Build Guide
ue lightning krider optimized for high end greater rifts solo, in this video i go over the spec, desired rolls, and important items, the loot required to make this build work is quite rare, many variations of this foundation will work well for gr progression. Below are some additional notes for solo, group grs and trial setups, thanks to vocaloidnyan for helping with a lot of the infos!
- notes -
meticulous bolts is the required quiver, dfans doesn't have it in the database, and disc as secondary is extremely important, also not available in the options for stat priorities, but cloak,weapon,quiver should all have disc, as much as possible, each point of disc when around 80 disc is approximately 1-2% damage increase, also the speed of the ball lightning on the quiver is very significant in potential/effective dps
- Solo -
tumble is interchangeable with smokescreen, this is a preference choice. And bane of the powerful is interchangeable with taeguk, this is a situational and/or preference choice. (see trials) strongarms with knockback as secondary is BiS for solo, imo
Solo [trials] (IceBlink Varation) - For even more damage potential but less consistency you can utilize iceblink instead of polar station. Swap bane of the powerful to iceblink, arsenal to burst fire (the cold multishot, for cull/bott trigger), and finally swap polar station to wolf companion. This build has more damage potential, but will need even easier mob type. (this is the build i use for solo trials)
- Group -
first thing to mention is do not use strongarm with knockback in group (this will cause issues with the wd's fear) just use lacuni or steady strikers. Group greater rift variation would drop polar station for wolf, if two demon hunters then the second can use bait the trap instead of mark for death (or wolf depending on DH build, nats grenades runs high CDR so has near 100% uptime on wolf) this should be the DH with lower crit chance.
<> the best group comp for greater rifts consists of at least 1 ue light dh, 1 crit blind crus, 1 fear lock doc, the last spot is usually another ue light dh but potentially a swing slot in favor of 'bursty' dps (like meteor wiz or nats dh) <>
- Trials -
definitely drop bane of the powerful for taeguk or iceblink, single out for steady aim, and drop vault for mark for death grim reaper (on softcore you can forgo awareness for another dps passive, like archery)
<> the best group comp for trials consists of at least 1 ue light dh, 1 ep cold monk, 1 crit blind crus, the last spot is usually wd but potentially a swing slot (likely in favor of dps, nats dh or meteor wiz) <>
What would you recommend for party instead of Strongarm?
p.s. fix the quiver
meticulous bolts doesn't show up as an option from the dfans database D:
and yea steady and lacuni are other bracers, apparently avoidlol says strongarm doesn't proc itself, i haven't confirmed
How do you guys deal with reflect dmg?
Everytime i get to mobs with these affix i keep dying like a gutted pig, life goes down very, very fast.
Is there any trick to avoid that?
Thx for answering,
lg
thanks for that (>^.^)>
Me when I'm firing my blue balls away
Me when my blue balls are fired and reflect mob kicks on and I cant stop them from traveling toward reflect
updated the text guide with addition infos, including trials and group variations which are not covered in the video
I know Focus and Restraint are insanely powerful, but mine rolled like crap so far and I just got a Manald Heal. Which apparently can roll +8-10 Discipline as a secondary. So I'm wondering how far behind F and R a Manald Heal+ SoJ or maybe a Convention of Elements?
Why do you run polar station instead of just taking slow% on your pants? With as rapidly as ball lightning hits the slow should always be up...
11 minutes is lengthy to you? lol.
Even crap Focus/Restraint combos probably can't be beaten by any other pair of rings as far as DPS goes.
i thought it was pretty brief, but the text guide is preferred by some people, i am constantly working to improve this guide as things develop
strongarms confirmed still working, imo they are hands down BiS with knockback as secondary
Iceblink with multishot burst fire is not better then zeis stone?
you drop powerful, not zeis... not sure what you mean
Switch Zeis for an iceblink, and use rune, burst of fire, on multishot to proc rune. But seems that drop powerful is better.
yes of course zeis is stronger than powerful, thats what i have in the guide
Great news - thanks for the update! Do post again if something comes up that suggests that's not the case. For some reason most people are overlooking this still (probably because of the "strongarms can't proc strongarms" misinformation out there.
This has implications to other classes and builds too - I could for example seeing barbs with 6 WW / 4 IK considering using Strongarms now.
Good guide but I think focus/restraint should be switched out. Mandald Heal ring gives +10 disc secondary (+150% dmg from UE 6 set bonus which is 50% more dmg than restraint/focus passives if both are up) and can give +50% CHD as a primary. If you're lucky and have a pre 2.1 SoJ with +10 disc on it that's another +150% dmg for a total of +300% UE bonus from rings. If you don't have an SoJ with +10 disc, just go for SoJ with lightning%.
There is a trick to it actually that makes getting the BiS Strongarm Bracers much harder than getting perfectly rolled Lacuni Prowlers even. You see, Bracers can actually roll the secondary stat Knockback %, up to 5.1%. The issue is that this stat is so rare that you almost never see it naturally, and so to get perfect strongarms, you have to get a pair that come with a natural 20% lightning and 6% crit so you can roll the secondary stat to Knockback %.
With as fast as Ball Lightning is hitting, the 5.1% will happen very often, and so you will get the strongarms boost most, if not all of the time.
However, as I said in another post that was ignored, the same logic applies to the pants slot in that it can roll Slow %. If you can get 5.1% slow on your pants, you can take another skill over Polar Station for solo, allowing you to either take Companion - Wolf or Caltrops - Bait the Trap for more damage. You could also take Vengeance - From the Shadows for more Elite control.
@CyphuricErodoll
Lets try and math it! I'll calc the adjusted weapon% damage of a skill to be more readable.
Assuming perfect ancient rolls on everything using this guides preferred stat priorities (No dex on rings or ammy) and paragon level 800 and level 50 of all gems:
Focus/Restraint Stats: 11155 dex. 530% CHD. 64% CC. 65% AS. 40% lightning. 45% Elemental Arrow. 90% AD. 81 Disc. 15% Elite Damage.
Focus/Restraint Calcs: (1000% Weapon Damage(modded by 30% Met Bolts)) x ((100+ Dex (11155))/100) x ((CC (64) / 100) x ((100 + CHD (530)) / 100) + (1 – (CC (64) / 100))) x (1 + Elemental Damage (40) / 100) x ((Steady Aim (20) + EE% (45) + Strongarms (30) + Bane of the Powerful Proc (20) + Marked for Death (15)) / 100) x Cull the Weak (1.2) x Ambush ((1+(1/((0.25/140)+(0.75/100))-100)/100)) x (1.3 Bane of the Trapped) x (1 + Zei's (32.5) / 100) x (1 + (Elite Damage on gear (0) + Bane of the Powerful Passive (15)) / 100) x Focus (1.5) x Restraint (1.5) x (1 + (current discipline (81) x 15 / 100)) x (1 + 20 / 100) x (1 + ((Area Damage (90)/100)) / 5)) =
53,705,604.6% weapon damage per tick of Ball Lightning on Elites.
SoJ/Mandald Stats: 11155 dex. 530% CHD. 58% CC. 58% AS. 60% Lightning. 45% Elemental Arrow. 90% AD. 101 Disc. 45% Elite Damage.
SoJ/Mandald Calcs: (1000% Weapon Damage(modded by 30% Met Bolts)) x ((100+ Dex (11155))/100) x ((CC (58) / 100) x ((100 + CHD (530)) / 100) + (1 – (CC (58) / 100))) x (1 + Elemental Damage (60) / 100) x ((Steady Aim (20) + EE% (45) + Strongarms (30) + Bane of the Powerful Proc (20) + Marked for Death (15)) / 100) x Cull the Weak (1.2) x Ambush ((1+(1/((0.25/140)+(0.75/100))-100)/100)) x (1.3 Bane of the Trapped) x (1 + Zei's 32.5 / 100) x (1 + (Elite Damage on gear (30) + Bane of the Powerful Passive (15)) / 100) x (1 + (current discipline (101) x 15 / 100)) x (1 + 20 / 100) x (1 + ((Area Damage (90)/100)) / 5)) =
39,074,461.8% weapon damage per tick of Ball Lightning on Elites.
TLDR; If my math is right (a big IF with how complicated this stuff was), then Focus/Restraint deals 37.44% more damage than SoJ/Mandald per cast of Ball Lightning. That Focus Restraint also has 7% AS that I didn't take into account would just increase this disparity further. As an additional little slight to SoJ/Mandald, that setup is much more reliant on attacking an elite to do its full damage.
I used Wudijo's formula slightly modified to find weapon% damage rather than exact damage per cast as that was the only formula I could find that had every damage modification category split out in such a way that I could run these calcs.
In your equation I don't believe you accounted for other stats on Manald Heal. It can have 4 primaries, the ideal being AS 7%, CHC 6%, CHD 50%, Area Damage +20% (or socket) with +10 disc being the secondary stat. So the CHD, CHC, and AS would be the same percentage as focus/restraint set (assuming AD is dropped in favor of a socket), and additionally Manald Heal/SoJ combo will have higher disc and higher lightning % damage. So the damage of Manald Heal/SoJ will be higher, not lower, than Focus/Restraint.