Items
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Head
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Shoulders
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Amulet
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Torso
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Wrists
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Hands
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Waist
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Legs
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Feet
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Rings
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Weapon
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Offhand
Kanai's Cube
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The Furnace
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Tasker and Theo
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Ring of Royal Grandeur
VIDEO GUIDE:
YOUTUBE VIDEO GUIDE
https://www.youtube.com/watch?v=sj3EodOigpA
- ITEM STAT PRIORITY:
You can find perfect stats for this build from here:
http://www.d3planner.com/200641673
Those are all the stats you should be aiming for. You can also play this without all that Area Damage from items since your gargantuan is already cleaving pretty hard, but area damage really helps a lot especially later on.
(I have seen people without any area damage doing +75 grifts in PTR tho)
With this build your gargantuans are doing 99% of the damage, so positioning them properly is the key to make this build work. Usually you just try to get enemies gathered and position your gargantuans to cleave as many enemies as possible (Sometimes you recast them just to get them in middle of a big enemy group, but you have to be absolutely sure you wont die right after because then you have to wait a minute to get your gargantuans back up so it can be risky sometimes).
PASSIVE TALENTS:
(You can basically choose any of these talents as your 5th talent from Hellfire amulet)
Must have talents:
- Midnight feast (50% gargantuan damage is must have, no questions asked!)
- Grave injustice (Reduces cooldown on your every ability, especially useful for spirit walk and piranha pools)
- Swampland Attunement (Just tons of survibility, you will need this +70GR atleast, that's for sure.)
Optional damage talents: (From hellfire amulet for example)
- Pierce the veil (Pure damage, probably safest damage talent here
- Confidence ritual (Pure damage if you are close enough)
- Gruesome feast (10% int per every health globe, if you have 15000 int for example, this means 1500 more int momentarily from one globe only. Just imagine the damage when you get 5 of them at the same time. Helped me a lot when I was climbing from 70-75 GR but I swapped back to pierce of veil after that)
Optional defensive talents:
- Spirit vessel (Very nice talent that offers you a lot of survibility and make your mistakes disappear. Makes playing a lot more relaxed but you can live without this as well. A must have talent in hardcore, for sure)
- Jungle fortitude (Not a bad talent but it usually can't be picked since other talents are mostly better. But +80GR this talent might actually be worth it since gargantuans are starting to die, atleast to grift guardians for example.)
- Gruesome feast (This talent is surely offensive, but also little bit defensive talent. If you get lets say 5000-7000 even its just for a moment, that means your all resist gets a lot higher and you can snowball pretty hard with all that + the damage you get from the int. This usually means if you kill elite pack, you can kill another easier, and you get more health globes and so on)
I'll link very detailed YouTube guide later today or tomorrow, so be back soon!
I have personally done +77 Greater rift with this build but since I only play solo, my legendary gems were rather low not to mention my 750 paragon levels. Highest greater rift done in non-seasonal PTR was 80, which was in top 10 of WD leaderboard so this is very viable build for soloing at least.
I'm pretty sure this works really well for groups also because it really has awesome survibility and high cleave group damage.
Paragon Priorities
Core
Movement Speed
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Primary Stat
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Vitality
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Maximum Resource
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Offense
Critical Hit Damage
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Critical Hit Chance
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Attack Speed
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Cooldown Reduction
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Defense
Life
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Armor
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Resist All
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Life Regeneration
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Utility
Area Damage
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Life on Hit
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Gold Find
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Resource Cost Reduction
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Core:
Max movement speed >
Primary stat >
Vitality (Can be taken over int if you really need survibility, but int also gives some so it's usually better) >
Maximum resource (You really don't need mana in this build, only one ability uses it)
Offense:
Critical hit damage / Chance ratio has to be 1-10. 1% critical hit chance per every 10% critical hit damage.
So pick the one you have less, for example if you have 23% Critical hit chance, and 200% Critical hit damage, pick Critical hit damage until you have 23% Critical hit chance and 230% critical hit damage. > Attack speed for some extra damage > Cooldown reduction for some extra survibility.
Defense:
Life unless you have super low vitality (Compare survibility gain from spreatsheet if you add armor instead) >
Armor (Because on int classes armor is better than all resists since you already get a lot of magic resist from inteligence) >
Resist all >
Life Regeneration
Utility:
Area damage (Because it's clearly the best stat in here, a lot of damage vs grouped enemies) >
Life on Hit (A bit survibility, especially if you use leeching beasts) >
Gold Find >
Resource Cost Reduction (Not useful in this spec)
Build Guide
Very viable solo build from PTR and will work perfectly in live servers also.
I'm personally going to use this build in Season 4. I was top 37 in Solo WD Leaderboard with just 750 Paragon levels, while top guy with this build did 80 Grift but had +2000 paragon levels, but I'm absolutely sure +80 is very doable with just ~1000 paragon levels also.
I'm working on a detailed YouTube guide currently, it will air 14th January, right before season 4 starts.
But about big bad voodoo, it works just fine aswell but since you propably wont be using starmedal kukri, you just get big bad voodoo less often. But yeah, big bad voodoo works but I'd rather use it when grouping only, should be fine in there.
I did 75 Grift solo with big bad voodoo if I remember correctly.
Fun build was thinking swampland might be better than jungle once you get ur gem levelled high enough tho.
You are absolutely right and it's basically one of the talents that you must have when playing this spec, swampland is actually very much needed in this spec and it's just error I made. Adding it now as 5th talent from hellfire.
Edit: I updated this guide a bit, added talents section in text, hope it helps!
Should I roll the int on my rings to area dmg?
Alright, Thanks! How much hp should I aim for btw? Having problems with rift Guardians one shotting me at gr 73+.
Thanks for great build man, looking forward to the video!
Rift guardians do one shot me as well. It would be perfect if they would do like 95% instead of one shotting so you wouldn't need your spirit vessel or at least it wouldn't proc, but I think you just have to get higher paragon level to survive that. Maybe some vitality from paragon levels or item enchants helps with that... But tbh higher grifts, some rift guardians are just end of your rift and you cannot do much but try to avoid everything or try again with a better rift guardian.
Edit: BTW, I just finished rendering the video (even rendering took 1h), uploading it next and then linking it!
Added YouTube Video at the end of the guide!
Why do you prefer Resist All over Life Regeneration? Does the extra bit of RA have much of an effect with such high Intelligence? Also, have you tried any other runes on the Gargantuans other than cleave?
I prefer RA because it makes pets survive a bit better. Of course life regeneration actually works for pets as well but healing isn't really an issue if your pets die to few hits from rift guardians. I actually think it doesn't matter if you already have a lot of all resist from intelligence, lets say you reduce 80% damage with your all resist, and then you get one extra 1% so you reduce 81%, but that 1% is actually 1/20 from the missing 20%, meaning you basically take 5% less damage than you would otherwise take. So 1% increase may look small but it is actually pretty much.
Also, I just usually don't get life regeneration from items so having just a little bit from paragon levels feels kinda useless, it wont save me from any situation unless I have it from other sources also.
But hey, I might be wrong, maybe it actually could be better to go for life regeneration and get some from your gear just to keep your pets alive. Maybe I get some in my ancient items and can discuss a bit more about this topic.