Build Guide
Hello guys!
Bored of archon builds?
This is an extremely fast and strong torment 13 speedfarm build for solo and 4_man groups for patch 2.5.
I developed it since 2.2 and i try to update it every patch to fit it optimal.
Playstyle:
You teleport from elite-pack to elite-pack to maintain the In-Geom proc.
When it's right done, you can cast up to 3 Explosive Blasts every second, which is a huge Burst DMG combined with Tal Rashas Meteors and Manald heal. The signature spell (Shock Pulse - Living Lightning is the best choice to trigger the Manald Heal effect and Paralysis very often) needs to be casted in order to maintain your F+R buff.
Try to avoid attacks, because this build is quite squishy.
Be aware, that this build is way less efficient,
when you are not using a cool down-optimized macro,
because you can't hit the CD's perfectly on time.
If you meet this requirement, it's totally overkill.
Your macro should be able to cast Explosive blast, Diamond Skin and Frost Nova at the same time.
highest priority is, that Explosive blast and Diamond Skin are getting refreshed perfectly to secure a perfect uptime.
With Hexing pants and at least 46,66% CDR use 38ms Delays to keep Your Diamond skin up at perfect timing, too!
Example:
-------------------------------------------------------
- push key 1 ( Explosive blast )
- 37ms delay
- release key 1
- 37ms delay
- push key 2 ( Frostnova )
- 37ms delay
- release key 2
- 37ms delay
- push key 3 ( diamond skin )
- 37ms delay
- release key 3
- repeat every 37ms
--------------------------------------------------------
Just spam all the time following skills:
Explosive Blast
Frost Nova
Diamondskin
Packs should get CC'ed by using Blackhole multiple times until they are all dead.
If possible, try to stand in your Templar's Oculus ring, it's a great damage boost!
Build variations for Grifts, Death breath farming and TXIII farming
You can trade the Toxin gem for the Boon of the Horder. Cube Goldwrap instead of Cindercoat. Equip Tal Rasha's Source instead of Orb of Infinte depth. swap Tal rasha's gloves with gloves of worship and cube the Royal Ring of Grandeur or keep the tal Rasha's gloves and cube the Averice Band. equip Cindercoat instead of Tal Rasha's Chestpiece.
Both methods are almost the same. the method with Averice Band gives you the big pickup radius from the very beginning but your shrine buffs will last for the standard schedule of 2 minutes, The method with the gloves of worship is what I would do. you still have enough pickup radius from the beginning but when you do a long session of farming TXIII rifts, you will likely have almost every shrine effect active for 10 minutes. Here you should know, that the Fleeting shrine grants you 25 yards of extra pickup radius + the movement speed, so this buff is the most important to keep up all the time.
Tal Rasha's Variations:
Standard Items:
In-Geom
Orb of Infinite Depth
Tal Rasha's Guise of Wisdom
Tal Rasha's Relentless Pursuit
Tal Rasha's Brace
Tal Rasha's Stride
Tal Rasha's Grasp
Tal Rasha's Allegiance
Focus
Restraint
Nilfurs Boast
Nemesis Bracers
Any Shoulders
Standard Active Skills:
LMB: Shock Pulse - Living Lightning
RMB: Black Hole - Event Horizon
1: Explosive Blast - Chain Reaction
2: Diamond Skin - Prism
3: Frost Nova - Frozen Mist
4: Teleport - Wormhole
Variation #1
Equipped
Tal Rasha's Source; gloves of worship; Cindercoat
Cube
Wand of Woh; Goldwrap; ring of royal grandeur
Gems
bane of the trapped; bane of the powerfull; boon of the horder
Passives
Illusionist; Audacity; Evocation; unstable Anomaly
Variation #2
Equipped
Cindercoat; tal rashas source
Cube
Wand of Woh; Goldwrap; averice band
Gems
bane of the trapped; bane of the powerfull; boon of the horder
Passives
Illusionist; Audacity; Evocation; unstable Anomaly
Variation #3 -Death's Breath and gold farming
Equipped
Manald Heal; Averice band; Sage's passage; any second Sage Item
Cube
Wand of Woh; Cindercoat; Royal Ring of Grandeur
Gems
bane of the trapped; bane of the powerfull; boon of the horder
Passives
Paralysis; Audacity; Evocation; unstable Anomaly
Variation #4 -Death's Breath farming #2
Equipped
Sage's passage; any second Sage Item
Cube
Wand of Woh; Cindercoat; Royal Ring of Grandeur
Gems
bane of the trapped; bane of the powerfull; Toxic
Passives
Galvanizing ward; Audacity; Evocation; unstable Anomaly
Variation #5
Equipped
Cindercoat
Cube
Wand of Woh; gloves of worship; royal ring of grandeur
Gems
bane of the trapped; bane of the powerfull; Toxin
Passives
Galvanizing ward; Audacity; Evocation; unstable Anomaly
Variation #6 also good for 70+ Grifts
Equipped
Cindercoat
Cube
Wand of Woh; Magefist; royal ring of grandeur
Gems
bane of the trapped; bane of the powerfull; Toxin
Passives
Galvanizing ward; Audacity; Evocation; unstable Anomaly
Variation #7 Thanks to q3fuba
Equipped
1 more item with atleast 8% CDR (Ring, Weapon or Offhand)
Cube
Wand of Woh; Hexing pants of Mr Yan; Convention of Elements
Gems
bane of the trapped; bane of the powerfull; Toxin
Passives
Galvanizing ward; Audacity; Evocation; unstable Anomaly
Variation #8 Thanks to q3fuba
Equipped
magefist or Hexingpants; 1 more item with atleast 8% CDR (Ring, Weapon or Offhand)
Cube
Wand of Woh; Hexing pants of Mr. Yan or Magefist; Royal Ring of Grandeur
Gems
bane of the trapped; bane of the powerfull; Toxin
Passives
Galvanizing ward; Audacity; Evocation; unstable Anomaly
Variation #9 Highspeed variation
Equipped
Cindercoat
Cube
Wand of Woh; Warzechian Armguards; Royal Ring of Grandeur
Gems
bane of the trapped; bane of the powerfull; Wreath of lightning
Actives
Familiar - Arcanot instead of Blackhole, Teleport with calamity instead of Wormhole, Diamondskin - Sleek shell instead of Prism
Passives
Astral presence; Audacity; Evocation; Illusionist
Variation #10 Old Speedgrift build without Manald Heal
Cube
Wand of Woh; Cindercoat; Convention of Elements
Gems
bane of the trapped; bane of the powerfull; Gem of efficacious Toxin
Passives
Galvanizing Ward; Audacity; Evocation; unstable anomaly
Variation #11 Tal rasha with Manald Heal
Cube
Wand of Woh; The Shame of Delsere; Manald Heal
Gems
bane of the trapped; bane of the powerfull; Pain Enhancer
Passives
Paralysis; Audacity; Evocation; unstable anomaly
What do you recommend for someone who is Lvl 70 and don't have full set or items, should I still use the skills and what not? Hard for me to kill things so I was wondering if there was another path I could do until I get full geared?! Thanks! And great build.
i just updated my description for torment 10 keyfarming and Death breaths farming. you just need the items for the build to work. what stats are on doesnt matter on t10, because Tal rashas just will wreck it. Good night
I just can't get it why do u use cindercoat?
Even without it, my AP almost does'nt drop out.
Don't you think using nemesis bracers on cube it's way more efficient for speed grs?
You will defenitly go out of Arcane Power, when you perfectly execute the Macro, like me. i am farming now 65 greater Rifts with it and i tested it several times now without Cindercoat. It doesnt go really well. Even with Arcane power on crit i go out of AP. you can drop the Shield bracers for nemesis, if you are brave enough, but you can not drop Cindercoat on this build.
ok, i updated my Build now, you can easily drop the Blood bracers for nemesis. tested it in 10 Greater Rifts 65 and i can clear them mostly under 3 minutes.
Are you playing season?
My paragorn is around 630, with only that and suboptimical equips, I think I can do only speed 60.
I will test this build tonight x)
Do you have a build to farm DB?
This build works in group speed 60-65? Any changes? Maybe change some of the gems for exoteric alteration and nemesis for ashngar blood bracers?
Hi which program are you using for the macro??
hey bud mind posting your macro??
4fire/6tals is much much much more consistent with this build. meteors can be ignored (boots), shoulders are free anyway and change one piece (chest, gloves, pants or helm) to firebird and cube rorg instead of convention.
benefits:
1) trash overall dies more often while teleporting to the next pack
2) less dependant to in-geom (especially when no proc or only a few seconds are left on the RG! ... you still can beat him somehow with kiting and stuff...)
3) better overall if you:
- are no teleport pro (man i get stuck on so many corners/obstacles/etc)
- dont know the map layouts that well
- have bad luck with pylon/elite distribution (way too often i get either 3-4 elites in a row coupled with 1-2 pylons and then 30 seconds or more nothing...)
- have a trash pc like me (loading screen while in-geom proc is up ftw ^^ ...also taeguk is impossible to use for me because of that)
i tested both. this build here is slighty better when i face good elite / pylon distribution.
like i mentioned on average i clear faster with a talbird variation of this build.
#1 the 4p firebird burn effect does not benefit from Tal rasha's stacks, it does ONLY benefit from %fire dmg, so the dmg of this burning effect will be low. you need to hit the enemy, you want to get burnt aprox. 6 times with EB before the Effect kicks in. And than it would not even benefit from the Extra explosions that the Wand of Woh grants (proccs can not procc proccs(blizzard duh)). The Burn effect of Firebird only lasts for 1 Screen so when you move on for packs those burning mobs will stop to burn and your effort was worthless.
#2The Orb of Infinite Depth is a way better DMG bonus (20% multiplicative) (and a huge toughness gain (60% dmg reduction))and you can still use Avarice band in combination with boon of the horder to boost your pickup radius/ movement speed in torments. or craft corruption (7yards pickup radius fix roll) and use another ring in the cube (for example RoRG and Gloves of Worship or whatever). there are plenty of options and it belongs on your taste of gameplay^^.
#3 its way more effective, when you use the sage's set instead of the Firebirds, you will get a lot more Death's Breath and you wont notice any dmg problems.
first...dude, I was obviously talking about speed grifts not rifts.
in my example I still use the orb of infinite depth (for speed grifts. for rifts the toughness is not important cus....like you mentioned boon of the hoarder, etc)
to use the orb in rifts is just a waste. i would rather use firebirds offhand or tal rasha offhand for speedrifts (it's ok to NOT use firebird in rifts. since everything dies so fast anyway in TX but still a consideration if you're not farming DBs and only keystones)
yes the burn effect is weird with Woh and EB, I noticed that, otherwise I still would be the only tal rasha user in the top 1000 solo leaderboard (which was btw the strongest with talbird...GR78). i only mention that so that it's clear that I'm not talking without having a ton of experience with EB speedrifts / speedgrifts / and even pushs.
it would be really strong and could compete with DMO arcane orbit or energy twister...
and yes, the burn effect is like completely weird, but in the beginning it always kicks in pretty good. it's a nice damage addition which you would notice when trying it out.
and yes the "burn until they die" effect gets boosted by tal rasha. somehow not by 2000% (feels like less) but good for speedrifts + speedgrifts (not enough unfortunately for pushs)
the talbird build with my suggestions in my previous post is just more consistent for me (in speedgrifts 60+)
i tried both alot and that's my summary. just saying.
Wow. Its interesting, that Blizzard didnt mentioned it anywhere. However, i tested Firebird with this build and its even stronger than using COE. I can totally confirm the consistency you found out. Im clearing now 65 in like 2-2:30min and its really satisfying.
thx for the Idea man
I just updated my Build now.
I'm not able to keep Taeguk stacks up at all with this build. Is it because I'm not actually losing any resources with the cindercoat in the cube?
Sorry about the double post, but I swapped out Cindercoat in the cube for Aquila and my survival has went up drastically. Also.. I don't have any kind of resource issue with this build. Even without the cindercoat. I'm not sure how you are having issues with it. I think it's a great build and it's made leveling gems so much easier, so I appreciate you coming up with this build.
Well, when you executing the macro perfectly (every 0,4 sec), you will drop to zero arcane power with my build (without Cindercoat). So you need to swap Blackhole to Storm Armor(Power of the Storm) and Teleport to calamity to keep up the buff. Than you have to sacrifice a lot of mobility (Wormhole teleport) and damage (Spellsteal blackhole) for you toughness gain, which is still legit.
When you have got the right items with toughness stats, you will find out fast, that you dont need to swap your stuff, because you will fast find out the spot, where In-Geom fails the rift because you can not kill the boss under 15 seconds.
Your text guide along with the video is refreshing and different than a lot of other builds. Thanks for that!
variation for TXIII?
I like using the Etched Sigil in the off hand cause it will cast my explosive blasts every few seconds for free so I dont needs to worry about cool down or mana cost which frees up some passives and other slots.
OR keep the tal Rasha's gloves and cube the Averice Band.
When you use the Edged sigil you need to cast a channeling spell and you will need to drop the Blackhole for it which lets the build become way more prone to monster types, which are programmed to keep distance to you.Both methods are almost the same. The method with Averice Band gives you the big pickup radius from the very beginning but your shrine buffs will last for the standard schedule of 2 minutes. The method with the gloves of worship is what i would do. You still have enough pickup-radius from the beginning but when you do a long session of farming TXIII rifts, you will likely have almost every shrine effect active for 10 minutes. Here you should know that the fleeting shrine grants you 25 yards of extra pickup radius + the movement speed, so this buff is the most important to keep up all the time.
I tried several builds with the flame rune of arcane torrent and it's really playable and even faster than my build with melee enemy types but you need to sacrifice a lot of pickup radius from your corruption to get the dmg and defensive buff from the mantle of channeling. It's a fun variation of this build but in terms of speed it can't compete because of inconsistencies.