Rating
+1

Grim Reaper DH Group/Solo 100+

Seasonal
Hybrid
BBCode Link
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Skills

  • Grenade Grenade Cache
  • Multishot Wind Chill
  • Smoke Screen Lingering Fog
  • Preparation Invigoration
  • Marked for Death Grim Reaper
  • Vengeance Dark Heart
  • Archery
  • Cull the Weak
  • Numbing Traps
  • Grenadier

Items

More Details
  • Legendary Gems

    • Bane of the Stricken
    • Bane of the Trapped
    • Simplicity's Strength

Kanai's Cube

  • Fortress Ballista
  • Hunter's Wrath
  • Ring of Royal Grandeur

The belts are interchangable, Cube your best belt, remember that we're using Grenades to do most of our damage, so the higher bounce Hellcat or higher damage Wrath goes on, and cube for the other effect.


5pc Unhallowed Essence and Depth Diggers are required to make this build work. CDR on all pieces you can get it on, and the 10% from Paragon and Dawn gives us 100% uptime on Vengeance for 50% damage reduction and 40% damage.


No need for Thrill in this build, works for solo, and groups (just as good as a Mandald Wizard, if not better).

Paragon Priorities

Core

Movement Speed
Primary Stat
Vitality
Maximum Resource

Offense

Cooldown Reduction
Attack Speed
Critical Hit Damage
Critical Hit Chance

Defense

Resist All
Life
Armor
Life Regeneration

Utility

Resource Cost Reduction
Life on Hit
Gold Find
Area Damage

Movement Speed to 25%, then Primary Stat. If you feel a bit squishy, (you shouldn't) you can add some Vitality to increase your health pool and shield from Fortress.


Cooldown Reduction for 100% uptime on Vengeance. Attack Speed and Critical Hit Damage for more Damage, Critical Hit Chance is lowest as we already have 90% Critical Hit Chance without it (in group).


Resist All, Life and Armor will increase your overall survivability, Regen does almost nothing ;)


The entirety of the final tree is mostly non-consequential, as Area Damage may still provoke servers, and RCR since we're using a Gen to do damage, but fill in the tree with Area Damage last, if you aren't experiencing lag, start filling the Area Damage section.

Build Guide

Hey guys, I had this crazy idea to add some skills to a build I was already tinkering with, and the results are AMAZING! =)


First, this build is incredibly simple to play. For the most part, it's just about throwing Grenades and using Multishot every 3 seconds.

Second, this build brings almost as much support to the group play scene as a support does, without sacrificing a whole lot of damage. With buffs and debuffs, this build brings 15% Area Damage (100% chance), 25% Damage Reduction to your group, 8% Critical Hit Chance, and 15% additional damage. Which is actually crazy, because it doesn't have to sacrifice trillions of damage to do it!


Let's get into the play style a bit. Similar to the non-Calamity build, this build mainly focuses on throwing Grenades as much as possible, and using Multishot to keep your enemies Chilled in order to proc Bane of the Trapped, as well as debuff 25% damage and buff 8% CHC. Although a lot of your time can be spent in melee (and thus proccing BotT by aura) it still works from ranged, without a single stun, so the Wizard is still free to proc the Mandald Heal, on some of the more dangerous affixes. Also, this build turns your entire group into AoE chewing monsters, although, Area Damage may still crash servers, I haven't had any issues, but certainly used to. Now the Gen Monk is dealing damage with every punch to everything in a 20 yrd radius, and if they're Mangle, an extended 20yrd radius. Also turn the FB WD into a monster for clearing out white mobs and Elites.


Overall, my belief is that this build provides enough damage and reduction to make it a force in both solo and group play. Try it out, let me know how it feels and give a like if this pushed you to a whole new area of the game.


D3Planner version: http://www.d3planner.com/743399607 (Notes: 800 Paragon, and Rank 85 gems, with 60 augments for an easy solo build.)