Hey folks... been a while since I posted here. Been busy with a Crusader and wiz, but I was pumped to play the Barb again when Ladders go live. Not too long ago I posted a thread suggesting new cold skills on the official forums: http://us.battle.net/d3/en/forum/topic/12504791709
Although the changes are a little different than my suggestions, obviously someone at Blizzard (along with players I'm sure) were thinking along the same lines, and wanted to see something other than Fire at the top. Here is a very short video showing some of the new Cold skills they implemented on the PTR for 2.1.0: http://youtu.be/RHvRUJeVxqc
Please notice I am only on Torment 5, and have no unity. Why? Because I enjoy playing on T5 more than T6! T6 is doable, even without the unity on this build, but it's not very efficient.
For those who don't care to watch the video, here are the skills I'm using:
Cleave - Gathering Storm (Turns cleave into Cold damage, all enemies hit take 10% more damage from all sources for 3 seconds)
Rend - Mutilate (All enemies effected by Rend take 10% more damage from all sources)
Leap - Call of Arreat (Pull enemies within 16 yards upon landing)
Earthquake - Chilling Earth (Freeze all enemies and deal 4200% weapon damage over 8 seconds)
Call of the Ancients - Duty to the Clan (All enemies hit by the ancients have 10% higher chance to be critically hit)
Battle Shout - Blood Shed (20% splash damage on crits)
Summary: Cold Barbs will be amazing in party play! Pull / Freeze EVERYTHING, give 20% bonus damage, and 10% crit bonus to everything ancients hit! I'll be playing alongside a Crusader when the season starts, and can't wait to try the new mighty weapon that summons extra ancients when you use Hammer of the Ancients. I'll probably play around with dropping EQ / Leap combo, and replacing with Hammer / Revenge for the extra Ancients and 8% Crit. I'm also hoping to get some nice Tasker and Theos to make it crazy ancients time! The Haunt of Vaxo is amazing, especially if you can mix in some stuns, but the new Hellfire Amulet could open a ton of possibilities with providing the extra passive skill
Anyways, Hope this makes you wanna try a cold barb!
I'll agree that fire out-performs in solo... but NOT in group play. I play almost 100% in group, usually 3-4 man groups on T6, and Cold gives the entire group a sizable damage boost. 20% Pure damage from Cleave / Rend combo, and 10% crit on anything the ancients hit... PLUS the pull from Leap activates my Strongarms for another 25% (has been confirmed by player testing to give entire party that damage). Fire doesn't come close to that level of group support.
As for the leap making freeze obsolete... have you actually tried EQ freeze? It lasts the ENTIRE TIME EQ is on the ground... 8 Seconds long, and with pull from Leap instead of Stun, you lock down way more creatures. Stun from leap is only 3 seconds long... If anything, the freeze from EQ makes death from above useless... unless you plan on using that to activate Haunt of Vaxo.
Quote from jonnsn
whats your gear? do you have frostburn and so on?
I added a link to my profile. The gear is identical to what I have in the video, though the skills are not. Combo of 3 Pcs IK set + 3 Pieces Earth set + Lut Socks. RoRG, SoJ, Haunt for jewelry, Sun Keeper / Utar's Roar for weapons.
Ah, cold EQ + IK was exactly the concept I had in mind once I saw the PTR notes the other day. I've got an entire cold set stowed away in stash, save for a cold SoJ.
Still think I'll stick with fire primarily because I figure I will ditch EQ from my bars and pick up battle rage with bloodshed rune.
Nice to see the viability of something that isn't fire-based boosted for a change, though. I'm also curious to test out my lightning raekor barb (seeing that FC now has a lightning dmg rune).
I wonder if it's possible to give up the IK set (and CotA) to use Frostburn+Rimeheart+Azurewrath. I have all those items (but not the EQ helmet yet), so I really want to give it a try, because everything that's not fire is interesting. Plus, the cold CC as well as the Rimeheart shatter are insanely powerful on higher greater rifts, where it's not just about DPSDPSDPSDPS anymore, especially for melee classes.
I wonder if it's possible to give up the IK set (and CotA) to use Frostburn+Rimeheart+Azurewrath. I have all those items (but not the EQ helmet yet), so I really want to give it a try, because everything that's not fire is interesting. Plus, the cold CC as well as the Rimeheart shatter are insanely powerful on higher greater rifts, where it's not just about DPSDPSDPSDPS anymore, especially for melee classes.
Wouldn't see why not. Could swap out CotA with WotB, or anything else that fancies you. One downside is hexing pants would not be an option (with your proposed setup). The OP's build, in particular, interests me since I've got some well-rolled IK pieces (gloves, chest, belt), but don't use them all in my fire setup since cindercoat (among other items) reign supreme. Also, with a cold setup, I dare wonder if I could abandon war cry since mobs will be locked down so much. Will be interesting to try!
Has anyone tried the rimeheart with frostburns/azurewrath combo to fly through greater rifts? Keep sun keeper on hand for elite packs/ guardian. It's not a damage boost but might be a sizable speed boost.
EDIT: just read bagstones post. Someone try this out!
Has anyone tried the rimeheart with frostburns/azurewrath combo to fly through greater rifts? Keep sun keeper on hand for elite packs/ guardian. It's not a damage boost but might be a sizable speed boost.
EDIT: just read bagstones post. Someone try this out!
You can't keep anything "on hand" for greater rifts because they won't let you change gear. You can't even open your inventory inside a greater rift.
Additionally, you cannot swap skills in any way. You need to start the greater rift ready to go through the whole thing without issue. If I had a Rimehart I would love to try it out, but alas I do not. Only reason I don't use Frosties is I'm doing dual set.
I think OP was trying to show that there are alternatives to the usual "fire/fire/fire everywhere theres fire" builds that are commonplace. I will certainly give it a tryout. I don't need optimal, Iwant different and fun now n then too. Thanks for the post, OP! Thumbs up!
I've been using Frostburn/Rimeheart/Fjord Cutter with a cold based WW build. It's been working extremely well, still trying to round out the spec/gear.
Agree to disagree all you want, it's your right to play fire. Telling others not to waste their time on a "sub Optimal" build because you feel Fire is better doesn't demonstrate WHY it is sub-optimal. A lot depends on what would be optimal... first for me would be group / solo play. Also, gearing choices. I'll show some quicky math on the new skill changes comparing Fire and Frost using the skill combo in my video:
Fire Cleave - 150% (plus explosion or extra fury gen)
Fire Rend - 1100%, 17 Yard Range
Leap - Call of Arreat
Fire Earthquake - 5100% Damage
Fire Call of the Ancients - 360% Damage
Battle Shout - Blood Shed (20% splash damage on crits)
Frost Cleave - 150% (plus 10% damage from all sources)
Frost Rend - 1100%, 12 Yard Range (plus 10% damage from all sources)
Leap - Call of Arreat
Frost Earthquake - 4200% Damage (Plus perma-freeze for 8 seconds)
Frost Call of the Ancients - 180% Damage (Plus 10% Crit from all sources)
Battle Shout - Blood Shed (20% splash damage on crits)
If you factor in ONLY the 20% bonus from cleave and Rend, EQ would go up to 5040% Weapon damage, Cleave 180%, Ancients 216%, rend 1320%. 10% Crit would add more as well... plus in GROUP you are contributing to ALL damage done... Fire cannot do that.
Obviously, if you're going pure fire... you probably wouldn't bother with IK set, instead going Cindercoat / Magefist etc for the super high fire damage. So yes, you will do more damage solo... but they closed the gap quite a bit. In group play Frost will be much, much better than Fire. Synergy is huge when trying to farm T6 as a group. So it really depends on playstyle. The ability to pull, lockdown, buff group damage, and have a small army (especially with the new mighty weapon spawning additional ancients) makes Cold a great option for people to try out.
This post was never to say Cold is better than Fire... it was to demonstrate how well they buffed Cold and made it viable.
Good on ya Leland, livin the discussion on this thread. When you get a rineheartmeheart could you try it out in a greater rift run and share the results? I watched MODZ finish a lvl 100 rift using it and the fist of Az'Turasq to essentially skip the whole idea if DPS. A cold barb might be a similar work around for us. Shatter all white mobs and go for pure +%damage to elites.
Agree to disagree all you want, it's your right to play fire. Telling others not to waste their time on a "sub Optimal" build because you feel Fire is better doesn't demonstrate WHY it is sub-optimal. A lot depends on what would be optimal... first for me would be group / solo play. Also, gearing choices. I'll show some quicky math on the new skill changes comparing Fire and Frost using the skill combo in my video:
Fire Cleave - 150% (plus explosion or extra fury gen)
Fire Rend - 1100%, 17 Yard Range
Leap - Call of Arreat
Fire Earthquake - 5100% Damage
Fire Call of the Ancients - 360% Damage
Battle Shout - Blood Shed (20% splash damage on crits)
Frost Cleave - 150% (plus 10% damage from all sources)
Frost Rend - 1100%, 12 Yard Range (plus 10% damage from all sources)
Leap - Call of Arreat
Frost Earthquake - 4200% Damage (Plus perma-freeze for 8 seconds)
Frost Call of the Ancients - 180% Damage (Plus 10% Crit from all sources)
Battle Shout - Blood Shed (20% splash damage on crits)
If you factor in ONLY the 20% bonus from cleave and Rend, EQ would go up to 5040% Weapon damage, Cleave 180%, Ancients 216%, rend 1320%. 10% Crit would add more as well... plus in GROUP you are contributing to ALL damage done... Fire cannot do that.
Obviously, if you're going pure fire... you probably wouldn't bother with IK set, instead going Cindercoat / Magefist etc for the super high fire damage. So yes, you will do more damage solo... but they closed the gap quite a bit. In group play Frost will be much, much better than Fire. Synergy is huge when trying to farm T6 as a group. So it really depends on playstyle. The ability to pull, lockdown, buff group damage, and have a small army (especially with the new mighty weapon spawning additional ancients) makes Cold a great option for people to try out.
This post was never to say Cold is better than Fire... it was to demonstrate how well they buffed Cold and made it viable.
If I ever find a Rimehart, I will upload a video of it in action. You cannot swap gear in Greater rifts, so I'll probably pair it with the Sunkeeper for Champ packs. I also want to try rifting where I completely skip all champions & elites. In my experience (30+ greater rifts), there is no max level going down like in standard rifts... aka no Obelisk at the end, so you could use Rimehart and just leap your way to victory, skipping all non-whites. Not sure if it would be faster though, considering elites drop bonus orbs. Still, well worth trying out!
On a side note, I got some Depth Diggers today... 80% bonus damage to all generators on mine, not sure if the range is up to 100%. Cleave went from about 3-4.5mil to 7-9 mil per hit. I attempted some non-IK builds using them with Glove / Helm / Shoulders Earth set, but feel like the ancients more than make up the extra cleave damage (3-5mil per hit on each ancient every second or so), and they supply additional meat shielding.
I'll post a video tonight or tomorrow trying out IK Boulder breaker instead of DW, and using Tasker Theos for crazy Ancient speed. It's pretty amusing to watch, and EQ damage is about the same even without the 18% Cold and bonus Crit Gem due to the higher base weapon damage.
Rimeheart and Frost-EQ is sadly quite dissapointing.
EQ ticks slowly, and very rarely procs the shatter effect on mobs frozen by it.
Also, it's not like the whole group of mobs you froze are being shattered, as each mob has a separate chance to be shattered.
In my experience you'll see 1-2 mobs in a group of 10 shatter for you (at best), and by the time they do,
your freezequake has already worn them down enough to be dead within the next second or less anyway.
Maybe if we had a bit more fury (like with earthen might previously) we could find it more useful by
using a aoe spender like Seismic Slam to try and proc the effect after the last leap. Not sure.
Been playing a cold barb for about 3 months now. Started my own build which basically locks down everything with cold quakes and generates enough fury to spam SS between leaps. Its a fun build and the full write up is on the D3 barb forums as I use it a lot to help other players who struggle with T3/4/5 to do higher torments, especially for friends and family.
Ive tested all cold weapons and gear. Rimeheart with frostburns is good for trash, the proc works, however not for elites. That was nerfed back in the 2.0 PTR. However paired with a shatter monk build, you can both take down elites as monks have the ability to "chain proc" from whites to elites killing them both. There are other vids on my channel where Im running with a shatter monk who is doing this. The extra freeze you provide from x3 leaps contributes greatly to the monks proc, so together (although you are doing stuff all damage) you are taking down elites quickly. The RG is usually the problem so you need an area with trash you can proc on him, or we just bring a WD and make him use a furnace. The best build for this shatter monk/freeze barb combo is another Ive come up with that has no DPS but permanent Chilanicks chain boost due to high cooldown reduction (I think its in the order of 52% after deminishing returns). This build maybe efficient but I find its quite exhausting to play after a while and I go back to my other build.
Other cold weapons I recommend are Azurewrath and Utars Roar. But as mentioned by earlier posters, Frostburns are only good for a combo with Rimeheart and only on trash unless you bring a shatter monk. So I wouldnt bother going out of your way to integrate them into a build whereby you want to take down elites yourself. On their own (ie, no RH) they are lackluster.
My preferred weapons are a good SK and UR/AZ. Especially if you get your cooldown to 32% minimum, this will enable you to perma freeze trash with a cold/EQ leap build.
Looking forward to 2.1 as Ive got a OP Azurewrath Ive had for months that needs a Ramalandis Gift (extra socket consumable). Has over 2420 DPS and over 700 str, just need that socket.
Also, I wouldnt throw out any "Fury of the vanished peaks" if you have them, with Ramalandis Gift, these may just be usefull (wont be BIS but will be fun) as I have one that I was not using (as we all know 2 hdrs are terribad). It has 8% bonus damage, 1000 str and I rolled its DPS up to max (about 2903 DPS now) It has no socket. Even so, it does up to 22 mil crits with rampage stacked. So I might use a Ramalandis Gift on it and try to make a fun SS spender build with it.
Guys, what am I missing here? I watched a few videos on this build and they all show you being able to leap 3 times in a row and freezing the ground with each leap. I haven't been able to mimic this. What am I doing wrong? Is this an equipment proc or something?
Great demonstration buddy. I know Leland knows what he is talking about Frost is great in Team base play with all them frozen en chills
Although i prefer Fire (sorry buddy), either way frost is GREAT and as explained the damage is not dropping that low
Yet on this patch you might go for 2hander, i red you replied it on the King of Frozen Earth build from Dick3cy I ran kinda the same build as Dick3cy in previous patch called Earth Kings build by me (Tramp). Video (you can tell its from old by knock back) Now still running with the same build and man am i satisfied, there will be a topic soon with video
My thoughts... Build from Earth Kings, for solo (maybe group) And with adjustment to Frost runes + (3 pieces, amu, wrist, weap) extra gear. You can easily switch back and forth from fire to frost as what ever you prefer on moment Remaking my older Earth Kings topic with video
As for upgrades, the Efficacious Toxin gem might not be the best choice. I know it adds 10% damage, but that just stacks in with your other +damage bonuses. The poisons damage it deals is pretty minimal, even at 25 (325% per second). You could always try to use Taeguk, which will give you more + damage and some toughness, though its pretty annoying to keep the buff up. Another option is Pain Enhancer, which is much higher damage, and adds a massive speed boost when you have the bleed on several mobs.
I'm not sure how you are doing with surviving, but Superstition I find is key on surviving in higher G rifts. It might be worth dropping Rampage for Superstition if you find you are getting killed often. Rampage is great for clearing, but doesn't usually do much on the Rift Guardian. However, with freeze builds, survival may not be an issue for you yet.
Other than that, your Ring of Royal Grandeur could have some Crit or Crit Damage on it instead of the life per hit, but that may require farming more :PLuckily, they just did a massive buff to bounties, with nearly 100% chance to have a legendary on T6.
Hope this helps
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Although the changes are a little different than my suggestions, obviously someone at Blizzard (along with players I'm sure) were thinking along the same lines, and wanted to see something other than Fire at the top. Here is a very short video showing some of the new Cold skills they implemented on the PTR for 2.1.0: http://youtu.be/RHvRUJeVxqc
Please notice I am only on Torment 5, and have no unity. Why? Because I enjoy playing on T5 more than T6! T6 is doable, even without the unity on this build, but it's not very efficient.
For those who don't care to watch the video, here are the skills I'm using:
Cleave - Gathering Storm (Turns cleave into Cold damage, all enemies hit take 10% more damage from all sources for 3 seconds)
Rend - Mutilate (All enemies effected by Rend take 10% more damage from all sources)
Leap - Call of Arreat (Pull enemies within 16 yards upon landing)
Earthquake - Chilling Earth (Freeze all enemies and deal 4200% weapon damage over 8 seconds)
Call of the Ancients - Duty to the Clan (All enemies hit by the ancients have 10% higher chance to be critically hit)
Battle Shout - Blood Shed (20% splash damage on crits)
Profile (Same gear I use in PTR, different skills): http://us.battle.net/d3/en/profile/Leland-1340/hero/10353235
Summary: Cold Barbs will be amazing in party play! Pull / Freeze EVERYTHING, give 20% bonus damage, and 10% crit bonus to everything ancients hit! I'll be playing alongside a Crusader when the season starts, and can't wait to try the new mighty weapon that summons extra ancients when you use Hammer of the Ancients. I'll probably play around with dropping EQ / Leap combo, and replacing with Hammer / Revenge for the extra Ancients and 8% Crit. I'm also hoping to get some nice Tasker and Theos to make it crazy ancients time! The Haunt of Vaxo is amazing, especially if you can mix in some stuns, but the new Hellfire Amulet could open a ton of possibilities with providing the extra passive skill
Anyways, Hope this makes you wanna try a cold barb!
As for the leap making freeze obsolete... have you actually tried EQ freeze? It lasts the ENTIRE TIME EQ is on the ground... 8 Seconds long, and with pull from Leap instead of Stun, you lock down way more creatures. Stun from leap is only 3 seconds long... If anything, the freeze from EQ makes death from above useless... unless you plan on using that to activate Haunt of Vaxo.
I added a link to my profile. The gear is identical to what I have in the video, though the skills are not. Combo of 3 Pcs IK set + 3 Pieces Earth set + Lut Socks. RoRG, SoJ, Haunt for jewelry, Sun Keeper / Utar's Roar for weapons.
Still think I'll stick with fire primarily because I figure I will ditch EQ from my bars and pick up battle rage with bloodshed rune.
Nice to see the viability of something that isn't fire-based boosted for a change, though. I'm also curious to test out my lightning raekor barb (seeing that FC now has a lightning dmg rune).
I wonder if it's possible to give up the IK set (and CotA) to use Frostburn+Rimeheart+Azurewrath. I have all those items (but not the EQ helmet yet), so I really want to give it a try, because everything that's not fire is interesting. Plus, the cold CC as well as the Rimeheart shatter are insanely powerful on higher greater rifts, where it's not just about DPSDPSDPSDPS anymore, especially for melee classes.
EDIT: just read bagstones post. Someone try this out!
Fire Cleave - 150% (plus explosion or extra fury gen)
Fire Rend - 1100%, 17 Yard Range
Leap - Call of Arreat
Fire Earthquake - 5100% Damage
Fire Call of the Ancients - 360% Damage
Battle Shout - Blood Shed (20% splash damage on crits)
Frost Cleave - 150% (plus 10% damage from all sources)
Frost Rend - 1100%, 12 Yard Range (plus 10% damage from all sources)
Leap - Call of Arreat
Frost Earthquake - 4200% Damage (Plus perma-freeze for 8 seconds)
Frost Call of the Ancients - 180% Damage (Plus 10% Crit from all sources)
Battle Shout - Blood Shed (20% splash damage on crits)
If you factor in ONLY the 20% bonus from cleave and Rend, EQ would go up to 5040% Weapon damage, Cleave 180%, Ancients 216%, rend 1320%. 10% Crit would add more as well... plus in GROUP you are contributing to ALL damage done... Fire cannot do that.
Obviously, if you're going pure fire... you probably wouldn't bother with IK set, instead going Cindercoat / Magefist etc for the super high fire damage. So yes, you will do more damage solo... but they closed the gap quite a bit. In group play Frost will be much, much better than Fire. Synergy is huge when trying to farm T6 as a group. So it really depends on playstyle. The ability to pull, lockdown, buff group damage, and have a small army (especially with the new mighty weapon spawning additional ancients) makes Cold a great option for people to try out.
This post was never to say Cold is better than Fire... it was to demonstrate how well they buffed Cold and made it viable.
On a side note, I got some Depth Diggers today... 80% bonus damage to all generators on mine, not sure if the range is up to 100%. Cleave went from about 3-4.5mil to 7-9 mil per hit. I attempted some non-IK builds using them with Glove / Helm / Shoulders Earth set, but feel like the ancients more than make up the extra cleave damage (3-5mil per hit on each ancient every second or so), and they supply additional meat shielding.
I'll post a video tonight or tomorrow trying out IK Boulder breaker instead of DW, and using Tasker Theos for crazy Ancient speed. It's pretty amusing to watch, and EQ damage is about the same even without the 18% Cold and bonus Crit Gem due to the higher base weapon damage.
EQ ticks slowly, and very rarely procs the shatter effect on mobs frozen by it.
Also, it's not like the whole group of mobs you froze are being shattered, as each mob has a separate chance to be shattered.
In my experience you'll see 1-2 mobs in a group of 10 shatter for you (at best), and by the time they do,
your freezequake has already worn them down enough to be dead within the next second or less anyway.
Maybe if we had a bit more fury (like with earthen might previously) we could find it more useful by
using a aoe spender like Seismic Slam to try and proc the effect after the last leap. Not sure.
Here it is in the 2.1 PTR (T6)
https://www.youtube.com/watch?v=yNsaVDeP5xc
D3 forum, information on build
http://us.battle.net/d3/en/forum/topic/13273197375
Ive tested all cold weapons and gear. Rimeheart with frostburns is good for trash, the proc works, however not for elites. That was nerfed back in the 2.0 PTR. However paired with a shatter monk build, you can both take down elites as monks have the ability to "chain proc" from whites to elites killing them both. There are other vids on my channel where Im running with a shatter monk who is doing this. The extra freeze you provide from x3 leaps contributes greatly to the monks proc, so together (although you are doing stuff all damage) you are taking down elites quickly. The RG is usually the problem so you need an area with trash you can proc on him, or we just bring a WD and make him use a furnace. The best build for this shatter monk/freeze barb combo is another Ive come up with that has no DPS but permanent Chilanicks chain boost due to high cooldown reduction (I think its in the order of 52% after deminishing returns). This build maybe efficient but I find its quite exhausting to play after a while and I go back to my other build.
Heres a vid of that:
https://www.youtube.com/watch?v=78qTWX5COks
Other cold weapons I recommend are Azurewrath and Utars Roar. But as mentioned by earlier posters, Frostburns are only good for a combo with Rimeheart and only on trash unless you bring a shatter monk. So I wouldnt bother going out of your way to integrate them into a build whereby you want to take down elites yourself. On their own (ie, no RH) they are lackluster.
My preferred weapons are a good SK and UR/AZ. Especially if you get your cooldown to 32% minimum, this will enable you to perma freeze trash with a cold/EQ leap build.
Looking forward to 2.1 as Ive got a OP Azurewrath Ive had for months that needs a Ramalandis Gift (extra socket consumable). Has over 2420 DPS and over 700 str, just need that socket.
Also, I wouldnt throw out any "Fury of the vanished peaks" if you have them, with Ramalandis Gift, these may just be usefull (wont be BIS but will be fun) as I have one that I was not using (as we all know 2 hdrs are terribad). It has 8% bonus damage, 1000 str and I rolled its DPS up to max (about 2903 DPS now) It has no socket. Even so, it does up to 22 mil crits with rampage stacked. So I might use a Ramalandis Gift on it and try to make a fun SS spender build with it.
Regards
CC123
Thanks
Great demonstration buddy. I know Leland knows what he is talking about
Frost is great in Team base play with all them frozen en chills
Although i prefer Fire (sorry buddy), either way frost is GREAT and as explained the damage is not dropping that low
Yet on this patch you might go for 2hander, i red you replied it on the King of Frozen Earth build from Dick3cy
I ran kinda the same build as Dick3cy in previous patch called Earth Kings build by me (Tramp). Video (you can tell its from old by knock back)
Now still running with the same build and man am i satisfied, there will be a topic soon with video
My thoughts... Build from Earth Kings, for solo (maybe group)
And with adjustment to Frost runes + (3 pieces, amu, wrist, weap) extra gear. You can easily switch back and forth from fire to frost as what ever you prefer on moment
Remaking my older Earth Kings topic with video
As for upgrades, the Efficacious Toxin gem might not be the best choice. I know it adds 10% damage, but that just stacks in with your other +damage bonuses. The poisons damage it deals is pretty minimal, even at 25 (325% per second). You could always try to use Taeguk, which will give you more + damage and some toughness, though its pretty annoying to keep the buff up. Another option is Pain Enhancer, which is much higher damage, and adds a massive speed boost when you have the bleed on several mobs.
I'm not sure how you are doing with surviving, but Superstition I find is key on surviving in higher G rifts. It might be worth dropping Rampage for Superstition if you find you are getting killed often. Rampage is great for clearing, but doesn't usually do much on the Rift Guardian. However, with freeze builds, survival may not be an issue for you yet.
Other than that, your Ring of Royal Grandeur could have some Crit or Crit Damage on it instead of the life per hit, but that may require farming more :PLuckily, they just did a massive buff to bounties, with nearly 100% chance to have a legendary on T6.
Hope this helps