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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Akkhan's Leniency
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Leoric's Crown
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Convention of Elements
Notes on Armor
Pants is a flex slot. If anyone finds a specifc pant which stands above all else, please comment below.
While attack-speed and CDR are really nice, the most raw damage output comes from CHC, CHD and Holy Damage%. Attack-speed just looks fancy. The difference is marginal.
Area damage is nice as always. AD is a must-have on shoulders+hands and recommended on weapon and shield. AD is the best stat on your rings after STR, CHC and CHD. If you can't get such dream-rings, CDR and attack-speed is also fine.
An ancient Hellfire Amulet is probably the best thing you can get around your neck. Not sure which 5th passive is good. Indestructible is probably a good candidate. Holy Cause is definitely NOT worth it as it does exactly nothing.
Notes on Gems
Diamond in helmet, Rubys in armor, Emerald in weapon. I haven't tried diamonds in armor, but 2-3 could be possible if you are really dying a lot. However, I assume (not calculated yet) that this is suboptimal, as strength also grants you a small amount of armor and strength is multiplied by Finery.
Pain Enhancer is more damage than Stone of Vengance.
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 Chance
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Critical Hit Damage
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Attack Speed
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Cooldown Reduction
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Defense
Armor
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Resist All
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Life
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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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Paragon properties are whatever, because you basically get everything after a short while. Too bad we have to invest 50 points in Resource Cost Reduction which means that we have 50 dead levels on our way to 800.
Build Guide
This build is a work in progress. The perfect way to play Captain America LON has not yet been figured out. I believe I am very close to the optimal build and will update this page as I progress deeper past GR70 and find more items to play with.
FAQ
Q: Why no Bane of the Stricken?
A: It just doesn't do enough for you and damage (even against the Rift Guardian) is usually sufficient. You need to stay alive. If you are dead, your damage is 0.
Q: How many pieces need to be ancient in order to be able to play this build?
A: If you are missing 2-4 pieces you will be able to blaze through T10 and up to GR60. If you wish to progress past that in a meaningful way, you need a full set of ancients.
Q: I don't have item X. With what can I replace it?
A: All items which are listed as "required" can not be replaced. If you don't have those, you can not run the build period. I find the StAG hands extremely helpful so you would want those, too. The cubed weapon is also required and can not be skipped.
Q: Why no Taeguk?
A: You can not accumulate stacks with any of these skills
Q: 5th passive from Hellfire Amulet?
A: Anything which increases your toughness. Holy Cause might seem good, but it s*cks and does nothing.
Assuming this is what you run as solo, what changes would you suggest for a group build?
Witching Hour as belt and (if staying alive is no problem), Stone of Vengance/Bane of the Stricken instead of Esoteric Alteration. Also possibly Judgment instead of Shield Glare.
Since he's using Pain Enhancer, he's going to be in melee anyway.
And guide suggests Hellfire Amulet, but not what the 5th passive is I assume Indestructible, or Vigilant for protection rather than anti one-shot mechanics.
I haven't been able to craft an ancient one yet, but I assume that the dream scenario is indeed Indestructible.
The next step is to check out bane of the trapped vs Gogok. Damage looks fine, only toughness is still a little bit of a problem. However, some of my newer gems are very underleveled (60ish). I will farm them all to 70+ today to see what is really possible.
With a solo build, you HAVE to have Unity cubed for anything higher than GR70. CoE is great for group play.
What about hexing pants for 25% damage increase (that is if its viable to move and cast or cast then move) as a replacement? Also, wouldnt it be better to do combust blessed shield and run cindercoat and magefist shell your helmets wear a leoric crown and cube aquila chest and change all your holy% into fire%?
Edit didnt see the comment above about combust. suppose both holy and fire work well though.
I have pretty similar build. It's fun to play, and really great when there are lot of mobs. However, the build struggles against single opponent such as great rift guardians. That's where I end up dying or take time to kill.
Other than that, it's great fun build to play with.
Hello BlacKcuD, your build is great and I've been using your build. Now I am pushing GR72 right now and I have some cube options which I could not decide and I'd like to ask for your recommendation. They are: Andariel, Cord of Sherma, Ice Climbers, Pox Faulds, and Archew (I have the rest on character body already). My paragon now is 749 though.
Thank you.
whats the fifth pasive from hellfire?
I think Taeguk is better than bane of The trapped, because gives u armor and damage, u can proc The taeguk all The time with the Gyrsfalcon Foote
Love it - I don't have nearly enough Ancients but it's already super fun. I was running the standard thorn build, of mediocre quality (GR58) and decided to switch to this early.
I'm running Ancient Leoric's crown/shoulders, Ancient chest, random ancient pants/boots/gloves, and the rest are the required items just non-ancient. I was able to clear up to GR40 with not much trouble, at 40 I had to be a little more careful, and the guardian took a bit of time to finish off.
Great build, thanks for putting work into it, excited to get the rest of the pieces
Edit: I lied, I don't have the right belt either - running Ancient bombardment belt.
Created a d3planner set out of your build: http://www.d3planner.com/312452110 without Augments
testing which passives are least benifical for (single target) DPS:
- fervor / finery / long arm / towering / hold your ground: 26.9 B DPS
- fervor / finery / long arm/ towering : 23.0 B DPS
- fervor / finery / long arm/ hold your ground: 26.1 B DPS
- fervor / finery / towering / hold your ground: 23.7 B DPS
- finery / long arm/ towering / hold your ground: 22.6 B DPS
towering shield is the smallest increase for DPS
using holy cause instead of towering shield has the same DPS increase, but gives the side benefit of the healing:
- fervor / finery / long arm / holy cause / hold your ground: 26.9 B DPS
but it doesn't heal much, if only it would heal of every bounce of the shield (A)
the other's are all significant DPS drops (> 10%), but Indestructible is very much wanted in this build.
Hold Your Ground is slightly better than Long Arm of the Law, and Law looses value when you don't spam your law on cooldown so in practice the gap is even bigger and I think it's better than Long Arm
so Fervor / Finery / Hold Your Ground / Indestructible / Long Arm of the Law
and if you want Holy Cause for the healing then drop Long Arm at some DPS loss.
I also tried using Witching Hour instead of String of Ears, String to cube and Leoric's equiped instead of Andariels and this is ~10% DPS increase.
Witching Hour Instead of String of Ears, String to cube and keeping Andariels equiped is another ~10% DPS increase over the above, question is, how valuable is the extra CDR for uptime on Akarat's for defensive purposes?
see the other 2 sets on the d3planner I linked earlier
And Judgement > Shield Glare for DPS, but Shield Glare is probably better / easier to use for defensive purposes. yes / no / maybe?
been running this for a bit now: http://eu.battle.net/d3/en/profile/Drakie-2763/hero/71509711 (or http://www.d3planner.com/102337556 incase someone reads this when I was wearing some other build)
would love some feedback on my gear, stuff I already concluded myself:
- horrible stats on amulet, but I've gone through 43 Amulet's so far with only 2 Ancient and the other one had shitty passive.
- rings need better stats too, gotta start rerolling those as soon as I find a 2nd Wailing Host (afraid to roll an even worse one)
- not sure which items are good enough rolled to be worth to start Augmenting;
- - thinking my Gloves have pretty sweet rolls (though Stone Gauntlets or St Archew's with these rolls would be better)
- - Gyrfalcon's has attack speed instead of preferred Area Damage, but I'm having issues with bosses so maybe it's good enough for now?
- - Crit instead of Blessed Shield dmg would have been better on my Andariels, but it's a toss up and the rest rolled nicely
- - rest of the items the rolls don't seem good enough to starting Augmenting them yet
I'm having big issues with the Rift Guardian, my DPS is so pretty weak eventhough I'm making sure to hug the boss to get the Pain Enhancer and Bane of the Trapped boosts.
Have to admit I haven't tried timing my Judgements with CoE but d3planner makes it clear that that's no increase anyway, would probably only be an increase of the cooldown would line up like with LoN bomb.
Think I might try going back to Bane of the Stricken?
Surviving Rift Guardians is also a lot harder compared to Invokers or LoN Bomb, gotta learn all the bosses and their mechanics now cause I have to dodge all of them while still throwing shield :/
(unfortunately Bane of the Stricken stacks so high in d3planner because it's considered 1 target that can't really compare xD)
Would love to see a recording btw of someone playing this build GR70ish or higher, cause the only vids I see atm are people doing T10 or GR55 or lower, which sucks, any build works for that xD