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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Solanium
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Pride of Cassius
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Ring of Royal Grandeur
Cooldown Reduction: Priority #1. You need enough cooldown that combined with Ring of the Zodiac you keep Ignore Pain up 100% of the time with absolutely zero downtime. That usually means you want CDR everywhere it's obtainable. If you can only have one thing, make it CDR.
Pickup Radius: Priority #2. This leads to more health globe pickups, which mean more mana for your DPS (especially Firebat Witch Doctor). It also means extra heals, and lastly less backtracking when your group kill elites as you'll quickly pickup the progress globes. Unlike the Support Monk, you want radius over Health from Globes because your skills don't scale with health from globes. See gameplay section for how this affects playstyle.
Health from Globes: Priority #3. Makes those globe pickups keep your group alive. (I don't know if it affects how much others are healed)
Defensives: Vit > Elite Dmg. Red (chest) > All Resists > Life% > RCR > LoH* = LoFS > Att.Spd. > Str > Arm. > CHC
A lot of your survivability will come from vit from paragon 800+.
*Life on Hit: Some believe that it lags the game, and you technically don't need it with careful play. There are gr118 clears with full LoH gear, and then those that avoid it like the plague. There is no consensus like there is for Area Damage. Make your own decision, though having it in your weapons might make some PUGs angry.
Do not take Area Damage on any gear, it lags the game.
Shoulders: Legacy Corruption have 7 pickup, but aren't available in seasons so you need to already have them. Current Corruption are still an easy craftable Ancient with 2 pickup and Health from Globes guaranteed. You don't need more damage reduction if you play carefully and are high paragon, but Mantle of Channeling with Globe pickup would be a more greedy choice for 25% damage reduction only to yourself as you'd lose the group Health from Globes bonus. Another option for more survivability would be to use wastes shoulders and cube Band of Might, as long as you use the ground stomp skill.
Bracers: You take nemesis for the group as you have greatest pull and mobility. If for some reason someone else is take strongarms for damage.
Belt: Equip Pride of Cassius if you have a 5-6 seconds with 2 pickup, and cube the harder to get perfect Chilanik's Chain. But if your chain has pickup or your Cassius sucks, do the reverse. You need 100% Ignore pain.
Amulet: Rondal's Locket has guaranteed 4-6 Pickup and Health From Globes, so is an easy choice. Make sure to get CDR on it.
Rings: 3 rings, cube the worst one. Try to get CDR, Attack Speed and vit.
Cube Weapon: There's no good options. Solanium now has an internal timer so you don't need CHC on gear, you'll hit the timer first. Otherwise pick whatever you like, lots of joke entries out there. Eun-jang-do might be good but mobs will be cc immune very quickly.
Gems: White Helm (CDR), White Chest+Pants (Resists), Purple Weapons (Life on Hit)
Leg Gems: Toxin* for group damage, Wreath* for mass mob agro and movement speed, gogok for toughness and attack speed. In 2s or without support monk swap wreath out for Esoteric for more toughness. Gem of Ease in weapon does not make a noticeable difference.
*Cap at Lv25 is followed by most players, though conclusive proof that higher causes more lag is inconclusive. It certainly isn't worth the gem levels though, which are better spent on augs.
Augs: Aug for vitality, but you can go very high with paragon alone.
Paragon Priorities
Core
Movement Speed
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Maximum Resource
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Vitality
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Primary Stat
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Offense
Cooldown Reduction
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Attack Speed
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Critical Hit Chance
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Critical Hit Damage
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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
Resource Cost Reduction
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Life on Hit
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Gold Find
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Area Damage
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Core: Movement speed until 25% cap, Maximum Resource (optional) allows for more Ancient Spear while maintaining Aquila Cuirass damage mitigation. Vitality is worth more than Strength (which is just flat 1:1 armour for this build).
Offense: CDR for all buffs but 100% uptime Ignore Pain especially. Attack speed to trigger Obsidian Ring of the Zodiac more through WW hits. Last 2 are unimportant. Crit Chance to proc Solanium more, though you will likely hit the internal cooldown. Crit Damage so you can steal the last hit from your DPS and laugh.
Defense: As a Strength character you're going to have a lot of armour, so pick Resists first to maintain the 10:1 Armour:Resists ideal ratio for damage mitigation. More hitpoints before pitiful regen.
Utility: Resource Cost for more Ancient spear and keeping Aquila Cuirass up. Life on Hit (optional, see gear section above for note on Life on Hit) to stay alive. Gold Find for when you pop into a rift and are too lazy to switch. Do not assign any points to Area Damage, it lags the game.
Build Guide
Charge / Raekor vs WW Support: A slightly more popular support barbarian build revolves around using the Raekor set with the Furious Charge skill. Both builds have had multiple recent World First 4p group clears and can be considered equivalent to each other. Raekor's does more CC and does not interfere with support Monk pull, while maintaining significantly more mobility. WW is significantly easier to play, provides superior pulling and maintains more than enough mobility to get the job done.
I like WW because it pre-groups mobs for the support monk who is using a very weak pull to have more healing, and because I like the simplicity of the gameplay which lets me focus on pulling. I find the mobility of charge completely unnecessary.
Key mapping: Use whatever key mapping you feel comfortable with. I like to rebind 4 to spacebar and put WW on it so I can just hold WW the whole time. I then put ground stomp on left click.
Gameplay: In 4s and 3s with support monk your main job will be to go and find the first elite for the group to park itself on, then pull a second elite along with large amounts of trash to feed DPS area damage. When you're not pulling and whenever you meet with your group, generate globes especially with ground stomp and pick any up laying around to replenish DPS mana. Try to give your group War Cry speed buff to move the group along faster, especially if someone is falling behind.
In 2s you will spend more time with your DPS as you'll want to be more careful about keeping Ignore Pain and War Cry applied. You'll still be responsible for pulling. You will also spend more time generating globes as a result.
When your group decides to "skip" or "pull" an elite and then start fighting again 2-3 screens away, your job will be to go back and use Ancient Spear to pull the elite back up to the group. This can be an important strategy to keep the level of trash with your elites as they become damaged for optimal damage output.
White Trash, especially large white monsters are very undervalued in the current meta, it can often be time efficient to kill 4+ large groups of large white mobs, but you'll find most PUGs will skip everything except double elites.
Use the ABC pulling method of running through screen A of mobs to pull them with you, ping screen B at a good intersection for your group to stay and fight, then run ahead and pull screen C to your group in screen B. This way you ideally fight 3 screens of monsters at all times.
Skill - War Cry Hardened Wrath vs Veteran's Warning: When playing with INT based characters, use Hardened Wrath since they need more armour (they are resist capped) to maintain 1:10 ratio. When playing exclusively with Str/Dex characters, use Veteran's Warning for Dodge.
Skill - Ground Stomp Jarring Slam: This is to generate mana for Firebats Witch Doctor. If you're playing with a different DPS build that is not resource starved, switch this for Rend - Mutilate for 10% extra group damage.
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Great guide, thanks Finlay!
Thanks for your input @Donaga, Raekor is definitely more popular, but 118 has been cleared with both. You can see my reasons for preferring WW in the guide above. Both Hardened Wrath and Veteran's Warning have 118 clears as well. At the end of the day all these choices have minor tradeoffs, and it is down to preference, so play what you like!
Awesome guide, personallay i will not go healt globes so that what should i wear roland's amulet instead of ...?
and i do not understand how oculus ring work.
Lastly, i do not understand aoe damage thing to laging game ?(you mention of it before life on hit paragraf but i still no clue about it.
Can you add a video.It will be more helpfull so that we can see?
@DiNO_tr, if not going for globe pickup, go with a Hellfire Amulet for a 5th defensive passive, or a Fire Immunity amulet so you can sit in multiple stacks of molten, both are listed in the gear section above. As for Area Damage lagging the game, only your DPS should have area damage, because as a support you have no direct DPS yourself, then this happens: https://www.youtube.com/watch?v=unGfkykSJcI
Put wastes shoulders and band of might on the cube for better survivability!
@mcolares360 that is good advice for lower paragon players, thanks! I wouldn't recommend it for 4p high GR pushing though, as at higher paragon you'll have no problems staying alive. I'll update the guide with your suggestion, I had only listed Mantle of Channeling as more survivability.