Rating
+3

[2.4.1] Sweeping Wind-Tempest Rush [LoS] GR70+

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Skills

  • Tempest Rush Flurry
  • Dashing Strike Blinding Speed
  • Blinding Flash Crippling Light
  • Mantra of Salvation Agility
  • Sweeping Wind Master of Wind
  • Epiphany Desert Shroud
  • Momentum
  • Seize the Initiative
  • Harmony
  • Beacon of Ytar

Items

More Details
  • Legendary Gems

    • Bane of the Powerful
    • Gogok of Swiftness
    • Taeguk

Kanai's Cube

  • The Furnace
  • The Laws of Seph
  • Convention of Elements

Sweeping Wind Buffs

Monkey King's Garb (Helm/Shoulders, Amulet, Gloves, Chest, Leggings, and Ring of Royal Grandeur)- Sweeping wind is buffed by the 2, 4, and 6 set bonuses. While Sweeping Wind is active, damage taken is reduced by 50% (2 piece), Sweeping wind spawns decoys that taunt nearby enemies and explode for 1000% extra damage per stack (4 piece), and Sweeping Wind boosts spenders (in this case, tempest rush) for 3000% as it is consumed (6 piece).



Kyoshiro's Soul (Belt) - Sweeping Wind gains 2 stacks every second it does not deal damage to any enemies. This helps you maintain or generate Sweeping Wind stacks even when you are not in combat or before you enter combat. Additionally, you receive a 100-125% damage buff for Sweeping Wind.


Spirit Generation

The Laws of Seph (Kanai Cube/Helm) - Using Blinding Flash restores 125-165 Spirit.


Obsidian Ring of the Zodiac (Ring) - Reduces the remaining cooldown of one of your abilities by 1 second when you use a resource spender (Tempest Rush, see below). Specifically, this will reduce the cooldowns of Blinding Flash (LoS = 125-165 spirit instantly) and Epiphany (20 spirit per second for 15 seconds).


Tempest Rush Buffs

Balance (Daibo) - increases Tempest Rush damage by 150-200%. Additionally, when Tempest Rush hits 3 or fewer enemies, it automatically Crits.


Cesar's Memento (bracers) - Enemies take 300-400% increased damage from Tempest Rush for 5 seconds after you hit them with a blind, freeze, or stun. This buff is applied frequently as Blinding Flash (your Spirit Generator) has a low cooldown (3-4 seconds when Tempest Rushing) due to Obsidian Ring. Additionally, the Sweeping Wind rune freezes enemies after 3 seconds.


Mantle of Channeling (Shoulders/Kanai Cube) - While channeling Tempest Rush, you deal 25% increased damage and take 25% reduced damage.


For Higher GRs, try switching out Mantle of channeling to free up a RoRG slot for the Unity Ring, as the damage dealt is now very high in patch 2.4.1


Convention of the Elements (ring) - Gain 150-200% increased damage to a single element. This increases the cold damage significantly, specifically from your Tempest Rush Flurry when you release on the cold rotation.


Gems - Taeguk increases damage dealt, Gogok of Swiftness increases Attack Speed (which increases damage per hit while channeling Tempest Rush), and Bane of the Powerful increases damage against all monsters by 20% and elites by an additional 15%


Overall Damage Mitigation and Survivability

Damage is mitigated by the following items - Monkey King 2 Set Bonus (reduce damage taken by 50%) and Mantle of Channeling (reduce damage take by 25%) -OR- Unity Ring is solo GR pushing. Additionally, Obsidian Ring reduces the cooldown of damage mitigating skills (i.e. epiphany - desert shroud (you take 50% reduced damage), blinding flash - crippling light (blinded monsters do 40% less damage for 5 seconds), and dashing strike - blinding speed (40% increased Dodge chance for 4 seconds)). Additionally, Mantra of Salvation - agility (passive 20% increased resistances and 35% increased dodge chance) is used as a damage mitigator.


Survivability is increased by the following items - Irontoe Mudsputters (Boots) increase movement speed 25-30% based on missing health, allowing for quicker get-aways when health is low. Additionally, blinded and frozen targets (Blinding Flash, Tempest Rush) do significantly less damage.


Gems - Taeguk increases armor % and Gogok of Swiftness increases cooldown reduction (to ensure full uptime on Epiphany - Desert Shroud), and now additionally dodge chance, and finally Bane of the Powerful will decrease damage taken from elites by 15%


Passive Abilities

- Sieze the initiative - Increases damage per hit, but also Resource Cost (this is why resource cost reduction is a good stat option)

- Momentum - Increases damage dealt by 20% while you are in motion. (Relentless Assault may be another viable option here.

- Beacon of Ytar - Increases Cooldown Reduction by 20%, this is essential for 100% uptime on epiphany

- Harmony - This is a must in terms of damage mitigation (roll secondary res on every piece of gear)

Paragon Priorities

Core

Movement Speed
Primary Stat
Vitality
Maximum Resource

Offense

Cooldown Reduction
Critical Hit Damage
Critical Hit Chance
Attack Speed

Defense

Resist All
Life
Armor
Life Regeneration

Utility

Resource Cost Reduction
Area Damage
Life on Hit
Gold Find

Core

- Max out Movement Speed (13% here if you have 12% in your boots, otherwise 25% if you have none in your boots)

- Primary Stat or Vitality, whatever you need (only get vitality if you have gear with vitality starved rolls, otherwise prioritize dexterity)

- Maximum Resource not necessary for this build


Offense

- Cooldown Reduction is going to be really important to max out, in order to get the highest amount (full) up-time on epiphany.

- Critical Hit Damage is pretty self explanatory, max this out after CDR

- Since you're rolling Critical Hit Chance on all other gear, this wont be mandatory for the build to function

- Attack Speed will not increase the amount of 'ticks' per frame of Tempest Rush, so by increasing attack speed you increase damage done per 'tick', AND resource cost per 'tick'. You will most likely need to have Resource Cost Reduction on your Obsidian ring to add much attack speed to this build and still not be resource-hungry.

Defense

- This section is pretty self explanatory, I find maxing the paragons in this order helps me survive most reliably.


Utility

- Resource Cost Reduction makes this build much easier to play, and is necessary if you ever want to activate your mantra, max this first.

- Area Damage, great source of damage

- Life on Hit, some extra survivability while using Tempest Rush

Build Guide

Gameplay

In this build, you will aim to maintain Sweeping Wind stacks (for increased damage), Blinding Flash (for Spirit generation), and Epiphany (for Spirit regeneration and damage mitigation), all while channeling Tempest Rush, your main damage dealer. Before starting a rift or quest (or just after dying), immediately activate Sweeping Wind. If possible, avoid battle for a couple seconds until you have stacks of Sweeping Wind (Kyoshiro's Soul). Entering battle with 3 stacks of Sweeping Wind helps ensure that you can produce Sweeping Wind stacks quicker than you can consume them (which provides you with decreased damage taken, increased damage dealt, and amplified Tempest Rush damage from the Monkey King set bonuses). Generally, it is best to initiate with Blinding Flash (Crippling Light). This Blinds enemies around you, causing effected enemies to take 300-400% extra damage from your Tempest Rush (due to Cesar's Memento). Additionally, enemies effected by Blinding Flash deal 40% decreased damage for 5 seconds after blind wears off. Your passive, "Seize the Initiative," also increases your damage dealt by increasing attack speed to enemies above 75% health.


After the initial Blinding Flash, I usually channel Tempest Rush for 3-4 seconds (until Blinding Flash is off of cooldown), activate Blinding Flash again, and release Tempest Rush for extra damage while enemies are still blinded and Cesar's Memento is still in effect. With just 4-5 seconds of channeling Tempest Rush, the Flurry Rune increases Damage upon release by a significant amount. During this time, I try to activate Epiphany as frequently as possible to increase Spirit Regeneration (longer Tempest Rushing) and survivability (increased damage reduction). As often as possible, release Tempest Rush during the cold rotation of Convention of the Elements for a larger Crit. Keep in mind that holding the flurry for too long can also be problematic, unless you are fighting less than three foes (ie. Rift Guardian), because it's not always a guaranteed crit.


When fighting groups of 3 or fewer enemies (some Elite packs, most rift guardians), you will automatically Crit due to Balance's legendary affix. In this situation, if you release your Tempest Rush on the cold rotation of Convention of the Elements, your Flurry explosion will automatically crit and do up to 200% additional damage. With current some decent gear (farmed on PTR), I have achieved up to 2,000,000M Crits using this combo and channeling for ~3-4cycles of CoE: http://imgur.com/slflli7


With ~700 Paragon levels, mostly ancient gear, and less than perfectly rolled gear, I have been able to clear GR 70 with relative ease. See the youtube link for an example GR70 clear, and full build breakdown