Items
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Head
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Shoulders
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Amulet
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Torso
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Wrists
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Hands
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Waist
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Legs
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Feet
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Rings
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Weapon
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Offhand
Skill & gear variations
For non seasonal players switch to FoT wind blast and use APD instead. You generate roughly 17% less spirits.
UPDATE(5/12/15): After a lot of 57+ runs it's safe to say Taeguk is a very solid alternative to esoteric. You trade survivalbility against elite affixes for dmg and physical resistance. In a right map it beats esoteric by a long shot.
CDR
The build is based around CDR. You want it on every possible slot minus amulet. Dropping CDR in one of the slots you will notice a huge drop in survivability. How much paper dmg do you lose for having so much CDR instead of choosing CHC/CHD? Roughly 24%, or even less if you get CDR/CHC/CHD rings, but it's totally worth it. Full BoH uptime = every punch returns 34 spirits = more dmg; full inner sanctuary uptime = more dmg & survivability; near full desert shroud uptime = more survivability & spirits(dmg) & mobility; high blinding flash uptime = more dmg & a ton of CC.
Weapons
No weapon beats other weapons by a decent margin. Because Raiment set scales extremely well with RCR (8% RCR is roughly 6.5~7% dmg boost, it's hard to visulize the model, but you know how insane DPS a monk can do with a channeling pylon when resource cost is removed) and decent with area dmg, 5 primary stats weapons can be as much as 9% better than 4 primary stats generic weapons. Sun keeper/Azure wrath are good but the elemental dmg and elite dmg cost a primary slot, they don't really beat a perfect Gift of Silaria/Pig sticker with 5 stats. Don't try to roll 10% dmg on your weapons, it's rather weak as TWO primary stats give you 10% dmg boost at best (even less if yo get raw dmg on rings). Having RCR on both weapons will yield a bigger dmg boost and more healing (dashes have much faster cast animation than punches, more dashes & less punches = more healing!)
Rolls
Try to have dashing strike dmg on shoulders and torso, but don't priortize it over CDR(shoulder). You want dex on every slot except for jewleries, they are definitely acceptable but there are better stats. The build isn't particularly hard to gear. FnR guarantee sockets so you can at least get dex+socket+cdr. Gloves guarantee CHC, so at least dex/chc/cdr. Weapons are also easy to roll, 2650dps/10CDR/dex = good weapon. It's much easier to gear than perma serenity last season and possibly easier to gear than the standard FD build because you are not locked into one weapon.
Toughness
Having 450k+ health, 1000+ all res (with harmory), 17000+ armor and you are well into GR 50+ territory. A good sign for GR 55 would be 500k hp, 1200 all res, 20k armor and eye of etlich ranged reduction. You can also switch to fire dash if your fire gears are stronger, we mostly rely on spells to survive.
Healing
Life on hit is your main source of healing, you can have 30k+ LOH from (one) weapon + paragon points which is as good as 150k life per sec(because of how fast you dash, 5 hits/sec is not hard), more than enough unless you fight against Voracity.
Damage
Don't be too obsessed with paper dmg! You won't have as much paper dmg as a DH, but you will have enough to deal with 55 with good gears. I recommend using 3 to 5 emeralds since surviving is not particularly difficult with this build
Paragon Priorities
Core
Primary Stat
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Movement Speed
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Vitality
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Maximum Resource
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Offense
Cooldown Reduction
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Critical Hit Chance
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Critical Hit Damage
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Attack Speed
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Defense
Resist All
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Armor
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Life
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Life Regeneration
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Utility
Area Damage
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Resource Cost Reduction
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Life on Hit
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Gold Find
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In general you should max movement speed first. However, if you are pushing high GRs, then I recommend all in dex because mobility is not an issue in this scenario (I only have 10% MS from boots in the video).
CDR is the king for your survival so max it first. Since you dual wield with 2 emeralds, CHC will be the next.
Both area dmg, RCR and LOH are awesome for this build(and for any Raiment build in general). It's really hard to decide which one to max first but I would recommend area dmg in general, 50% is too much of a dmg boost (think of 20% area dmg vs 8% RCR on shoulder). Since you should already have life on hit on weapon, we leave it on the 3rd place
Build Guide
Caveat: The following only applies to pushing greater rifts
If you have every bit of CDR max rolled you will sit at 71.39% CDR with max gogok stacks. But any number above 70.5% is good in the high end. WIth that high amount of CDR, you numlock blinding flash, breath of heaven and epiphany to autocast. This simplifies the build to 3 skills: fist of thunder your generator, dashing strke your dmg dealer and inner sanctuary a big toughness/dmg boost.
When you enter the rift just dash forward and look for density. Here are two things to remember:
First, mob types are not that important (unless the shittiest primodial scavenger/dust stinger; we welcome exarchs/winged assassins/corrupted angels, the more the better). The main criteria for engagement is density, if the density is bad, skip it; if the density is good, drop sanctuary and fight. Since you have so much mobility the punishment for skipping a lot of packs is relatively low
Second, NEVER try to kill yellow packs unless you get some good trash density, you have a good pylon and they don't have dangerous affixes (arcane enchanted, fire chains, frozen pulse etc). Usually I just kill the density and leave the yellows at half health and leave. Blue packs are more doable but typically not worth it too. It's not hard to fish a place full of trash mobs and less dangerous elites for most maps. If the elites are nasty and fast, run as fast as possible, you don't want them to chase you.
You are unkillable with perma IS + spirit guard + desert shroud unless you overengage elite packs; the white mobs are heavily nullified by blinding flash and they are not a threat in general. Since we make mistakes like not dropping a sanctuary on time or dashing out of it, and we don't have perma desert shroud, we use NDE to make up for those mistakes/downtime. Having a cheat death is invaluable even outside hardcore.
Here's the ancient Slanderer/Little Rogue set. CDR is awesome in this build! http://us.battle.net/d3/en/profile/Exceclint-1786/hero/39410603
I'm going to work on this tmrw looks interesting
wow. thank you for the guide. sounds very cool. +1
really wanna try it soon.... i also like that it is not too dependent on 1 certain weapon. cause i havent found an ancient flying dragon yet.
so. do you think this will also work NON-SEASON with ANCIENT PARTHAN DEFENDERS ??
i also have slanderer/little rogue, but only 1 is ancient... so many things to try, so little ramalanis
I use the APD on my build in non seasons, with a freezing generator to proc them. (freeze procs the stun)
How/why does RCR scale well with the Raiment set?
Because you attack extremely fast with dashing strike. Assume your dash animation is 0, then all of your time is spent on generating spirit with FoT, your dmg potential is only limited by how much spirit you can generate. If you have 8% RCR on your shoulder, then you only spend 92% of the spirit to do the same dmg in comparison to having no RCR at all, i.e. you only need 92 seconds to generate the same spirit than 100 seconds if you have no RCR. Your effective dps is increased by 100%/92% - 100% = 8.70%.
With 10% RCR: the effective dps is increased by 100%/90% - 100% = 11.1%
With 50% RCR: 100%/50% - 100% = 100%
With 100% RCR: 100%/0 -100% = infinity.
Now let's look back. Your dash animation is not zero but multiple times faster than punches so mostly you are still spending time on punching. I don't know the exact number but dash is at least 2.5x as fast(someone can tell me the exact number). Every punch yields 34*1.1(templar)=37,4 spirits, every dash costs 75*0.9 = 67.5 spirits with only paragon RCR. Dash/punch ratio is 1.805. With 8% extra RCR, every dash costs 62.1 spirits. Dash punch ratio becomes 1.66. Assume dash is 2.5x as faster, then the amount of time you need to spend for each dash is 1.805(dash) + 1*(1/2.5) (punch) = 2.205 without RCR. With RCR it's 1.66(dash) + 1*(1/2.5) = 2.06. Your dps increase is 2.205/2,06 -1 = 7.04%
Since I don't really know the exact breakpoints the above calculation could be higher or lower. I also didn't factorize that spirit generators also do dmg (unfavoring RCR) and you have passive regen (favoring RCR) but it's safe to say the second factor is stronger than the first. So that's why I estimate 8% RCR to be 6.5% to 7% dps increase (there are channeling pylons)
Looks fun. Thanks for the extremely detailed write up.
nice guide, thx u brbc.
What about Health on spirit spent stat? I use it pretty well on my flying dragon, 800-1000 hp for 1 spirit, means you have 60k+ life per dash with some rcr. You also use mantra on cd)
Greeting from China
This is a very useful build-guide ,thx bro
im also chinese
I'm not sure if there are better ways to control it, but one way to do it is left clik(FoT) and click 1(DS) rhythmically, keeping the spirit pool around half to low, sometimes using one charge. However dont get frustrated if you have full spirit pool or no charges all the time since the spec is so fast and hard to control (RCR will help prevent this)
life on hit works on punches too and it's been proven to be superior to lpss
Great write up! Really enjoying the build
thx for the answer!
i've got a new question))
choosing between 2 vigilant belts:
simple with 8 cdr
ancient with 5 cdr, 150 dex and 150 vit more than simple, and secondaty +190 poison resist, which with Harmony is very good.
Toughness is 25kk and 27.6kk with them.
have 8% on both ring, 10% on both weapons, 8 on shoulders, passive Ytar and paragons, so
CDR is 70.46 for simple and 71.5 for ancient with max gogok stacks
"But any number above 70.5% is good" why exactly 70.5 ?
should i switch back to simple belt cos this 1% is important, or not?
tough desicion, but 3 CDR is A LOT.
i have a an ancient one with 7 CDR vs a non ancient one with 8 CDR and I chose the ancient one,....but i wouldnt have done it with only 5 CDR.
also i only did it , because i wear a flavour of time with 8CDR, chc, chd, socket, life%, sec resi
thx) haven't such a good amulet. So will wear non acient, and continue grinding good ancient one)
Hallowed Hold + Hallowed Breach a possibility for weapons?
Not very good weapons themselves, but offer 100 All res and 10% attack speed for a set bonus.
not as good as, azure, pigsticker, silaria..but of course this is a possibility. especially for the beginning.
as long as both are ancient with good dmg-range, you have 10 CDR on both of them and LoH on one of them.
i supplemented my azurewrath with a crafted Hallowed Breach because i didnt have any other good weapon. finished 51 in 12,5 min so far. http://eu.battle.net/d3/profile/thehunta-2713/hero/55243450
<3 the build @brbc
What would you use as a fifth passive when using a Hellfire Amulet? Sixth Sense, Alacrity or The Guardian's Path?
Would it be worth to use Utar's Roar while an ancient Silaria or Pig Sticker is not yet available to me?
The best passives you are looking for in a HF ammulet are: Beacon of Ytar, Harmony or Seize the Initiative. Those are the most usefull. Sixth Sense and Alacrity are OK. Guardian's Path is useless in my opinion.