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.
Awesome write up BRBC. I'm currently doing a lot of GR 45+ Speed Runs. Would In-Geom be a good 1h weapon to use for this build? I'd imagine in-Geom would be less than ideal for solo pushing because this build focuses on farming trash mobs mainly right?
Doombringer also has 5 primaries. The physical skill damage can be rerolled.Edit: nvm, can't roll the physical skill damage off that -.-
can some1 explain why 10% RCR is better than 10% damage roll on weapon? im still having a hard time convincin myself
Hey all,
one q for brbc, I have silaria/pig with 10%/10%,loh/ias, but I wonder if my hf amulet(harmony) with 100chd and 23k loh can be used, ill put passive relenltess assault (beacon,NDE,seize), so I will have like 46k loh, but no etlich, and no 10chc.is it worth? maybe its too much loh...
Hey this guide is great!
I just want to say that I'm brand new to the R6 scene. I used an EP build with Sunwuko/Inna sets to farm for a few weeks.
When I initially found this guide, I had the full R6 set but no idea how to roll the stats or what skills to use with it.
Initially I used an ancient Inna's Daibo with this build. It did not work so well for obvious reasons.
I had a pretty crappy Flying Dragon in my stash (first and only one I've found) and I decided to reroll the vit to a socket and give it a shot. I didn't have a pigsticker or gift of silaria so this was the best I had. Noticeable improvement in kill speed by swapping to FD.
I deviated slightly on the skills. Initially I didn't know about using num lock so trying to keep up with all the cooldowns was too much of a hassle. I decided to swap out Blinding Flash for Mantra of Agility. Even with num lock, I would recommend the Mantra over Blinding Flash to new R6 players if you don't have Gogok of Swiftness at Rank 25+ or your CDR is poor.
I also decided to go with DS: Radiance because I didn't have good cold damage bracers and still getting terrible rolls on APDs. Because I'm using Fire, I just went with Fot: Quickening for the extra spirit.
And lastly, because I'm using FD instead of dual wield, I traded out Seize the Initiative for Guardian's Path.
So here's what I've experienced... my spirit generation is insanely good with BoH, Quickening, and Epiphany. I have extremely high uptime with BoH and Epiphany because I got CDR on all the slots suggested here. I gain attack speed buffs from Swiftness gem, and DS: Radiance which means my FD proc uptime is extremely good. I was still able to maintain my CHC above 40%.
However, my major downside that I didn't realize, is that my CHD became horrendous. I'm a relatively new player, so I don't have much gear to choose from, but this is where I noticed I was missing CHD:
Item:::::::::::::::::Substitute affix
Amulet:::::::::::::Dex
Gloves:::::::::::::Vit
Rings:::::::::::::::Dex for both
Weapon:::::::::::Using 2h (only 1 emerald)
This was a major downside to damage, but at least I had the CDR.
As of this morning I am still using a crappy FD and looking at less than 300 CHD. My CDR is about 75% with full Swiftness stacks (about 40% from gear). 540k life and resist all is around 1100ish. If I remember right, armor is around 16k. I cleared a Grift 44 with only one death.
Having the CDR is really the key element. I feel like once you have that, you can focus on getting gear with better rolls and increasing your damage without compromising your CDR.