Rating
+46

Inexorable's GR55+ Lightning Sweep Attack Roland Build

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Skills

  • Sweep Attack Trip Attack
  • Condemn Vacuum
  • Akarat's Champion Prophet
  • Iron Skin Flash
  • Laws of Valor Unstoppable Force
  • Steed Charge Draw and Quarter
  • Indestructible
  • Heavenly Strength
  • Finery
  • Holy Cause

Items

More Details
  • Legendary Gems

    • Bane of the Trapped
    • Esoteric Alteration
    • Taeguk

First and foremost, gear and affix choices for the gear are all aimed at pushing GR55, if not 57-58. A few notes regarding specific item/gem choices below. Things that aren't explained below are straightforward choices and required for the build to be effective.


Amulets - Both Mara's Kaleidoscope and Hellfire Amulet are capable of having 20 Lightning/100 Crit Damage/10 Crit Chance/Socket, the choice then becomes a 5th Passive(Wrathful, Vigilant, Long Arm of the Law) or Poison absorption. I personally prefer wearing a Mara's Kaleidoscope as not having to worry about poison makes Hamelin and Choker go from tolerable bosses with a decent chance of success to being automatic wins, assuming you have the raw DPS necessary to get the boss down in the time allotted, as well as removing one of the big sources of spike damage from Binder. See notes in the Build Guide regarding passives and why Hellfire is a potentially viable choice. Xephirian's best roll is Strength/Crit Damage/Crit Chance/Socket, equally rare to Mara's Kaleidoscope and doesn't make any other viable bosses instant wins, although it does make the elite affix Thunderstorm no longer a threat. Also, with Mara's, you can exact revenge on Blighter for the many deaths and ruined Greater Rift clears he has inflicted on you during the previous two seasons/eras. Same goes for Voracity. Talisman of Aranoch can roll the same way that Mara's Kaleidoscope and Hellfire Amulet can. You get to ignore Frozen and Frozen Pulse as a result, but it doesn't do very much for making any Rift Guardians that we want any easier.


Belts - Thundergods Vigor is the first obvious go-to choice. It's not terribly rare, provides extra damage in the form of +lightning skills, although the legendary power is laughably bad. Witching Hour deserves a mention, however, for higher(800+) paragon characters that can benefit from the Attack Speed it provides to get your buffed Attacks/Second over 3.2 with 5 stacks of Roland's 6-pc buff. 3.2 Attacks/second has significance over 3.0-3.1 because in a 5-second window you now reduce your Iron Skin and Law cooldowns by 16 seconds instead of 15, thus increasing the uptime of both noticeably.


Rings - Convention and Unity. Unity's ideal rolls, after enchanting, are: Critical Hit Damage, Critical Hit Chance, Bonus vs. Elites, and Socket. Convention's best rolls after enchanting are: Critical Hit Damage, Critical Hit Chance, Cooldown Reduction, and Socket. You want as high of a percentage as possible on your Convention's Legendary Power. Honorable mention stats for both if you cannot get the ideal rolls are: Strength, extra Cooldown Reduction, Resource Cost Reduction.


Golden Flense - First and foremost: You *need* 5-6 Wrath Refund from the legendary power. This will help you sweep just a bit longer on add-spawning bosses where you're going through a dry spell of no adds. I am a very strong advocate of Life on Hit on weapon in this case as we do not necessarily need Cooldown Reduction, Resource Cost Reduction or Vitality here. Bonus vs. Elites has potential, as does Wrath Regeneration, but Life on Hit is amazing, especially at 3+ attacks per second. Life per Wrath Spent is also a viable healing option.


Denial - Strength, Vitality and Critical Hit Chance are the most important. Bonus vs Elites is icing on the cake. Look for a shield with 38-40% per stack of the legendary power. You won't regret it.


Gems - Trapped and Taeguk give us large damage bonuses. Taeguk is not too difficult to maintain during trash, and trivially easy to keep up during guardian fights. My third choice is Esoteric Alteration, as this will help you tank elite affixes you couldn't normally tank, thus allowing you to stay on target longer. This build does zero dps while moving. Being able to stand still and Sweep is important. Honorable Mention goes out to Bane of the Powerful, Gem of Efficacious Toxin, and Molten Wildebeest's Gizzard.


Gems in gear - Rubies for Chest and Legs, Diamond in Helm. You are more than welcome to try Diamonds in Chest and Legs, Amethyst in Helm and then swap your rings for Focus and Restraint, but then you need to drop a skill for a generator and weave it into your Sweeps. If that's what you want to do, I'll leave it up to you to figure out.

Paragon Priorities

Core

Movement Speed
Primary Stat
Vitality
Maximum Resource

Offense

Critical Hit Damage
Critical Hit Chance
Cooldown Reduction
Attack Speed

Defense

Resist All
Armor
Life
Life Regeneration

Utility

Resource Cost Reduction
Area Damage
Life on Hit
Gold Find

This is the standard paragon point distribution for Crusaders seeking to push high up on the leaderboards for each season.


Core - Movement Speed to 25%(including what you might end up with from gear), rest into Strength. You can swap some points from Strength into Vitality if you feel that you need additional toughness, but this is not recommended.


Offense - The first 3 categories are mandatory, Attack Speed is a much lower damage increase due to the 150% attack speed we gain from Roland's 6-pc bonus.


Defense - First 3 categories pump our toughness up, Regen from Paragon 600-800 helps us recover faster.


Utility - Resource Cost Reduction helps us out with burning down the last little bit of a target's health, otherwise is irrelevant when fighting more than one enemy.

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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