICD to the beam tick rate.

To read up more on this, see Tinne's Post here.

The following is a breakpoint chart for both MH (dynamic) and archon beam / disintegration wave stacking rate (snapshot). Numbers represent the amount of archon stacks that need to be acquired in one archon rotation to reach said breakpoint.

Beam stacking breakpoint values assume +50% AS from Fazula is already included (entering archon we get 50 new stacks, and this is added in with the other stacks from archon at the time of snapshot).

Below chart also assumes AS on weapon already present. Recommendations are made based on desire to push as high a GR as possible, while also limiting rift fishing a tad.


Per the post from TinneOnnMuin, and my experiences from playing the build:

  • When to use archon strike / punch to stack? Typically when beam snapshot is below 4APS.
  • When to use archon beam / disintegration wave to stack? Typically when beam snapshot is above 4APS.
  • Always use the archon blast (autocast) as this will allow additional stacking when nearby enemies (my preference anyway). Keep archon blast on autocast - use either numlock or scripting.

Archon strike / punch and blast will freeze enemies. You will also stun enemies with paralysis both in and outside of archon when using your lightning abilities. When in archon these can be used to delay or disrupt incoming monsters.

Alternate Skills and Items:

  • Spellsteal - Great means of additional additive damage and pull, however, very hard to manage, and resource becomes an issue. Highly recommend RCR on shoulder if going with this skill. However, even with this, if played with great skill, can offer at least +1 GR in clear potential.
  • Prism - This rune of diamond skin offers a great means of defense (extra shielding), which is great for survival when transitioning out of archon. This also functions to supply huge amount of AP cost reduction, making sure you can channel even on single target RGs.
  • Lacuni Prowlers - Extra AS roll on bracer. Swap out Krelm's.
  • Strongarms - While only an option with spellsteal, this is also possible to fit in. Even more damage when casting black hole would be nice.

Changelog:

  • EDIT (9/10/2018): Original version.
  • EDIT (9/14/2018): Added option for +AvgDmg to amulet. Already had this on ring option but it's interchangeable.