Items
-
Head
-
Shoulders
-
Amulet
-
Torso
-
Wrists
-
Hands
-
Waist
-
Legs
-
Feet
-
Rings
-
Weapon
-
Offhand
Kanai's Cube
-
The Furnace
-
Lamentation
-
Unity
Bane of the Stricken helps out with bosses, Bane of the Trapped because more dmg and you mostly beeing on top of mobs.
Taeguk for the defensive as well as the offensive side it offers.
Pain enhancer can be an option as well.
Gemming for AR(diamonds) since this build can go 65+ solo and you need the AR there. Health(purple) socket for head.
Stats on gear as written above. Vit>AR in almost all cases due to how the build works.
Strong points of this build:
It scales with everything offensive wise:
-CHC and dmg for obvious reasons
-AS as it gives you more sustain, more dmg from ancients, as well as more rage income due to Weapon master.
-CDR since with low AS and rage income 100% uptime on single target WOTB is hard(only need the one from paragon points tho) as well as higher uptime on the second F&R buff on single target.
If you do not have F&R or a good hellfire amulet(superstition, brawler or berserkerrage if perfectly played would be the fifth passive) you have the following options:
-Immunity Amu, Poison beeing best here since it helps against most of the RGs.
-Compass rose/traveler's pledge set+Convention of elements.
-CE+Stone of Jordan
-CE+Unity, using a power of your liking from Cube.
Remember that none of those setups will reach the dmg of F&R due to you not having burst windows.
Edit1: Consider this Build/guide very much WiP. Main issues are Rage generation on single Target. It currently is mostly a combination if smart uses of Charge/shout as well as different passives.
Paragon Priorities
Core
Movement Speed
|
Primary Stat
|
Vitality
|
Maximum Resource
|
Offense
Critical Hit Chance
|
Critical Hit Damage
|
Attack Speed
|
Cooldown Reduction
|
Defense
Resist All
|
Life
|
Armor
|
Life Regeneration
|
Utility
Area Damage
|
Resource Cost Reduction
|
Life on Hit
|
Gold Find
|
Core:
Higher Rage cap is not doing much. which means standard movespeed>mainstat
Offense:
CHC because it is needed for dmg as well as sustain.
CHD since Rend dmg scales with it(as it does with CHC)
AS vs CDR depending on if you put prio Wotb uptime @boss or higher sustain during rest of the Rift
Defense:
AR for obvious reasons
Life>Armor since you should never die to sustained dmg anyway and your sustain scaling with your max life.
Utility:
Area Dmg since Rend procs it.
RCR>LoH since RCR helps on RG while LoH does mostly nothing for you.
Build Guide
2WW/6IK Build.
Basic goal of the build:
-High life total (1M+) which brings sustain(WW Rune) as well as good survivability/mobility.
-Double Rend everything, charge as well as shout to keep your rage up and spend it in order to get Wotb back up.
-Use charge for strongarms as well as focus n restraint.
Strong points:
-Can apply rends then go elsewhere and come back after to reapply rend as well as live easier through burst dmg.
-Decent mobility with WW and Furious Charge
-Can go really crazy on high density GRifts and have way faster clears then Hota there.
-Really good clears up to the RG.
Weak points:
-Slow rift Guardians.
-No Burst dmg.
-Quite challenging to play out well(keep 2stacks of rend up on as much as possible, keep F&R buffs as well as strong arms going).
Your main dmg comes from rending stuff.
I did not invent this build, i am playing it myself tho and did not see it on here which is the reason why i put it up.
Edit: Since alkaizer made a Guide-video about it I will post a link to it here: https://www.youtube.com/watch?t=1&v=IcGzl3k52GE
All credits to him.
I found it impossible to keep fury up on the RG so i switched the cota rune to ancient's fury and managed to clear a 60. Thanks for the guide.
I was plvl ~700 when i cleared it... i doubt that those passives could solve the fury problem but i will give it a try because surely on higher levels you need that toughness from together as one.
ive been using this build since the start of S4 if your having fury regen probs its because you are not fighting enough mobs at once, the object on this build is to keep taeguk up at all cost, same thing going thru all mobs as well , doing higher rifts will come down to everything taeguk how you move through keeping your stacks and not resetting them. Fury regen is just moving through and being smart, it really is not hard and you should never have regen issues if done right. Bosses just keep your taeguk stacks up no matter what. u loose tons of fury but u add rend while you use war cry that way you get your 2 stacks in, your dmg will come from ancients. If the Gaurdian has adds then regen is easy.
So many viable builds this season it's great people are posting these guides. Makes it so much easier when switching skills/gear/gems/cube. Thanks a ton for your effort. Only changes I would suggest based on the fact that you're acknowledging Alkaizer's build is Pain Enhancer over Trapped and Physical% on neck over STR. +1!
Edit: Move speed on boots isn't a bad idea either. Saves some paragon.
fury issue comes from the guardian. theres no way to keep taeguk up on boss wen theres no fury to WW. not sure how these players are doing it but i only gain fury with charge and warcry.
I'm also having problems with Rage on RG. Has anyone figured this problem out?
on boss you keep ww spammed u will go down on fury all the way but u will keep taeguk stacks up. when warcry comes off CD thats where u put 2 rends. try to possition your self to keep ancients in front of you to take dmg and stay on boss.