Rating
+49

Inarius SpeedSplosion - TXIII/GR60s Speedfarm

Regular
Hybrid
BBCode Link
Edit

Skills

  • Grim Scythe Cursed Scythe
  • Command Golem Flesh Golem
  • Blood Rush Metabolism
  • Frailty Aura of Frailty
  • Corpse Explosion Close Quarters
  • Bone Armor Harvest of Anguish
  • Overwhelming Essence
  • Stand Alone
  • Final Service
  • Dark Reaping

Items

More Details
  • Legendary Gems

    • Bane of the Trapped
    • Pain Enhancer
    • Gem of Efficacious Toxin

Kanai's Cube

  • Reilena's Shadowhook
  • Warzechian Armguards
  • Ring of Royal Grandeur

Try to get + Max Essence as a secondary stat on both your weapon and off-hand.

Prioritize CHC over CHD until you get a minimum of 50% as we really need it for Pain Enhancer. Right now I'm running around with a crap Kalan that's Int, 7IAS, 94CHD, and I'm sitting at 53% CHC.

Equip whichever two best-rolled rings you have and cube the other. RoRG and Krysbin's both have a guaranteed attack speed roll which isn't helpful here and Krysbin's has a 25% variance range on the damage bonus so both of these can be kinda difficult to get well-rolled. Convention of Elements has a guaranteed CHC roll and a socket so it's comparatively easy to get a good one (though there is a 50% variance range on the damage bonus).

There are several options for legendary gems here - Bane of the Trapped and Pain Enhancer are required but the third slot is optional. Bane of the Trapped is giving us a huge damage buff both from itself and from Krysbin's and Pain Enhancer (combined with Bone Armor) is great for killing enemies simply by walking up to them thanks to our bone storm critting (Gem of Efficacious Toxin helps with this as well which is why it's listed as the third gem). Pre-hotfix, WoL and Mirinae were really great choices, but now not as much. WoL is too unreliable for this setup now, in my opinion. You could do worse, but it's not my preference at this point. BotP is an option too. Basically we just want to maximize our passive murdering potential through Inarius to get a corpse ASAP and then just start blasting away. Gizzard actually isn't a bad option either, because it gives some nice recovery and the shield that it provides helps keep up the Krelm's movespeed buff. So long as enemies are only hitting the shield portion of Gizzard, you don't lose the Krelm buff. You don't lose it from self-inflicted damage (teleport) either, before anyone asks.

Warzechian Armgards are interchangeable with Steuart's Greaves, but I found that I actually preferred Warzechian - the bone storm will break stuff very frequently just by walking around so Warzechian gives us a very consistent move speed boost just by walking around. I also find that I actually walk more than I teleport in most cases (because this is based around move-speed rather than teleporting) just continually blowing up dudes as I move along. I really only teleport when there's empty space and I want to jump to another group of enemies or if I hit a dead end and need to backtrack.

The build as-listed is for maximum speed/DPS. If you're having trouble with survivability, try out these changes, which will drop your speed a little bit but should help you survive easier:

Swap Gem of Efficacious Toxin for Molten Wildebeest's Gizzard and then change Dark Reaping to Draw Life. This will give you a metric ton of regen and only slow you down a little bit. And as an added benefit, it can help you keep Krelm's speed buff up a bit longer too. I've done GR60 in right at 2 minutes with this setup so it's still very fast.

Use an amethyst in the helm and topaz in your armor.

Use the Templar as your follower, equip him with Ess of Johan (grouping) and Oculus Ring (damage) - the other ring is whatever you want (I normally just leave a Unity on him even though we're not using it here, and it doesn't matter). If he has a weapon with lightning damage on it you can give him a Wyrdward for stuns. Azurewrath is preferable for the weapon (25% chance to freeze) and Freeze of Deflection for the shield (also freeze). Azurewrath's weapon damage can be rerolled to lightning as well. Use the left-side skills all the way down.

Paragon Priorities

Core

Movement Speed
Maximum Resource
Primary Stat
Vitality

Offense

Critical Hit Chance
Critical Hit Damage
Attack Speed
Cooldown Reduction

Defense

Life Regeneration
Armor
Life
Resist All

Utility

Area Damage
Life on Hit
Resource Cost Reduction
Gold Find

Build Guide

GR60 1m47s clear gameplay: https://www.youtube.com/watch?v=UNvTmqNAGIg

GR65 3m1s clear gameplay
: https://www.youtube.com/watch?v=ZrGBM7Klsjg

T13 3m47s clear (with possible brain injury) gameplay: https://www.youtube.com/watch?v=NgFMWb9NZfQ

GR60 Gizzard version clears: https://www.youtube.com/watch?v=rYbRY1ZzPz0

This is my current speedfarming build. There are several optional things here like some of the passives, gems, and even some of the skills. There is no Land of the Dead to be found in this build, in my continuing mission to avoid that skill like the plague. You can throw it in if you want, replacing Grim Scythe. But a skill that you're literally using once, maybe twice (without going far out of your way into CDR) for 10 seconds each over the course of the rift seems like a waste/overkill/unnecessary.

Stand Alone and Final Service are required, but the other two passives are optional. Overwhelming Essence is straight damage and Dark Reaping is some extra survivability.

Originally I had Rigor Mortis in the fourth passive slot but realized it's mostly unnecessary because of Lost Time which is essentially serving the same purpose (applying a 5-second slow for BotT+Krysbin's damage bonuses that persists even if they're not in your BotT range). Rigor Mortis does give you the ability to hit enemies with a slow that are outside your BotT range (through exploding corpses which have a 20 yard blast), but this is really only relevant on enemies in front of you that you haven't actually walked near yet - as soon as you hit them with your Bone Storm (or casting Bone Armor itself, which has a much larger range than the actual bone storm) it's the same as if you'd used Rigor Mortis for the purposes of damage bonuses from BotT and Krysbin's. I've replaced this with Dark Reaping (still use Draw Life if you put in a Gizzard).

Fueled by Death is currently bugged: https://www.reddit.com/r/Diablo/comments/6l2nzu/travis_day_talks_upcoming_necromancer_changes/djqp4r2/

Were this not the case, I'd have it in here, probably replacing either Dark Reaping or Overwhelming Essence. I'll definitely be coming back to it once it's fixed. Currently, you can barely feel the difference at all.

Basically the entire build is 1) hold left click in the direction of enemies 2) press bone armor when it's off cooldown 3) start hitting corpse explosion. Teleport if there are gaps in groups of enemies, then repeat. Use your Flesh Golem skill in the event that you run into a straggler elite/champion pack without trash nearby. In a good-density rift, you may only end up using it for the RG (who has a habit of spawning a bit away from the enemies that you killed to spawn him).

Maximum move speed with all bonuses up is 140%:

25% Paragon
15% Bone Armor
25% Lost Time
50% Warzechian Armguards
25% Krelm's Buff Belt