Rating
+12

[S4]Solo GR65+ 2WW/6IK Rend Build

Regular
Hybrid
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Skills

  • Whirlwind Blood Funnel
  • Rend Bloodbath
  • Call of the Ancients Together as One
  • Furious Charge Merciless Assault
  • War Cry Veteran's Warning
  • Wrath of the Berserker Insanity
  • Nerves of Steel
  • Rampage
  • Ruthless
  • Weapons Master

Items

More Details
  • Legendary Gems

    • Bane of the Trapped
    • Bane of the Stricken
    • Taeguk

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.