Build Guide
In my opinion/experience this build is one of the strongest DH builds for Solo Greater Rifts, although it isn't very consistent or easy to play.
Note: I always keep my diablo fans guides updated and current. I will make adjustments to the guide whenever there is a shift in meta! So be sure to check back from time to time and don't forget to up-vote the guide! please and thanks!
HFA Passive = Ambush / Numbing Traps / Perfectionist
beginner alternatives
If you are new to DH resource management and survivability can be an issue for these reasons I recommend swapping in the passive Nightstalker (for hatred) or Perfectionist (for discipline), and also potentially swapping Convention of Elements to Elusive Ring / Unity
As always feel free to drop Taeguk for Bane of the Powerful or Esoteric Alteration
advanced alternatives
If you are attempting to push your limit with the build and have a solid handle on positioning and surviving I recommend swapping Displacement to Special Recipe
Swap hexing pants to aquila cuirass
Pick up some LoH on your offhand (in exchange for vit or damage range) and drop the Leech passive for Numbing Traps or Perfectionist
Consider dropping some of the vitality for area damage, specifically on the shoulders, gloves, and offhand.
group variation
Swap from lighting shade to fire anathema RoV (not ideal group build)
another variation;
Cube fulminator instead of Lord Greenstone's Fan, swap Fan of Knives to Preparation Focused Mind or Wolf Companion and swap generator to shock collar for more fulminator procs. Swap Displacement to Special Recipe. Using LoH on the offhand and swapping Leech to Numbing Traps.
note: The only setup that needs damage range on the off-hand is the Fulminator variation. The Rain of Vengeance, Crashing Rain, and Fan of Knives all scale off of the main hand only, so that setup can utilize a stat stick off-hand. The Fulminator alternates between main and off-hand (with strafe) so having non ancient offhand is something like a 2-4% dmg loss, and having no damage range on the offhand would be more like 5-10% damage loss. Which is potentially acceptable if you had elite damage on the offhand or something.
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Hey Philos great guide as always. Quick question, how do you proc your bane of the trapped with this setup? The only ways I see it being active are thru the gem's slow aura or through a follower using thunderfury. Is there anything else I'm missing? I was considering running Thrill of the Hunt for that guaranteed 80% slow instead of Archery (I have 5 passives bc Hellfire). Thoughts?
Thanks for the guide dude, I love the Nat's playstyle
I wouldn't drop the passive for Thrill of the Hunt but a generator swap is reasonable
although the playstyle ends up slowing quite a lot on it's own, between the Trapped aura, FoK, and Follower things stay pretty well slowed
When I first saw the build, I blacked out from excitement. After awaking several hours later, I played a variation of this and fell in love. I proposed marriage and I am proud to announce NatsFoK and I will be getting married in January of next year. Thanks for the introduction.
Using Fulminator over FoK, would that have the same progression range?
What about calamity? is it good for this build or FoK/fulminator better?
just got an ancient one and was thinking in using dawn on cube
It depends on the setup. The only setup that needs damage range on the off-hand is the Fulminator variation. The Rain of Vengeance, Crashing Rain, and Fan of Knives all scale off of the main hand only, so that setup can utilize a stat stick off-hand. The Fulminator alternates between main and off-hand so having non ancient offhand is something like a 2-4% dmg loss, and having no damage range on the offhand would be more like 5-10% damage loss. Which is potentially acceptable if you had elite damage on the offhand or something.
sorry to hear that, yes I would agree, this and LoN FoK builds are risky business on hardcore
seemed to be a glitch in dfans, when i updated the priority it changed to physical res for some reason, fixed the stat priority
note: dawn only needs damage range if you are using fulminator variation. So ideal rolls would be (socket,cdr,LoH,dex,vit)
EDIT: asked a question but your video cleared it up. Thanks for the guide.
I'm playing on PS4 and I have to release strafe (R2 button) in order to cast a primary (x button). Is this different on PC? It looks like you're casting EF while strafing?
For the Fulminator variation, would the ideal rolls on the Dawn be damage range, % damage, dex, socket, and CDR? Also, you talk about stacking resource cost reduction on some of your gear, but that stat priority is completely absent from the build guide. Am I missing something?