Build Guide
Update: GR55 cleared a few days(a week maybe?) ago. Playing less, catching my breath before the next leveling/gearing/solo push.
Hello, I am Inexorable#1212 and I am sharing with you my Lightning Sweep Attack build. I was the first player on NA SC Seasons to clear 50, 51 and 52 with this build, have successfully cleared GR tier 55 in Season 3, and have had a number of very close calls on 54/55/56 but have not made enough attempts given limited keys currently. I've maintained top 10 Solo Crusader rankings for both Season 1 and 2, as well as multiple 50+ clears in Era 2 and 3.
A couple notes on this build before I get into skill choices and some playstyle tips: This build excels at clearing large packs of enemies and any Rift Guardian that spawns additional monsters/copies itself(Hello Stonesinger.) Past a certain point in your own Greater Rift progression you will hit a point where going single-target on a guardian, Perdition for Example, is simply not going to result in a win no matter how much time you have left on the timer. For this reason, this guide and the choices contained within are focused on Rift Guardians that spawn adds/clones of themselves.
Skill Choices
Sweep Attack - Trip Attack: The core skill of the build. Don't leave home without it. Lightning Damage, 50% stun chance on hit, decently large area of effect.
Akarat's Champion - Prophet: Our main emergency cooldown button. Amazing toughness boost, increased damage, increased Wrath regeneration. Oh yeah, also heals us to full if we die and triggers before Indestructible. While there are other runes for Akarat's Champion, I wouldn't ever use them under any circumstance.
Law of Valor - Unstoppable Force: Our big wrath-saving skill. Note the lack of Long Arm of the Law in the build, so this is only up for 5 seconds at a time. This is fine, although we will bleed wrath slowly while fighting only one target and Akarat's Champion is on cooldown. If this is truly unacceptable, you are welcome to swap Holy Cause for Long Arm of the Law and start stacking a bit more resource cost reduction on your gear, although I do not recommend it.
Steed Charge - Draw and Quarter: Our first pulling and movement ability. You move fast, you drag a few enemies along, you even do a little bit of damage to them. Only lasts for 2 seconds, but can drag yellow elites the entire time. Line of Sight and terrain obstacles will break the pulling effect, so this takes a little practice to use effectively. Note that you can drag an elite with you and hit it once the steed ends to refresh your Taeguk stacks.
Iron Skin - Flash: Mitigation and movement. When you take damage while this rune is active, you gain a 60% movement speed buff for 4 seconds that also lets you walk through enemies. You can more easily get out of ground effects and balls of enemies that have you completely surrounded, plus reposition yourself so that you can keep more stacks of Denial up while Sweeping. Steel Skin is acceptable, but not preferred.
Condemn - Vacuum: The second pulling ability. Draws in enemies from up to 20 yards out toward you from all directions. Does a little bit of damage too, although not a lot. The pull effect works while you are moving, so you can move in a small circle and effectively extend the range of the pull.
Passives
Indestructible - I do not think this needs an explanation.
Heavenly Strength - See above.
Finery - Large damage boost, also increases armor from the extra strength it provides.
Holy Cause - Some people love Long Arm of the Law for this build. I do not. Groups of trash, and add spawns on bosses will provide us with plenty of Wrath while Law of Valor helps stem the Wrath bleed-off. Akarat's Champion can help maintain Wrath during the times you are only sweeping one target.
Potential 5th Passives if you choose to use a Hellfire Amulet: Wrathful(Needs some Health Globe Bonus secondary rolls on gear to really be effective. Still good.), Vigilant(The life regen is largely irrelevant and not noticed, the extra 20% non-physical reduction stacks with Esoteric Alteration.) Long Arm of the Law(Because sometimes you don't want your Wrath globe to be low and also due to a lack of other good passive skills for Crusader).
On Vitality, Life% and Healing Stats
Extra rolls of Vitality, and Life% do increase your toughness. In fact, they're usually the best ways to get that toughness number really high. However, they do absolutely NOTHING to reduce the amount of damage you take. Healing Stats(LoH, LpWS, LpS, LpK even) all heal a set amount. None of these stats scale particularly well with any other stat we have, save for attack speed. Life per Wrath Spent actually scales inversely(gets worse) with more resource cost reduction on our gear. My philosophy is to stack more resist all, reduced damage from elites/ranged/melee(in that order) in order to make our sustain from healing that much better. Additional HP from Vitality/Life% is useful, however, when you are trying to stack enough HP to survive spikes in incoming damage, although some of those spikes are simply too high no matter what we do(Looking at you, Perdition and Perendi).
Life per Hit scales surprisingly well with our 3.00+ Attacks/second. Assuming a 35k+ roll on your Flense and paragon points invested into life per hit, we can easily heal 120k+ health every second from Life per Hit alone. Add in a little bit of life per second from Paragon and Templar and now we add another 15k health every second. These numbers don't change much and can vastly prolong how long we can stand and fight any particular rift guardian. Life per Wrath spent on the Flense and possibly even from the Wrathful passive will increase these numbers even more, although I wouldn't choose either of those as the first source of healing.
Gameplay
First off, positioning is critical to maximizing the amount of damage you get out of this build. Try to always be hitting multiple enemies, 5+ is of course ideal. As little time as possible should be spent hitting one enemy as we will be bleeding wrath out as well as doing rather poor damage overall. We have Condemn and Steed Charge to bring singular/smaller groups of enemies to other groups of enemies. This is the single biggest factor in determining how quickly you can clear a Greater Rift, and what tier of Greater Rift you can clear with your gear and skill with this build.
Elite affixes: Thunderstorm and Frozen Pulse hurt. A lot. No matter what. Xephirian Amulet negates Thunderstorm, Talisman of Aranoch negates Frozen Pulse. Frozen Pulse, however, can be avoided before it does any damage to you. Thunderstorm cannot, but we should be able to get out of it after only taking 1, maybe two hits. Fire Chains can be avoided by careful positioning and enemy control. This build is great at letting you do both while still doing damage. Reflect Damage is either awful or a non-factor for you, the difference between the two being whether or not you have a healing stat on the Golden Flense. Frozen hurts. It can and will kill you at points. See Amulets in the Item section for a bit on Talisman of Aranoch. Poison Enchanted/Plagued, again, either awful or amazing based solely on whether or not you are using a Mara's Kaleidoscope, which I recommend usuing. Mortar can be deadly if caught out in the open. If you have Iron Skin, or Akarat's Champion layered on top of Iron Skin, or are hitting 5+ enemies with Sweep Attack for good mitigation from Ancient Parthan Defenders, you're good to go.
If you have Life per Wrath Spent on gear: Don't reactivate Law of Valor on packs of 3+ enemies. You don't need the wrath savings in those situations AND you get a massive boost to your healing from this stat in those cases.
EDIT: Convention of Elements goes through 4 elements for us. Holy, Lightning, Physical, Fire. While fightning rift guardians, time your Akarat's Champion activation with the start of a Lightning cycle. It'll go Lightning, Physical, Fire, Holy, Lightning and Akarat's Champion will wear off at the END of the second Lightning in that cycle. This method will net you a few billion more damage over the course of each Akarat's activation.
Rift Guardians
Any Rift Guardian can be killed by this build. It's a matter of how long and how frustrating it will be for you. For this build guide we are focusing solely on guardians that spawn adds, as these are what we will need to see to be able to clear Greater Rift tier 55 and above.
Stonesinger is still the best. The one-two swing combo can very easily kill you. The trick is to jump out for the first punch as the second does not hit very hard at all. Rocks falling also hurt. Don't stand in those. This boss actually gets easier and goes down faster as each clone spawns. Practice the Stonesinger Dance. Perfect it. Clear rifts.
Hamelin/Binder/Bone Warlock - These next 3 are all similarly challenging. That is to say, they aren't. With a Mara's Kaleidoscope you can stand inside Hamelin's Ratnado and become immune to death for the duration. Frequently spawning rat adds, although smaller in number, keep the damage numbers high and your Wrath globe full. Binder's adds are less frequent although more come at a time and with larger HP pools. Her frontal cone spike attack is PHYSICAL, and can kill you. With Mara's, the poison balls don't hurt at all anymore. Bone Warlock only spawns adds infrequently at first, although growing more frequent as the boss fight progresses. Don't hesistate to use Steed Charge and Condemn to bring them to the boss, especially after teleports. Adds galore during the final 25%.
With a Mara's Kaleidoscope, any other boss that spawns adds is still fairly easy with the exception of Ember. Ember still hurts. Fanatics hurt, Fallen Shaman can end up very far away and still raining fireballs on you. This boss is pain but still easier than any other boss that does not have adds.
Voracity/Choker(without Mara's): Without Mara's.... you're going to hate these two. They might not even be worth killing at that point.
Thank you for bearing with the very large walls of text, but this should hopefully cover a lot of questions that people may have around the build. I will maintain this guide for the duration of Season 3, and update for Season 4/Patch 2.3 should anything change for this build. Any additional questions can be added in the comments below.
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Very nice written guide, thank you!
No, thank you!
What do you think about using broken promise? Especially combined with firewalkers you have almost constant 100% cc up. But i see problems as this requires rorg and so we cant use unity and coe anymore. I've played already a lot with a broken promise spec and its rly nice, but im still searching for a way to get it trigger quick, without using firewalkers.
I am not exactly impressed by Broken Promise. If you utilize Fire Walkers with RoRG and Broken Promise you're losing out on the toughness-doubling effect of the Unity combo plus the very nice burst damage that Convention provides. There's also the minor effect of losing a secondary affix on your boots as well, which may or may not be useful.
I admittedly haven't put much thought into non-6 piece setups, but I feel like a BP/FW build might only serve you into the mid-upper 40's as far as GR progression goes. However, I'll definitely start saving some Roland's pieces and try to build around it and see how far I can get. The idea sounds really, really neat.
Yep you pointed out exactly the issues that a BP/FW build has to deal with. It's really fun to play, but the missing COE / unity is actually a problem which needs to be solved somehow. Actually it can be solved if we can replace firewalkers with an item (proc) or skill which also triggers the 100% CC so well.
I don't actually know what else would trigger FW so well. I'll have to get a pair and see what skills we have that could do it, and then see whether or not it's worth replacing another skill in our kit with the BP trigger skill.
Granted, if you're losing Unity and are actively avoiding crit chance rolls on the slots that can get them, you could replace those rolls with piles upon piles of vitality and all resists. Will it be enough to double your toughness over what a regular setup has? Not sure. I'll have to screw around in d3planner and see what I can come up with.
I would rather go for vitality up to around 700k life and else for life on hit / rcr / cdr. Especially CDR, the possibility of having more CDR and so more AC uptime sounds interesting to me, as this will give us more wrath regen, 35% more dmg, more thoughness and
50% less wrath costs. I'll start planning in d3planner now :-)EDIT: oops, 50% less wrath costs are only with akhan set ofc.
UPDATE: see my current D3 Planner version: http://www.d3planner.com/936726714
Oh man, 4 wrath is just brutal. Still, that's great that you're having success with the build!
really interested in this build since i just got my crusader at 70 yesterday, and have no clue on what style i want to go with so far but this is the most promising one. just gotta find the gear....
I'm going to, of course, suggest this build. The build feels smooth, controls enemies very well between the Sweep stun, Condemn and Steed Charge's pulling effects, and of course deals a ton of damage. You can change the passives and some of your gear rolls to make Wrath costs even easier to handle, you can stack a ton of toughness if you want, you can even go crazy and grab a generator to abuse Focus+Restraint if you want.
Plus, when was the last time a lightning build was viable for Crusaders?
Dunno when it was last viable, but I've been thinking about finding or making a shield bash style, as I've always liked shield bash since i first made a crusader.
I love this build, but because the build doesn't use Focus+Restraint, I ended up making this a Fire build: using Cindercoat and equipping RoRG along with CoE for rings. Perhaps the added stun from the Trip Attack rune + Ancient Parthan Defenders will help at higher levels but I'm having a lot of fun as as a Fire Sweep with unlimited wrath. As for bracers, I went with what I had at the moment - Strongarm (benefits from the Condemn Vacuum). It's still great to see something that's not shield bash.
While you can use a different weapon, remember that you're going be spending significantly more wrath per swing as you won't be getting the 4-6 refund per target hit. This won't make much of a difference when sweeping large packs of enemies, but will be very noticeable when fighting a guardian when adds aren't up.
To help mitigate this you can do any of the following(I'd suggest at least 2, if not all)
Drop Vitality from your gloves in favor of Resource Cost Reduction
Drop Vitality or Resist All from your shoulders for Resource Cost Reduction
Drop Steed Charge OR Condemn for Provoke(Any rune is fine, personal preference is Cleanse but Too Scared to Run works just fine)
Hi Inex,
First off thanks for putting together this guide. My cru shield bash stuck at 45. Changed to this and quite easily cleared 48 so far.
I switched out condemn for provoke (charged up means extra 50% wpn dmg right?) as I feel tat condemn does nothing during rg fight. One biggest issue is always being wrath-starved during rg fights, otherwise this build is the best for cru. Steed charge also does nothing during rg fight but needed for the mobility to survive to rg.
To discuss further, wat do u think of switching out CoE ring for RoRG to use Leoric crown with diamond gem? I noe CoE ring is powerful but don't really like to use it.
http://us.battle.net/d3/en/profile/Ashura-6906/hero/43791793
Thanks a lot for your time and hope to push 50 at least! Haha.
Charged up is 50% weapon damage, which isn't really much of anything compared to one sweep attack's 480% weapon damage + the 4pc Roland bonus. Condemn is 1160% weapon damage, and has half the cooldown. The reality of any of the newer sets for classes with these large multipliers to skills is that anything other than those skills mentioned will appear to do basically nothing, damage-wise.
You *can* opt for a wrath regen roll on your flense and pick up RCR rolls on your shoulders and gloves and have relatively few issues with wrath starvation, but you're going to be losing damage and toughness stats to do so. That having been said, I wouldn't fault someone if they wanted to do that, but I've chosen to concede the single-target guardian fights and focus on the guardians I will have a more reasonable chance killing, those that spawn adds + stonesinger. If you wanted to fix your wrath issue, I would definitely look to change the gear up a little bit and keep both pulling skills in place.
I would not switch out Convention for RoRG and Leoric's Crown. The benefits of the extra cooldown reduction do not outweigh the loss of the massive damage multiplier you get from Convention, plus RoRG is a really mediocre ring for Crusaders in general. You have 3 predetermined stats on the ring, strength, life per hit, and attack speed. The benefits from 5-7% attack speed look good when you don't have any stacks of the roland 6pc buff up, but are basically nothing once you have the full 150% attack speed from the set bonus. That leaves life on hit and strength if you roll off the attack speed for something. Your best looking RoRG roll ends up with Strength, Crit damage, life on hit or attack speed, and a socket. There's simply no room to pick up Crit chance, resource cost reduction or even cooldown reduction unless you're willing to sacrifice a socket and a legendary gem. Losing a legendary gem means you're either losing a large amount of damage or toughness.
In regards to Steed Charge and Condemn:
Steed has situational utility for the rift guardian fights. It can be used to reposition adds next to the boss or close the gap with the boss if the boss moves away from you as well as get out of the way from some of the one-shot mechanics some bosses have.
Condemn pulls trash, blues and adds on guardian fights very efficiently. You can hit Condemn while holding down sweep, wait the 3 seconds and things are all around you.
I don't currently have a gameplay video, but if I manage to get some time this weekend I'll be sure to create and upload at least one.
If you've got the unity combo I'd use it, after that pretty much any ring will work until you score a decent Convention.
As far as T6/GR40 goes, T6 should be reasonably fast, especially with the pull abilities. GR40 might require some more toughness, especially when you're still lacking Parthans. You'll probably want diamonds in your armor sockets as well as a Vitality roll on your helm until you feel like you can drop it for +Sweep Attack damage.
Your flense will work fine, especially once you Gift it. Rough beats on the Denial, I'd strongly consider gambling for another one with a higher roll on the legendary power. The +damage on Denial and Convention are both multiplicative bonuses, so any increase to those will be immediately noticeable.
How do you feel about bulkathos wedding band for high GR guardians, the .4% life per second adds up even if its negliable on trash and life regen. Scaling with 2000% of your damage, the attack speed bonus of rolands inflates sader damage so hypothetically there should be a spike in single target damage.
I just got a Crusader to 70 last night and am working to get all the gear. I will be using this guide for sure, so thank you! Everyone and their Mom is taking off there Leg. Gems for some reason. I'm not sure why that's such a secret but this guide cleared that up. Again, thanks!
It makes zero sense to me. Possibly so people don't see how many 1% runs they've done to get their gems to absurd levels, I would think.
Also, if you find a gem combination that works best for you that's different from what I've got mentioned in the guide, by all means run it. The main three I mention provide a solid balance of damage with some much-needed survivability and are my recommendation, but at this point the top folks on the leaderboard may be using some other combination. I wouldn't know, I haven't really bothered much with the ladder this season since early May.
I would like to express my gratitude for you, Inexorable. Your effort in writing this magnicifent built is very much appreciated. I am trying to run this built at the moment and have to make a choice where I do depend on your wisdom:
Sadly, I only have a Legacy golden Flense at the moment, at least rolled with 4 wrath. Other rolls are: Close to perfect damage roll, roughly 1k str/vit and a good Life per Wrath spent and radma. Socket. I have in fact, not rerolled anything yet and am confused what and if I should. You do stretch the importance of Life on Hit greatly. So I am asking whether I should reroll either vit or LpWs into LoH. What are your thoughts?
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