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Season 20 - Shadow Impale Solo GR122+

Seasonal
Solo
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Skills

  • Impale Overpenetration
  • Vault Rattling Roll
  • Vengeance Dark Heart
  • Fan of Knives Bladed Armor
  • Shadow Power
  • Companion Boar Companion
  • Ambush
  • Awareness
  • Cull the Weak
  • Numbing Traps

Items

More Details
  • Legendary Gems

    • Bane of the Trapped
    • Gogok of Swiftness
    • Pain Enhancer

Kanai's Cube

  • Dawn
  • Aquila Cuirass
  • Ring of Royal Grandeur

You're looking to combine 6pc bonus of Shadow Mantle set and 3pc bonus of Aughilds via cubing Ring of Royal Grandeur. Aughilds Bracers are a must-have while either using Aughild Shoulders / Chest / or Helm, and then using 5 pc's of Shadow Mantle set to gain the 6pc set bonus.


Single Resist in Secondary Stats:

Physical > Lightning > Fire > Arcane > Poison > Cold

Physical is the most common dmg type, almost every monster has some sort of physical dmg attack. Everything else I'd try to save items for, or attempt to adjust accordingly to whatever seems to give you the most issues. For me, it seems to be mostly Physical > Fire > Arcane > Lightning > Poison > Cold. Poison and Cold you should be able to avoid mostly or reset DoT (Poison clouds, Poison Enchanted, Frozen Ground, Frozen Orb) stacks by simply moving out of it.


Correct Allocated Stats and Stat Priorities:

Depending how old your character is or however you're attempting to obtain your items, be it either the start of your character or thousands of playtime in Non-Season, The stat priorities I've listed below are just that...Priorities of stats you should be looking for in the order they are listed. There may be a lot of stats listed, but if an item can only have 3 primary stats, then the first 3 stats listed are primarily what you should be trying to find on that particular item...Or at least be able to roll/enchant one of the to make them all Best In Slot / Correct Allocated Stats.


You are looking to prioritize Offense (Damage) over Toughness (Damage Reduction) for the most part. The game definitely allows you to build towards Toughness more as you can have all Toughness Stats on all items, but you can't have all Damage Stats on all items, or in some cases, no Damage stats on some items other than Main Stat (Dex).


Demon Hunters prioritize All Resistances over Armor because we naturally gain Armor through our main stat, Dexterity. And our added toughness from armor starts to fall off from diminishing returns.


Secondary Stats is mostly the same way. Arguably having Freeze, Chill, Slow can possibly add damage from sometimes needing to attack at range and the added affcts from Cull the Weak rune and Bane of the Trapped gem. Shadow Power skill benefits greatly from Life per Kill as it converts it into Life per Hit, this works in cohesion well with Leech passive skill as well. This goes as well for Potion of Mutilation (Life per Kill potion). Aside from that you're looking to up your toughness through secondary stats, or utility with Pickup Radius and/or Globe/Potion healing increase that drop from monsters.


When all is said and done, you're at full ancients/primals, augments with 110-120+ on each item. You should be looking at somewhere between 3mil - 4mil (or more) sheet dmg, You can also look at Inventory Details, elemental dmg type (cold / lightning or whatever you are), and you should probably sit between 5mil - 6mil or more. Before augments you're probably looking at 500mil-800mil (I think), and upwards of 1.5bil toughness with full augments, depending if you're min/maxing for AreaDmg (Will be slightly less toughness), or instead All Resist.


HEAD:

Primary: Socket (1) > Crit > Impale > Dex > Vit > Life per Hit

Secondary: Resist > Pickup Radius > Impair

(Not much to say about Head, you simply want/need Socket for gem (Diamond), Crit% and Impale%. Recommended secondary stats would be Physical Resist and Pickup Radius if possible)


SHOULDERS:

Primary: CDR > Dex > AreaDmg > Vit > Allresist

Secondary: Resist > PickUp Radius > Chill

(Atleast until you're ready to Augment items on your ancient items, it's probably recommended to go AllResist over Areadmg, you'll feel the lack of toughnesss / dmg reduction push you're pushing higher grifts. Higher level grifts (Gr115+) you'll want to start using AreaDmg and by that time I imagine you should have ancients for augments. Also recommended to save alternative items, one for mostly tank, one with areadmg. You may find AreaDmg + Vit + Physical Resist in second. Or Areadmg + Allresist in primaries.)


Amulet:

Primary: Socket (1) > Element > CritDmg > Crit > Dex > AreaDmg > FlatDmg > Attspd

Secondary: Resist > Ranged Dmg Reduction > Melee Dmg Reduction > Life Per Kill > Globes > Impair > Blind

(Socket for legendary gems, Element + CritDmg +Crit are your best combination of stats here. Dex + CritDmg + Crit as an alternative. Secondaries you're looking for Physical Resist if possible, or Ranged/Melee Dmg Reduction or Life Per Kill.)


Torso:

Primary: Socket (3) > Dex > Vit > AllResist > Elite Dmg Reduction

Secondary: Resist > Ranged > Melee > Life Per Kill > Pickup Radius > Globes

(AllResist or Elite Dmg Reduction as last primary stat. If you find Dex + Vit + Secondary Physical Resist then you can roll Elite Dmg Reduction in primary. Try to save alternative pairs for AllResist, another for Elite Dmg Reduction, and best combinations of Secondary Stats)


Wrist:

Primary: Element > Crit > Dex > Vit > AllResist > Armor > Life per Hit

Secondary: Resist > Ranged > Melee > Pickup Radius > Knockback

(Fairly self explanatory. You want element + crit + dex + vit. Physical Resist or Dmg Reduction for Secondary.)


Hands:

Primary: CritDmg > Crit > Areadmg > AttSpd > Dex

Secondary: Resist > Pickup Radius > Stun

(Can go multiple combinations on gloves. But you always want CritDmg + Crit. Later on after you're augmenting you may luck out with quadfecta: Crit + CritDmg + Areadmg + AttSpd. Keep alternative pairs with AreaDmg and another alternative with AttSpd. Secondary Physical Resist if possible.)


Waist:

Primary: Dex > Vitality > AllResist > Life > Armor

Secondary: Life Per Kill > Pickup Radius > Freeze > Resist

(Dex + Vit + Allresist + Life%. If you get stuck with Armor, atleast try to have a Secondary Resist.)


Legs:

Primary: Socket (2) > Dex > Vit > AllResist > Armor

Secondary: Life Per Kill > Pickup Radius > Slow > Resist

(Sockets + Dex + Vit + Allresist. But if stuck with Armor try to have a Secondary Resist.)


Feet:

Primary: Impale > Dex > Vit > AllResist > Armor

Secondary: Pickup Radius > Immobile > Resist

(Impale + Dex + Vit + AllResist. Again, if stuck with Armor try to have a Secondary Resist.)


Rings:

Primary: Socket (1) > Critdmg > Crit > AreaDmg > Flat Dmg > Attspd > Dex

Secondary: Resist > Life Per Kill > Globes > Impair

(Socket + CritDmg + Crit must have stats...Try to keep alternative pairs that have Flat Dmg, AreaDmg, AttSpd, or Dex. Depending on if you're using Convention of Elements or Elusive Ring...Your main priority is the Legendary Power %, 60% for Elusive Ring and 200% on CoE.)


Weapon:

Primary: Dmg Range > AreaDmg > Dmg% > Attspd > Dex > Dmg Against Elites > Life per Hit > Vitality

Secondary: Life per Kill > Freeze > Chill > Slow > Stun > Fear > Blind > Immobilize > Knockback

(Different people have different opinions on whether AttSpd or Dmg% is a better priority, but if you have both you can't really go wrong. Aside from having AreaDmg for a stacked AreaDmg build. Demon Hunters only have 2 dagger choices in game as drop options. Save your crafting materials (Parts, Dust, Crystals, and Death Breaths. You'll want to craft level 70 daggers and upgrade the rare daggers in Kanais Cube for a relatively high chance of getting a primal. You can also find Wandering Merchants throughout the game in hopes of them selling Rare Daggers, you'll be able to buy an unlimited amount until they switch stock (every 10-30 minutes?))


Off-Hand:

Primary: Element > Crit > Impale > AttSpd > Dex

Secondary: Freeze > Chill > Slow > Globes > Stun > Fear > Blind > Knockback > Immobolize > Discipline

(Automated comes with AttSpd between 15-20%. The goal here is just trying to find one with ALL the correct allocated stats. Primarily i will spend all my blood shards from start to finish, it is arguably the hardest and rarest item trying to find a good one, aside from compass rose. You can literally go all season without finding an ancient that won't be as good as your nonancient.)

Paragon Priorities

Core

Movement Speed
Primary Stat
Vitality
Maximum Resource

Offense

Cooldown Reduction
Critical Hit Chance
Critical Hit Damage
Attack Speed

Defense

Life
Resist All
Armor
Life Regeneration

Utility

Life on Hit
Area Damage
Resource Cost Reduction
Gold Find

Build Guide

SKILLS:

  • Impale / Overpenetration (Cold) or Ricochet (Lightning)
  • (Cold or Lightning are heavily recommended for easier hatred management. Cold is potentially better than Lightning as it can hit more enemies at once and also longer range)
  • Vault / Rattling Roll
  • (Recommended for the knockback and interrupt)
  • Vengeance / Dark Heart
  • (50% damage reduction)
  • Fan of Knifes / Bladed Armor
  • (40% additional armor)
  • Shadow Power / No Rune Needed
  • (4pc Shadow Mantle set bonus gains the effect of every rune)
  • Companion / Boar or Wolf
  • (Boar for +20% All Resist and higher Life per Second and activatable Taunt / Wolf for activatable +15% increased damage for 10sec)

PASSIVE SKILLS:

  • Awareness
  • (Cheat death once every 60sec. Even though Impale can be very tanky and mobile, you can/will still die)
  • Cull the Weak
  • (Bane of the Trapped slows enemies in melee range, Cull the Weak will deal 20% more damage to them enemies)
  • Numbing Traps
  • (Same idea as Cull the Weak. Bane of the Trapped slows enemies in melee range, except Numbing Traps reduces damage to them enemies)
  • Ambush (Alternative 4th)
  • (Deal 40% dmg to enemies above 70% health. Can work well with Area Damage if you're good at alternating targets that have higher health)
  • Leech (Alternative 4th)
  • (Converts 75% of your Life per Kill instead Life per Hit, synergizes well with Shadow Power, as Shadow Power also converts LpK into LpH)
  • Perfectionist (Alternative 4th)
  • (Increases Armor and All Resist by 10%. Not as popular to use as Ambush or Leech, but still a viable option. Personal preference)

KANAIS CUBE:

  • Dawn
  • (Reduces cooldown of Vengeance to maintain 100% up-time)
  • Ring of Royal Grandeur
  • (Allows the use of only using 5pc Shadows Mantle and 2pc Aughilds Authority to gain the respect 6pc and 3pc set bonuses)
  • Convention of Elements
  • (200% burst damage for 4sec every 4 cycles, if you cube this then wear Elusive Ring)
  • Elusive Ring
  • (+60% damage reduction when you vault or re-activate shadow power. If you cube this, then wear Convention of Elements)
  • Aquila Cuirass (Alternative, Use over Elusive Ring when Season 20 is over or while playing as Non-Season.)
  • (+50% damage reduction when above 90% hatred)

LEGENDARY GEMS:

  • Bane of the Trapped
  • (Slows enemies in melee range and increased damage, synergizes with Cull the Weak and Numbing Traps passive skills)
  • Gogok of Swiftness
  • (Increased CDR and attack speed at 15 stacks, must have to gain 100% up-time on Vengeance and Fan of Knives)
  • Pain Enhancer
  • (Cold and Lightning Impale has the potential to hit lots of enemies at once, Pain Enhancer grants increased attack speed from it)
  • Bane of the Powerful (Alternative to Pain Enhancer)
  • (Increases damage after killing an elite pack. Also increases damage against and reduces damage from elites)