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+4 Random Magic Properties
- One of 3 Magic Properties (varies)
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+416–500 Dexterity
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+416–500 Strength
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+416–500 Intelligence
- One of 33 Magic Properties (varies)
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Increases Cluster Arrow Damage by 10–15% (Demon Hunter Only)
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Increases Multishot Damage by 10–15% (Demon Hunter Only)
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Increases Elemental Arrow Damage by 10–15% (Demon Hunter Only)
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Increases Strafe Damage by 10–15% (Demon Hunter Only)
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Increases Chakram Damage by 10–15% (Demon Hunter Only)
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Increases Rapid Fire Damage by 10–15% (Demon Hunter Only)
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Increases Impale Damage by 10–15% (Demon Hunter Only)
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Increases Whirlwind Damage by 10–15% (Barbarian Only)
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Increases Seismic Slam Damage by 10–15% (Barbarian Only)
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Increases Ancient Spear Damage by 10–15% (Barbarian Only)
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Increases Hammer of the Ancients Damage by 10–15% (Barbarian Only)
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Increases Meteor Damage by 10–15% (Wizard Only)
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Increases Disintegrate Damage by 10–15% (Wizard Only)
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Increases Energy Twister Damage by 10–15% (Wizard Only)
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Increases Arcane Torrent Damage by 10–15% (Wizard Only)
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Increases Wave of Force Damage by 10–15% (Wizard Only)
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Increases Arcane Orb Damage by 10–15% (Wizard Only)
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Increases Ray of Frost Damage by 10–15% (Wizard Only)
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Increases Acid Cloud Damage by 10–15% (Witch Doctor Only)
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Increases Spirit Barrage Damage by 10–15% (Witch Doctor Only)
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Increases Zombie Charger Damage by 10–15% (Witch Doctor Only)
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Increases Sacrifice Damage by 10–15% (Witch Doctor Only)
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Increases Firebats Damage by 10–15% (Witch Doctor Only)
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Increases Tempest Rush Damage by 10–15% (Monk Only)
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Increases Exploding Palm Damage by 10–15% (Monk Only)
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Increases Wave of Light Damage by 10–15% (Monk Only)
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Increases Lashing Tail Kick Damage by 10–15% (Monk Only)
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Increases Phalanx Damage by 10–15% (Crusader Only)
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Increases Blessed Hammer Damage by 10–15% (Crusader Only)
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Increases Blessed Shield Damage by 10–15% (Crusader Only)
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Increases Sweep Attack Damage by 10–15% (Crusader Only)
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Increases Fist of the Heavens Damage by 10–15% (Crusader Only)
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Increases Shield Bash Damage by 10–15% (Crusader Only)
This is a well written guide. The video has the monk grouping and pulling so your Halo/APD have enough damage mitigation you could just focus keeping track of the timer. In solo player I'd imagine this is harder as you constantly worry about ranged mobs sniping you off when you are scouting for packs. The Absolute Zero and Chatodoo change of elements is a nice trick. But syncing up the fire CoE element after the Black hole debuff is hard. It is 10 second while the CoE cold phase is 4 seconds. So you must hit the mob pack mid way of the CoE lightning phase like
CoE Lightning phase (half) <- Cast Black Hole to pack to make cold% higher than fire
Black hole cold debuff (10 seconds)
CoE Lightning phase (ends)
CoE Arcane phase (starts)
Black hole cold debuff (8 seconds)
CoE Arcane phase (ends) <- Cast Explosive Blast to refresh Tal Rasha buff
CoE Cold phase (starts) <- Cast Archon / Chatodoo stacks = Cold
Black hole cold debuff (4 seconds)
CoE Colde phase (ends)
CoE Fire phase (starts) <- Chatodoo stacks = Fire
As you said this build is all about keeping track of timers.
Fire, needed for chantodo. You need to have chantodo doing a different type of elemental damage than archon abilities, which will be doing cold damage in this build, due to the chosen cold rune (Slow Time). Chantodo's element is chosen based on your highest elemental damage, so Ideally, you would aim to have 20% fire dmg and 19% cold.
https://www.youtube.com/watch?v=PlqcdvoKyv0
I would like to say that this build is still viable for season 7...2.4.2. On the Xbox1.. Torment XIII--GR71 without Ancient Legendary Helm, gloves, neck (also with out elemental skill buff) and sacrifices made on belt and bracers. I am super excited to get this build to the exact same spec.. thank you for yet another great video.