Rating
+3

2.6.1 TR:EF build with F&R

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Skills

  • Way of the Hundred Fists Assimilation
  • Tempest Rush Electric Field
  • Epiphany Ascendance
  • Mantra of Salvation Agility
  • Serenity Ascension
  • Sweeping Wind Inner Storm
  • Harmony
  • Mythic Rhythm
  • Seize the Initiative
  • Relentless Assault

Items

More Details
  • Legendary Gems

    • Bane of the Trapped
    • Esoteric Alteration
    • Pain Enhancer

Kanai's Cube

  • Balance
  • Spirit Guards
  • Obsidian Ring of the Zodiac

- I have 4 cdr rolls (weapons, shoulder, gloves), rest is area damage. Rest is pretty much standard.

- Trapped instead of Stricken for GR farming of course

- Did a 93 so far in less than half time and no deaths with level 91 caldesans and 1200 paragon , so I can definitely go above 95, not sure how much. 100 seems out of reach for me though, maybe with more paragon.

- Edit: 98 so far, but with Mantle of Channeling instead of SG. Even though the damage is great, I die too often on 90s for xp pools to be worth it, so SGs are generally better for that. MoC for pushing. If I was better at the game, I could certainly do 100 with this build.

- Use Inna's for boots/belt and NDE for more toughness


Edit: I have played around with this build and I changed it to reflect the current version.

- No need for Air Ally with maybe one RCR roll on weapon and on shoulder. We can use Serenity for that (no idea why Flurry builds never use Serenity but whatever).

- Did a 99 and missed a 100 with 15 seconds :-(

- Pain Enhancer and Trapped + Assimilation seem to be the way to go. I don't think Stricken can really be used in this build, as I never need it under 97 and it's better to just fish for Hamelin or Saxtris higher up.

- Still undecided about MoC and Spirit Guards, but MoC makes you way too fragile, so unless you're fishing, it's just an annoyance. You are completely unprotected while using your generator which you have to do after every 5 seconds of channeling so...

- Illusory boots are awesome. I tried them simply because I had nothing else but they work really well in many situations. Being able to avoid ground effects with waller in effect is great. Serenity + IB is much better than double Air Ally.

- I like having AD everywhere, except gloves and neck, so two rings, two weapons and shoulder. Along with PE, this works well. Look for large mobs with elites. Having a damage roll on a ring didn't make a visible difference on RGs.

- I use LoH on bracers and AD and CDR/RCR on weapons.

Paragon Priorities

Core

Movement Speed
Maximum Resource
Vitality
Primary Stat

Offense

Cooldown Reduction
Critical Hit Chance
Critical Hit Damage
Attack Speed

Defense

Resist All
Life
Armor
Life Regeneration

Utility

Resource Cost Reduction
Area Damage
Life on Hit
Gold Find

Under about 1500 paragon it looks like you have to put a lot of them into VIT. Above 1600-1700, considering the limitations of the build, all of it can go into DEX I think. There's not much room in this build for VIT rolls, the headpiece is pretty much the only place where you can have a large VIT roll without losing out.

Build Guide

- Use generator to trigger MR and then channel TR for 5 seconds. The Blazing Fists time bar thing seems to be an excellent indicator for timing. With the Blazing Fists IAS bonus, you'll have just enough time to trigger MR without losing the Taeguk stacks. Without at least this speed increase, the stacks will be gone. Timing this right in a bigger mob is a very significant damage difference.

- Edit: Assimilation is also great, with Pain Enhancer instead of Taeguk and using BotT instead of Stricken.

- Speed pylons are a bit of a pain but they can still be used. The worst thing about them is the annoying knockback.

- Epiphany teleport between groups to keep the stun resistance lower. The Ascendance stun with APDs would provide more than enough DR for the duration of the rift but it's not good enough for the Rift Guardian :-(


Two (and a half) things I'd love to see for this build in the future:


- Rabid Strike should work with the skill, in this way we could have a worthwhile offhand.

- SWK hat should have a 100-150% skill damage bonus for all 3 SWK skills (or at least a random one). This way, you could also play WoL without TKG. I'd be OK with this single multiplier increase.

- For my particular build, I'd love it if Spirit Guards effect was lengthened to 5 seconds :-)