Rating
+12

S10 HellTooth 79+ Hard Core Guide (top 12)

Seasonal
Solo
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Skills

  • Soul Harvest Languish
  • Wall of Death Communing with Spirits
  • Summon Zombie Dogs Life Link
  • Spirit Walk Severance
  • Piranhas Piranhado
  • Gargantuan Humongoid
  • Confidence Ritual
  • Spirit Vessel
  • Grave Injustice
  • Midnight Feast

Items

More Details
  • Legendary Gems

    • Bane of the Stricken
    • Bane of the Trapped
    • Enforcer

Kanai's Cube

  • The Furnace
  • Mask of Jeram
  • The Short Man's Finger

This build has been designated for Hard Core Pushing. It is very defensive, with some offensive options. You can cube the furnace if you need damage or Henri's perquisition if you need the defense.


I have ran either off hand in 75+ and found they are fairly interchangeable, go with whatever one you have with the best stats.


I am aiming for roughly 100% Area damage with this build, CDR is not important and mostly a wasted stat. 10:1 Critical damage to Hit ratio as always. Cold damage on bracers is helpful.


As suggested by JekaRu* in the comments. I ran all INT with the exception of a Amethyst in the helm. The additional armor isn't as important on the WD and the all resist more than makes up for it with pure int!

Paragon Priorities

Core

Primary Stat
Vitality
Movement Speed
Maximum Resource

Offense

Attack Speed
Cooldown Reduction
Critical Hit Chance
Critical Hit Damage

Defense

Life
Armor
Resist All
Life Regeneration

Utility

Area Damage
Resource Cost Reduction
Life on Hit
Gold Find

The usual. Max Speed>Int

CHD>CHC>ATK SP>CDR

RES>ARMOR>LIFE>LIFE GEN

AREA DMG>LOH>RCR>Gold Find

Build Guide

I am running a highly optimized defense version of Helltooth for rift pushing. Currently I am comfortable surviving into the 80's with solo pushes into high 70's (Highest solo 77 as of this guide or #14 N/A Hardcore)


The goal is to enter the rift and be able to quickly build your 10 stacks of Soul Harvest, then wander from special group to special group while taking advantage of re-summoning gargantuans on Large trash groups and using Pirannado to let your Area Dmg and cleave effects keep you on track.


It is not a fast build for clearing, you will not be rushing any 2 - 3 minute rifts. But with practice you can consistently push higher and higher with little chance of dying.


This build can be moved more defensive or more offensive using 4 key item swaps. The pieces listed first are what I currently run. When grouping I sometimes take back out the furnace for Henri's or just swap out Stricken for Bane of the Powerful.


Play with it, and have some fun!


*Mini Update*


Follower: Templar w/ Weapon: Thunderfury Neck: Essence of Johan Ring: Occulus Relic: Please don't let me die ... fine you can't die.


Update on play style: Due to the nature of groups you are able to LOS a lot of their abilites. I take advantage of small corners and obstacles to mitigate damage. On top of that, when fighting yellow and blue groups I try to rotate my convention timer along with travellers hitting 100% damage from not moving. In order to keep my burst active when my abilites rings/ammys are up I will Piranado the group together and use spirit walk to avoid dmg (if in a mess of arcane or puddles of crap)


This build is about not panicking and staying close to your enemies to maximize the effectiveness. It can feel daunting in hardcore, but if you practice the LOS and damage amplifications where you won't die first and get the positioning solid I promise you will see large increases in your Grift potential.