Rating
+2

[2.6.9] (GR135+) LoD Poison Scythe Push

Seasonal
Solo
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Skills

  • Blood Rush Potency
  • Grim Scythe Cursed Scythe
  • Command Skeletons Kill Command
  • Bone Spear Blighted Marrow
  • Simulacrum Blood and Bone
  • Bone Armor Dislocation
  • Swift Harvesting
  • Stand Alone
  • Rigor Mortis
  • Spreading Malediction

Items

More Details
  • Legendary Gems

    • Simplicity's Strength
    • Bane of the Stricken
    • Legacy of Dreams

Kanai's Cube

  • Nayr's Black Death
  • Steuart's Greaves
  • Haunted Visions

https://www.d3planner.com/417623873

Paragon Priorities

Core

Movement Speed
Vitality
Primary Stat
Maximum Resource

Offense

Attack Speed
Critical Hit Chance
Critical Hit Damage
Cooldown Reduction

Defense

Life
Armor
Resist All
Life Regeneration

Utility

Area Damage
Life on Hit
Resource Cost Reduction
Gold Find

Build Guide

What an amazing build. GR135+ potential at a mere ~1600 paragons. LoD aside, this is a low paragon, low key investment, casual friendly, fun build that also scales well with mid to high paragons. Full Video Guide included.


Forgot to mention:

  • I think Potion of Amplification or Potion of Unfettered would complement the build, but really, you can choose whatever potion you want.
  • While I think Oculus is a nice bonus to get, positioning for simulacrums can be more important in certain situations where mobs are stacked up.

Questions from players:

Seasonal Only Build or would you still include Steuart's Greaves for Non-seasonal?

No adjustments for non-seasonal. The seasonal procs will help you progress if you are lucky and get pretty good at lining them up, and while the choice of Steuart's greaves does support utilizing them better, I would still be opting for Steuart's even if they were not there.

Why no Golemskin Breeches?

With this build we have very low CDR / high cooldown (perhaps one 8% affix on top of 10% paragon). This means our base cooldown for golem is: 45s*(1-.1)*(1-.08) = 37.25 seconds. Now, if you have a well rolled Golemskin breeches, you get -25, so that would be 12.35s cooldown on golem, however, a 23s one would be 14.35s, 22s would be 15.35s. etc. All of these lower than 24s are unacceptable IMO, given the 15s requirement on Nayr's. Also, 24-25 in ancient is slightly harder to acquire, so this is a slight deterrent. On top of this high cooldown (can't cast whenever you want), the poison rune on golem requires corpses to consume. This means if you haven't killed anything IN THE AREA you are, your Nayr's black death stack will be delayed. Golem takes up a pet slot, so you lose 10% armor from stand alone, and it can also die in combat, costing you the 30% DR. The DR offered is only 30%, which is nice to have (as is cubing the depth diggers), but I just feel like this much micromanagement and very little benefit is not worth going after for that slot over the higher utility with Steuart's Greaves. Just my opinion.


Links:

Timestamps:

  • 00:00 - Intro
  • 00:39 - Haunted Visions
  • 01:04 - Simulacrum Mechanics
  • 02:07 - Toughness & Sim Survival
  • 02:57 - Armor items, skills, mechanics
  • 04:51 - DR items, skills, mechanics
  • 06:18 - VIT and Life%
  • 07:25 - Leech+Sim Mechanics
  • 09:31 - Other Defensives
  • 10:42 - Offensive Increases & Mechanics
  • 12:25 - Nayr's
  • 14:12 - why 4 stack? Utility synergy
  • 15:52 - Sims Positioning
  • 17:25 - Utility Synergy continued
  • 19:03 - Density
  • 19:47 - Rift Guardians
  • 21:22 - Affixes general + weapons priority order
  • 24:37 - Life%, VIT and +Armor in balance
  • 27:55 - Grim Scythe%, CHC, CHD, Ele%
  • 28:46 - Attack Speed
  • 31:45 - Area Damage
  • 33:09 - Secondary Affixes
  • 34:49 - Low Paragon Options
  • 35:55 - Really High Paragon Options
  • 37:24 - Concluding
  • 37:56 - GR128 Clear