Build Guide
Patch 2.6.1 buffs the 6p of Unhollowed Essence from 40% to 100% damage per point of Discipline that you have. This buff increases the power of UE by approximately 2.5x. With the buff to UE, this build should be able to clear approximately 6 tiers higher than before this patch. This build is made possible by the Hellcat Waistguard. The belt give's roughly a 50% chance to bounce up to 5 times, gaining damage on each bounce. I tested and can confirm that the damage bonus of 50% on each bounce and final bonus of 800% is indeed MULTIPLICATIVE with the original grenade damage of skill. The location of where the grenades bounce is random, but the resulting damage is huge.
This build uses Danetta's instead of Fortress Ballista with offhand. As a result you will have nearly permanent vault for extreme mobility. Also Danetta's leaves clones, stuns and knocks back mobs as you vault through them. This provides a great defensive benefit. Also since vaults will now cost hatred instead of discipline it will be possible to have max discipline at all times for more damage from the UE 6p bonus. As another benefit, vault will proc Focus/Restraint because it consumes hatred and the action shot rune deals damage. Just make sure to vault enough to keep up the F/R buff.
Gearing/Game Play - (The How)
Make sure to have at least 36.7% cdr for permanent Vengeance. Tactical Advantage passive is desirable to use for speed runs. If there is a reliable source of slowing then cull the weak can be a better choice than ambush in higher GR's. A hellfire amulet is preferred but a well rolled immunity amulet (especially arcane) is a fine choice too. For speed rifting Nemesis bracers are recommended if toughness allows. For pushing GR's use Wraps of Clarity. For bounties there is no better choice than the Warzechian Armguards. As with all UE builds, more discipline means more damage, therefore strive for maximum discipline on both weapons and cloak. There are break points for grenades, which can be found here: Grenade Break Points. Adjust gear/paragon/enchantress skills to make sure your attack speed is just on the high side of a Break Point. The 21 frame Break Point means the grenades will attack at a rate of 60/21 (In this game there are 60 frames a sec for actions) or 2.86 attacks per sec.
An alternative for pushing higher tier GR's would be to use a Traveler's Pledge, Compass Rose and Convention of Elements instead of Focus, Restraint and Hellfire Amulet. The advantage of using Endless Walk & CoE over F/R & HF would be potentially more damage while staying in place, more damage reduction while moving and not having to vault to proc F/R. I have found that using F/R & HF is superior for speed runs due to more consistent damage from the always up F/R buffs and to there being very little time spent stationary in these runs, which would lower the damage output of Endless Walk.
It goes w/o saying that it is imperative to keep up UE's 4p bonus thereby maintaining 2.5x toughness and 60% more damage (which is multiplicative with 6p bonus).
Make sure to spam Vengeance, bladed armor and wolf when off cooldown. The constant activation of these skills can be achieved by num locking them. Beyond that, all that is required is to vault for mobility and fire grenades to attack and regenerate hatred for more vaults. Its really that simple. You do need to be aware of your position relative to mobs and place yourself at least 10 yd away from mobs every 8 sec to keep up UE 4p. I personally use vault actively to stun elites and RG's to interrupt their special attacks. This can be be extremely helpful in surviving nasty fights. Note that while vaulting you enter into a smoke screen like state that renders you invulnerable to incoming damage for the brief time you're traveling from point to point.
Summary/Wrap Up - (The Results)
The build is very simple to play and a hell of a lot of fun. It gives insane mobility, good damage and high survivability. This build will not be used to compete for pushing the highest GR's, but its more than capable of clearing well into the 90's with no problem. For speed farming it is superb. GR 80's are taking 3-4 min to clear. Normal rifts are fast and fun. Split farming 4man T13 bounties is very efficient. In short, outside of bleeding edge GR pushing, this build can and will do everything you need and want within Diablo 3.
I have thoroughly enjoyed playing and testing out this build and I hope you will find as much enjoyment with it as I have. Please leave a comment below if you have any questions. Please Upvote if you find this guide useful. Thanks.
The current guide builder is buggy atm. It won't allow an option to place the Dawn or Ring of Royal Grandeur in the Cube. I listed both in Txt below the Cube section for now. As soon as this problem is corrected, I will make sure the Dawn and RoRG is placed properly in Cube. Thanks for your understanding and patience.
Cull the Weak for pushing, Tactical Advantage is good for speeding.
attack speed or area damage ? on gloves, and weapons
why vault action shot why not vault trail of cinders since doing fire dmg already?
Action shot will more consistently apply damage and therefore, more reliably proc the Focus/Restraint buff. If you use trail of cinders, u have to make sure to vault through something to apply damage or else F/R will not proc.
you get 40% dmg buff per point of dis you have and invigoration give 20 points to max dis meaning you get a 800% dmg increase from that skill alone
That is correct, but its additive to the other discipline u already have. so lets say you would have 66 discipline w/o invigoration, with it would be 86 total. so the bonus damage w/o invigoration would be 66x40 = 2,640%. With invigoration, the bonus would be 86x40 = 3,440%.
Bear in mind that this bonus damage is again multiplied by 1.6 from the 4p UE bonus also. As a result if you had 86 disc, the final damage multiplier would be (1+34.4)x1.6 = 56.64x.
Is Area Damage > Critical Damage on this build? If so, could you explain why?
Edit: Has anyone looked into using gem of efficacious toxin? Seems like a pretty solid replacement for Trapped once it's 25+. Maybe not for pushing but that stacked with Numbing Traps seems pretty solid to me.
Btw, just got rank one again with a GR 79 clear in 13:59 with less than 1.1 mil dps.
I play HC so defensive stats are a priority to me. Also Vitality rolls very high on gloves and on weapons. But if you have enough hp for your needs, then its good to have Critical Hit Damage, Area Damage or Increased Attack Speed instead.
What about using Grenade-Cluster grenades, instead of Grenade cache, ive seen some people running that and was wondering if its an equal choice
I tested using the grenade cluster rune with this build and damage output was less than with grenade cache. This is the opposite when you wear the Fortress Ballista and Dawn with Buriza cubed. For that build cluster grenades deals more effective damage. I think the reason behind this is partly because cluster grenades don't bounce as far as grenade cache and partly the piercing mechanics associated with the Buriza. Either way, grenade cache seems to deal better damage than cluster grenades when using Danetta's.
Great build man was able to do a 70 with less than optimal gear. What are your opinions on using F&R versus, the endless walk set, versus a helfire with a COE. i have tried two of the combos and I think that the first seems to have more survivabilty. Thanks again for the great build.