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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Staff of Chiroptera
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Mantle of Channeling
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Ring of Emptiness
Listed here is a SOLO setup for max toughness. Trust me you need LOADS of toughness and recovery to survive SOLO.
For group dps setup with 2-3 supports:
1) Convention of the Elements instead of Unity
2) Gruesome Feast, Pirce the Veil, Confidence Ritual, Creeping Death passives
3) Topaz in helm if mana managment is problematical
4) Pain Enhancer for faster melting of trash insted of Stricken. If you are fishing for insane density that you can also use PE for solo as well but Taeguk's extra Armor is good to have for squishy WD.
6) Haunt - Draining Spirit
Other options for SOLO:
1) Coils of the First spider will give you much much recovery, but less toughness than Lakumba's and less damage than Mantle of Channelling.
2) Molten Wildebeest's Gizzard/Mutilation Guard instead of Taeguk/Esoteric Alteration.
WDs usually have a lot of allres, as INT users. So Esoteric Alteration might not be as good as Mutilation Guard here, i noticed i mostly suffer from heavy-hitting melee attacks. Gizzard can help with recovery if you remove Leeching Beasts and will manually cast Locust Swarm (with Furnace setup for example)
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
Armor
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Life
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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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Resource Cost Reduction
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Gold Find
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move speed-> stat
chc/chc-> ias
armor-> life
area damage-> life on hit
Build Guide
Hey guys!
The set, Staff of Chroptera and Bakuli belt were buffed in 2.6.1, now ,more damage! Soul Harvest is also more reliable since a single harvest refreshes all stacks.
GR130 cleared in 2.6.1 PTR with this build in 4p, as well as GR113 as solo (with very high paragons). GR100 is no big deal even with mediocre gear now.
Some skill options:
1) Rush of Essence can greatly help you maintaining mana drain.
2) Jungle Fortitude is good. That if you need more toughness.
3) Gruesome Feast is not recommended for SOLO, generating globes is usually very slow. But it is possible to use it as well.
GENERAL TIPS:
1) Area damage is strong in this build. Stack as much as possible
2) Topaz in helm if mana managment is problematical
3) You need ATTACK SPEED on both weapon and gloves to reach higher breakpoint. Each breakpoint gives ~10% more dps. I don't suggest more than 14% ias though. You will start losing CHC/CHD/INT and it's not worth it.
4) Pain Enhancer outdamages Taeguk (of same) level at 12 stacks
Thank you!
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Jade was and still used in groups, but moslty in lower rifts for speed clears. In higher greater rifts 90+ gargatuan/firebats will be more efficient i think
This seems to reflect my experiences with playing this build. Initially I had some mana problems => no mana => no life regen (on hit) => dead. So that's no good :). The yellow gem in the helmet can help. I also tried using RoRG and change the armor to Cindercoat for up to 30% less resource needed for fire skills - which is your Firebats (RoRG instead of CoE).
Hex is indeed needed for the damage reduction, which you absolutely need. It felt a bit squishy, certainly when you're not channeling. The suggestion of the zombie dogs is good. You lose Piranhas and the ability to group up mobs more easily. That's the tradeoff.
For me the playstyle felt a bit awkward, running and than trying to stand still in a mob. Once you are channeling the build does a lot of damage though.
I think Rush of Essense is BiS passive here for all mana needs. I tried to run without it and immidiately ran out of mana. Don't even need Topaz now
The links for twitch and youtube don't like me. Added a follow and giving a bump as I've been wanting to try arachyr for gr.
Also, what about working new Invigorating Gemstone into the build? Maybe instead of stricken? The dmg is amazeballs, but Invigorating gives stacks of healing received, so that would help with the life on hit while channeling, and the lvl 25 requirement removes status effects. I don't know everything that protects against, but the main ground ones might allow you to stand still and firebat it up more. What do you think?
Stricken is a must have in any solo build. RG will take forever without Stricken
I think it would also be useful to put the amulet that pulls mobs together on your follower, since you don't have piranado anymore.
I'm at 72 with crappy gear right now.
The build feel solid, but I struggle a little bit with making progress in time. Maybe I'm playing it wrong. Do you only go for elites, or mainly for large white mobs? 74 atm.
I am on the contrary don't have problems with the damage, but surviving is probmelatical. HP jumps like crazy, and KNOCKBACK mobs like Unburied are absolutely horrible
Hi Angry_Roleplayer,
This is a cool build, although I preferred to play it with helltooth set instead, it's more comfortable for me. Seems pretty close to Jade in terms of GR progression viability, which is nice.
I do have one mana-management suggestion : Wouldn't Spiritual Attunement be a better mana choice than Rush of Essence? It also increases your maximum mana and it gives, according to my tests, 16.5 extra mana per second (2% of max mana per second, no paragon points into mana), while Rush of Essence gives 100 mana over 10 sec = 10 mana per second and is also spell-dependent. The only way I see Rush of Essence more viable would be if the spell casting effect of the mana per sec would stack.
What do you say?
Rush of Essense will be better cause it also returns mana from Soul Harvest and Spirit Walk. And when you are in group and will be casting Locust Swarm manually, it will use around 300 mana per cast, Spiritual Attunement just won't compensate it really fast.
Also as far as i can remember Rush of Essense returns 100 mana per every haunt/spirit. So the more haunts you have landed the better. It just solves all mana problems.
The guy with the Arachyr who cleared 100 last week, they cleared 102 already. And with the HT highest i saw was 103. So it's almost identical.
I would also add that Helltooth feels easier to play and it has 10% more damage reduction + the extra 20% damage taken debuff on mobs. It feels more fluid from my point of view.
I cleared a GR73 in 8 min last night with such incredible ease I couldn't believe it (P800). I was only able to do this with the same ease with the helltooth gargs only, when they wanted to attack the elites:) . It felt incredibly tanky and the damage was huge, boss was down in 20 seconds (used esoteric alteration instead of bane of the stricken). This build seems more consistent than jade imo, especially on GR bosses, which is the big problem for jade.
I would definitely recommend this build to anyone who wants a proper spellcaster bitch doctor, it feels awesome to play, the damage is there, tankyness is there, it makes you work for it, it's what a proper build should feel like!
I cleared 82 solo so far with 0 augments still. Don't have time to push higher for now.
Jade is almost the same overall and much tankier in the 80s i think. As for the spellcaster i totally agree! This is the first viable, solid spellcaster WD build since HT Acid Cloud / Zbears