The Thrill - Strafing with Fire (Patch 2.4 / S5)

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  • Strafe Rocket Storm
  • Rain of Vengeance Stampede
  • Vault Rattling Roll
  • Vengeance Seethe
  • Companion Bat Companion
  • Shadow Power Shadow Glide
  • Thrill of the Hunt
  • Cull the Weak
  • Archery
  • Ballistics


More Details
  • Legendary Gems

    • Taeguk
    • Bane of the Trapped
    • Gogok of Swiftness

Kanai's Cube

  • Dawn
  • Aquila Cuirass
  • Convention of Elements

This is a single purpose build for The Thrill Conquest. After trying over and over to make my non-ancient Yang's Recurve work to no avail in a Fire Multishot build, I decided to give my Ancient Valla's Bequest a shot in a Fire Strafe build.

Helm - Visage of Gunes is a must here. Vengeance will be your single biggest damage and defensive cooldown, and the idea is to keep it up at all times.

Shoulders - Mantle of Channeling is another required piece that will both boost your damage and survivability.

Chest - Cindercoat, no question. The +%Fire is required and the resource cost reduction for Fire skills will help you keep strafe up at all times.

Bracers - Strongarm Bracers will give a damage boost that via the Rattling Roll rune on Vault.

Gloves - Magefist for the %Fire damage.

Belt - Crashing Rain, without exception. Vaulting through a pack just before your cubed convention of elements switches to fire and calling down Rain of Vengeance with a Fire rune will decimate large packs and is essential to the build.

Legs - Hexing Pants of Mr Yan are required for the build. The damage amplification and the resource generation are crucial. I only had mine in the cube, though, so I just used an ancient set of pants and cubed Yan. If you wear Yan, you can cube Aquila Cuirass and replace Elusive Ring with another ring. Between the Templar, the Bat, Cindercoat, and Yan - you should stay at full Hatred unless you hit a Speed Pylon.

Feet - Fire Walkers. Because why not? You're vaulting through packs to proc Strongarm Bracers - might as well get some more damage out of the deal. Note that boots are a good place to put +Strafe damage without sacrificing much.

Rings - I used a Stone of Jordan with %Fire and an Elusive Ring. If you use Aquila in the cube, the Elusive ring would be overkill. I didn't have that option. I tried the Obsidian Ring of the Zodiac in place of the Stone of Jordan, but it was slower at killing mobs overall. I imagine that together, SoJ & ORotZ would be deadly.

Amulet - I had a few choices, but I settled on Halcyon's Ascent mainly because it was the best I had. The legendary proc was a solid disable (8 second CC on Vengeance). I didn't have %Fire on mine, but the other stats were good. You've got some leeway here if the rest of your gear is solid, so feel free to use what works best for you.

Main Hand - Valla's Bequest. I recommend just maxing the damage on this and leaving CDR alone. My Valla's was ancient with ~3260 overall damage. It was the inspiration for this build.

Quiver - Holy Point Shot with %Fire is king here. Good CHC, IAS, and Dex rolls are helpful too - and the dream is to roll +%Strafe.

Cube - Dawn. Of course. Vengeance uptime is king. Aquila Cuirass. You'll be at full hatred while strafing, so this will give you an easy survival boost. You can swap Aquila out for something else if you wear Elusive Ring. Convention of Elements. Timing your Rain of Vengeance with CoE is going to melt Elites and tough packs of mobs.

Legendary Gems - I used bad gems for my run. Taeguk should be easy to maintain and be an easy choice next to Trapped. Gogok of Swiftness should help with CDR, but if you notice your hatred dropping too quickly as it stacks IAS, you might swap it out for Stricken. I used Powerful, Trapped, and Stricken. Powerful drops off and isn't really a good choice here, imo, but it was one of the few I had leveled.

This build, when fully geared & optimized, will demolish GR45 no problems - without an ancient weapon. That's why it worked for me even though I didn't have %Fire damage on every piece (was missing Amulet) and had to run an elusive ring since I had Hexing Pants of Mr Yan in the cube. It shares a lot of core pieces with The Thrill Multishot build, so really - this build just gives you some more choice to work with based on your drops.

You'll need the Templar with an immortal relic and Inspire. I prefer to use his CC abilities.

Paragon Priorities


Movement Speed
Primary Stat
Maximum Resource


Cooldown Reduction
Critical Hit Damage
Critical Hit Chance
Attack Speed


Resist All
Life Regeneration


Resource Cost Reduction
Area Damage
Life on Hit
Gold Find

For Paragons, it's pretty straightforward. Cooldown reduction - even beyond the 100% Vengeance breakpoint - is king. The more Rain of Vengeances you can call down and line up with your CoE Fire rotation, the easier this will be for you. Area Damage is important, but Being able to stay at full hatred opens up a lot more for this build, so Resource Cost Reduction needs to come first. I was Paragon ~500 when I cleared.

Build Guide

You're going to be slow-strafing 100% of the time. For the conquest, it's not really important that you move at full speed with strafe. This build should keep you at full hatred and give you a lot of survivability. If you notice yourself getting low, pop Shadow Power to regen and move out of harm's way. If you're using Elusive Ring, it costs less discipline just to vault, but you won't get regen out of it - just damage reduction.

With Valla's, your strafe projectiles pierce, so you want to group mobs together roughly in a line and draw an angle straight through the pack. As your Convention of Elements finishes Cold (just before fire), you want to vault through the pack to proc Strongarm Bracers, and call down Rain of Vengeance which also hits in a line similar to the shape of the mob pack you're trying to build.

Never stop strafing, and try to leave some discipline for emergencies. Outside of your Fire rotation on CoE and Rain of Vengeance, your damage will be low - focus on getting a pack of mobs built for when that damage window opens again.

Good hunting!