Rating
+6

PTR 2.1.2 GR40+ Frozen Tempest Explosions

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Skills

  • Exploding Palm Impending Doom
  • Tempest Rush Flurry
  • Mystic Ally Air Ally
  • Mantra of Salvation Agility
  • Sweeping Wind Inner Storm
  • Epiphany Desert Shroud
  • Momentum
  • Unity
  • Exalted Soul
  • Sixth Sense

Items

More Details
  • Legendary Gems

    • Bane of the Trapped
    • Gem of Efficacious Toxin
    • No Gem Selected
Second gem is Esoteric Alteration, the defensive gem in PTR 2.1.2.
Everything recommended/required is what I use, but in building you could use the adequate setup to try it out.
Having both Inna's and SWK set is required for any higher-level greater rifts. Both sets complement the build very well, with SWK being pretty much required.

Helm socket preference is Amethyst for the major life bonus, helps with squishyness on higher levels.

I prefer Inna's Reach as the weapon by far, even though other weapons may give more direct damage. Being able to freeze with Frostburn (due to not needing SWK Gloves) is a major help with the build.

You can switch out 'Mantra of Salvation' for 'Cyclone Strike - Wall of Wind' when doing t6, lower difficulties, or trials, as bringing mobs together to explode them works great. However, at higher GRifts I find I need the defense boost that the Mantra provides.

Paragon Priorities

Core

Movement Speed
Primary Stat
Maximum Resource
Vitality

Offense

Critical Hit Damage
Critical Hit Chance
Cooldown Reduction
Attack Speed

Defense

Life
Resist All
Life Regeneration
Armor

Utility

Area Damage
Life on Hit
Resource Cost Reduction
Gold Find
Core: Movement speed is always top priority, especially since this build is very slow without a movement skill. The rest is up to you, but I prefer Dex for the small damage boost.

Offense: Mix crit damage/chance based on whatever gives you more damage. Attack speed is low priority since a lot of damage is coming from Exploding Palm chains.

Defense: Life% is very nice to have more buffer health, and increase the amount of time Esoteric Alteration gem is active.

Utility: Not sure how much Area Damage affects Tempest or Palm damage, but I stick with it since LoH doesn't add all that much Healing. If you're struggling for health you could go LoH instead, though.

Build Guide

This build is one of the most different - and most fun - builds I've ran.

With Flurry Tempest Rush, you build up stacks the longer you hold down Tempest Rush. At a cap of 100 stacks, you can 1-hit anything on t6 and badly hurt anything else. If you have excess Spirit, it doesn't hurt to cast it when there's no mobs around, so that you have a few stacks waiting for the next elite you find.

The basic run-down of the build is this: Cast Tempest Rush if you have near max spirit, run through mobs until you find a sizable group, ideally with an elite/champ pack. Release Tempest Rush on elites/mass mobs, then cast one or two Exploding Palms on the weakest nearby mob you can find. (If you have Cyclone instead of Mantra, cast it now.) Then finish off the exploding palm enemies first, by using Tempest Rush. Run in circles a bit like a WW build and, when you think you have enough stacks, let go. This should cause a chain reaction explosion from exploding palm enemies. If it doesn't, rinse and repeat Tempest Rush until it does.

Single Target enemies are the worst, as you can't rely on small mobs for Exploding Palm, making Rift Guardians rather difficult, kind of like Raekor's set. If they spawn any tiny enemies, be sure to try to take advantage of that for some explosions. I'm still working on trying to find out what's the best strategy for the Rift Guardian, as it's quite a limitation at the moment.

If you're low on Spirit, cast Air Ally. If it's on cooldown, cast Epiphany. This is generally enough to keep Spirit up, I have zero spirit regen on gear and 0% CDR and have hardly any issues with Spirit doing this. If you're being overwhelmed, Epiphany will double your toughness, making you pretty much unstoppable with Unity+Defense gem under 50% HP. I almost never actually cast the active on the Mantra, it's for the passive dodge chance, as it doesn't add much and takes the Spirit we need.