Items
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Head
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Shoulders
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Amulet
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Torso
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Wrists
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Hands
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Waist
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Legs
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Feet
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Rings
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Weapon
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Offhand
Kanai's Cube
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Wand of Woh
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Ancient Parthan Defenders
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Unity
Defenses are ensured by Halo of Arlyse, combined with cubed Unity and Ancient Parthan Defenders.
This provides all the survivability you will need, but if you find yourself struggling you could consider replacing Bane of the Stricken for Molten Gizzard.
All other items are chosen for DPS, and the weapon damage % AoE procs really help melt mobs faster.
For the weapon, use whatever has the most weapon damage. I used a Sunkeeper, but probably a good rolled Devastator would be better.
Aether Walker would really help with gathering bigger packs, but I didn't have a good rolled one.
In regards to rings, I also tried Focus+Restraint but I found it too low on survivability.
For the second ring I went for SoJ, to boost my fire damage% and help against elites/RG but Convention of Elements would work as well.
For gems, I went with max DPS. Bane of the Trapped is strong as always.
Pain Enhancer proc is amazing plus the attack speed buff helps your hydra plus getting good stacks with Flame Blades.
I found Bane of the Stricken works well for this challenge as it buffs your damage against mobs the more you fight them, so it can ramp up for elites and the Rift Guardian.
Paragon Priorities
Core
Movement Speed
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Primary Stat
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Vitality
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Maximum Resource
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Offense
Critical Hit Damage
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Critical Hit Chance
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Cooldown Reduction
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Attack Speed
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Defense
Resist All
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Armor
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Life
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Life Regeneration
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Utility
Area Damage
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Resource Cost Reduction
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Life on Hit
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Gold Find
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I recommend paragon level 400+, as the extra points really help when you're gimped by items.
Nothing fancy, except go for Area Damage first in Utility.
Build Guide
The build I used for "The Thrill" conquest in Season 4. It requires to clear a level 40 GR, without any set bonuses from any of the class sets.
I am sure that there are plenty of ways to do this, but I focused on getting good damage with a fire build while still being tanky enough.
The idea is to gather a group of mobs and obliterate them in melee range while keeping them stunned/frozen.
However even if you need to kite a bit, Energy Twister helps nicely with some ranged DPS.
Once they start to develop immunity to your cc, find another group and let the first cool off, then swing back and finish them.
A) It's not a "contest", the "rules" are set by Blizzard, c) all of the posted builds are within those rules.
Tried running this build in a few attempts and ran into lots of problems. I'd appreciate any advice.
http://us.battle.net/d3/en/profile/Mortus-1745/hero/67100468
1. Lack of damage on elites. Felt like I spent too long trying to kill elites, that the timer just ticked away. I first tried with Stone of Jordan/Unity (Had Halo cubed already), then swapped the SOJ for COE to time my bursts, but it hasn't helped much. I realized I need to reroll fire damage, but maybe I just need better-rolled pieces of gear?
2. Too many ranged mobs/knockback. I kept running into a lot of elites that like to run around or do ranged attacks, and too many normal mobs with knockbacks that kept putting me out of position for Explosive Blast. Not sure if I was just unlucky, but I get the impression that this spec isn't consistent unless I get a lucky roll on a greater rift.
3. Not sure if I get the playstyle of the skills. The way I'm using it right now is try to run/teleport to get a group of mobs, use Hydra, use Twister to gather the mobs, trigger Explosive Blast and spam Blades. Is there ever a point I want to spam Twister? Seems like the buff from Blades is really important that I should only be using it with Explosive Blast after everything else has been cast.
The pic for the Aether Walker has been mixed up with some Mephisto themed wand... looks really cool - next patch maybe? Can't wait to get it