Build Guide
Meteors rain from the sky in this build. We use the FB6 bonus to gain both damage and defense. Seek out either high density or an elite (preferrably both). It's really easy to Ignite enemies with this build, all you need to do is channel, and perhaps cast Meteor a few times. The Magic weapon Ignite makes it such that you both don't need another fire spell, and it ensures etched sigil doesn't cast any other spell but meteor.
The main damage method is channeling to proc etched sigil. However, we also manually cast meteor in between ES about once every 3s. See below for more info on the rotation. Make sure you are holding down channeling, lest you risk dropping your Deathwish, Etched Sigil, and Taeguk bonuses.
For defense, you'll need to make sure you're positioned for increased DR from the Halo of Arlyse / APD combo. standing near density and near your enemies is fairly crucial with this build.
You can either Kite elites to more density, and begin killing of that additional density, or you can whittle the elites down, in the hopes of singling them out. This will allow your Nilfur's Boast Boots to deal quite a bit of increased damage.
In order to be able to face elites in this manner, we've placed some additional defense in the build. Unity makes an appearance, granting 50% DR (assuming follower and follower token).
We also use Flame Ward, Safe Passage, Blur, Unwavering Will to our advantage, allowing us to both move and stand still, with Illusionist helping keep our EW damage bonus high. FB2 pc also gives us a nifty Revive.
Additonal multipliers Audacity and Trapped give us more damage when up close. Bone Chill for the additive damage when Halo of Arlyse procs Frost nova on enemies. Stricken improves our capability against single target, which would otherwise be somewhat of a weakness of the build.
Hergbrash's Binding and APoC on source help ensure we don't run low on resource, even with single target RGs. The Grand Vizier in the cube is one of our other multipliers, but it also happens to help save AP on manual casting of Meteor.
For Follower: Oculus Ring, Unity, Enchanting Favor. Ess of Johan or Overwhelming Desire for amulet. Templar is preferred for increased regen, healing.
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Etched Sigil AS Breakpoint:
Etched Sigil was bug fixed on the PTR. Its' ICD is now approximately 60 frames (1 second) as the item tooltip indicates. However, you need to stay in certain attack speed breakpoints to get as close to this ICD as possible, and subsequently proc etched sigil as fast as possible. See this link for the full breakpoint chart. The breakpoint we are looking to hit is:
- 1.538462538 AS to 1.666666667 AS or 12 Frames / Tick
This breakpoint is easy enough to hit. All you need to do is max out your attack speed in paragon. This will give you exactly 1.54 AS on sheet. If you happen to get stuck with an AS roll on weapon, don't fret, you can stay within this breakpoint even with an additional (unwanted) AS roll on weapon.
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Meteor Shower Cast Rotation. Yes. You will want to manually cast meteor, even on a channeling build. This will bring down more meteors over time, and since we can channel during those impacts, this will bring more damage to the table than just channeling. However, you only want to manually cast meteor about once every 3 seconds.
Why 3 seconds? I timed both manually casting meteor shower and using meteor shower in combination with Etched Sigil + Arcane torrent.
- Manually casted meteor took 138 to 141 frames to have all 7 meteors impact from the initial time of cast.
- Channeled + manually cast meteor took 155 to 176 frames to have all 14 meteors impact from the initial time of cast.
Since 60 frames is equivalent to 1 second of game time, and 180 frames is 3 seconds, this puts the rotation for manually casting in between our channeled abillity at about once every 3 seconds.
Rotation:
- Channel.
- Immediately manually cast meteor.
- Continue holding down your channeling ability.
- Note that ES will continue to proc every second while holding down channeling.
- Wait until Meteors from both your initial ES proc and your manual cast finish impacting.
- Decide if you can stand and continue dpsing, or if you need to move your character (either dodge attacks, grouping, or for oculus) at this point.
- Rinse and repeat.
Note that manually casting a second time (before 3 seconds have passed) will likely decrease your overall damage, as you wouldn't be benefiting from the multipliers of DW + ES as often during your meteor impacts. This is why it is very important to not manually cast too often either.
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Offensive Reminders:
- This is not a ranged build. You need to be close to enemies that you want to deal the most damage to. Unless you are igniting, or have an oculus spawn that is mid range, you should channel and cast meteor shower close to your character.
- Kiting and rounding up density properly can be very helpful. If you have a follower with Ess of Johan, try and position your follower properly so that his next pull will be helpful in this effort. In general, keeping your follower nearby your own character will help to condense the pack of mobs better. Often I will go to my follower after rounding up density for this reason.
- Oculus ring spawns can be very beneficial if positioned properly (near density, and near possible targets). Usually these are worth going for if they spawn closer to your target density. However, if they spawn farther out, usually they are not worth going for, as you will lose out on Audacity (30%), Trapped (40%+), and even Bone Chill (33% additive). That being said, you can use some mid-range spawns to both maintain multiplier somewhat, while simultaneously aggroing or kiting to density that previously might have been just out of reach.
- Try not to drop Taeguk after having kited, amassed, and engaged a group.
- Remember your Endless walk. If you are engaged and trying to kill enemies, try to remain as still as possible to get the full benefit of the damage bonus.
- Try and stick to the rotation, but if you have to move out of order, make it be for a good reason. Positioning is key for both damage and defense.
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Defensive Reminders:
- Unity on both yourself and your follower with enchanting favor.
- Make sure you are properly igniting elites and maintaining that bonus. Certain elite mob types can burrow or Vanish, sometimes removing the FB6 bonuses. Moving too far away from an elite (about a screen and a half) will also cause FB6 to disappear. This is due to the current design of the set.
- When pushing, you will need mob types that help proc your Halo / APD combo to allow survival, usually this means smaller mob types or summoners. You will die if the mob type / map does not provide enough density from the get-go.
- Try and cycle around the cc resistance of mobs. If you know you've been engaged with a nearby set of monsters for 7-8s, they'll likely become cc immune, and therefore won't provide you any more DR from APDs. Shuffling them around, moving next to a new group, or pulling in more density will help you survive.
- Ranged attacks can be tricky, especially when there are a lot of ranged attackers. Make sure you are getting hit with a melee attack once every so often to keep up your Ice Armor: Crystallize bonus. If this drops, toughness can become an issue temporarily, and if you're not prepared for it, might result in a death.
- Disregarding APD stacks, and assuming max Crystallize / EW at 100%, highest toughness will be after having cast Teleport, when Taeguk is at max, and after having stood still for 1.5s, to benefit from Unwavering Will. In this sense, you will be weakest right after casting Teleport. Use teleport to reposition to safer positions and be sure to stand still if you want to get that higher toughness from UW as quick as possible.
- While using Teleport on cooldown may seem tempting, and is usually a good choice (25% DR), it may not be required, depending on the situation. Recall that we also have Unwavering Will (20% armor, 20% resistance) and Taeguk (20% armor). These combined will provide slightly higher toughness than Safe Passage alone (near equivalent though). Having all of these bonuses up would be great, but if you have extra APD stacks or are engaging enemies that aren't doing as much damage, it's not required you do. That being said, I do advise having Safe Passage up as much as possible when you do need to move or reposition.
- Manage your EW bonus properly. When under duress, you can sacrifice some damage by moving around more to get extra defense. While kiting or grouping up density, this and Safe Passage will work together to help keep you alive.
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Alternate Options:
- Unstable Anomaly: Double revive is also very strong. However, the defense from UW is the better choice overall I think. UA is still a good swap for lower GRs. Swap out UW.
- Invigorating Gemstone: While not the best gem for solo pushing, this is a great substitute for lower than solo push gem ups or pseudo-speeds. I'd probably swap out either Taeguk or Stricken, depending on the GR level you're intending to go after. It makes you immune to CC, so no frozen, jailer, knockback, vortex, etc. However, wormhole still affects. This gem also gives a nice 30%+ healing received bonus, which works great for boosting LoH and recovery.
- For group speed build I now highly recommend AdamAdisco's FB meteor build: http://www.diablofans.com/builds/95115
Hey, sure the Paragon helps, at this point I can clear 111 comfortably @25k int. 56m toughness idle in town. However I feels like I need Stricken there and the build plays much smoother with Esoteric, BotP or currently my favorite 3rd gem the Invigoring Gemstone (just for the secondary effect alone it's worth it).
Also simlulated @9,5k int (no augments, para 600) and was able to clear a 100 with it. But indeed the toughness was more of a problem at that point. Important thing to note is how vit/life% sclaes with shields. I think usually I have ~1.3 million life. I feel like we don't need anything but Vit on Gloves/Weapon and probably even Source (I have life% there), no ATS on Witching Hour (not sure about that, shields scale with ATS as well, as does Stricken) and so on. So the Healthpool sounds really high but I feel like I barely sacrifice anything for it. But you mentioned that in your previous post already.
The build gets very problematic with high density on bad mobtypes (like you mentioned spearthrowers and the likes...) especially if you've not an elite ignited at all times. It feels less fishy to me but also obviously the benefit you get from an awesome rift is almost non existent because of that. But by the way still can switch out CoE for Unity (did 112 with Unity instead of CoE on that build)
So just to confirm, I've cleared Ruins/Cathedral/Catacombs with bad mobtypes faster on the same GR tier than easy mobtypes on Woods because I get overwhelmed by too many elites and/or ranged trash even before I can nuke the majority of trash down on a Fire Coe cycle
Probably this build needs to be played ranged, but I'm just not that guy... it feels so awkward especially on Meteor Shower. Would need to fit in Slow Time and forget about the shielding idea completely. Then you drop alot of sustain again... But it would be much more consistent with that Karini / Storm Armor combo.
Lastly I found out that the unruned Meteor is almost not any worse than Meteor Shower. Better for Single Target and RG (cleared 111 unruned). Too bad we can't really use Molten Impact...
Did tons of other testing on that Channel Meteor stuff. Hell, even managed to clear a 109 with Archon on my bar with Fazula / Swami / RoRG instead of CoE. Also probably much easier to play with a Tal Rasha variant with Focus/Restraint. Cleared 111 on that.
All seems very close together but yet to find a variation that's clearly the best...
Oh and sorry for Wall of Text just happened to write some additional thoughts down as I'm on it x)
I noticed that too. My latest clear after pushing (same GR level, but technically higher than I did before the nerfs), I made progress on linear, non open type maps for the most part. At most, I was engaged with one to two elite packs at a time.
The open maps are nice, but after pulling more than 2 elites together, it's hit or miss on whether you'll be able to channel, and deal the damage required. Maybe just taking those open maps slower would do the trick better.
The nilfur's secondary bonus kicking in is really nice when standing in those oculus spawns. Makes getting favorable elite affixes more important, so you can take them on at lower density.
Wow, thanks for testing. Interesting that unruned is so close. I think I just like how much easier the melee Halo of Arlyse + APD setup is to pick up and play.They seem to perform similar, maybe the slight edge to your setup, with it having CoE, but it probably requires an even more singled out rift / mob setup, as it does feel less tanky to me, even on the more linear maps with limited exposure to density (what you'd be looking for to progress).
Build Edit: added link to FB meteor off-meta group build.
http://www.diablofans.com/builds/95550
Hi doropabo, while I don't play on console, I think this build will work well on console, since you really only have to channel, with sometimes manually casting in-between. The build self ignites just from channeling though, which makes it very convenient.
EDIT (10/24/2017): Updated build affixes section. Now listing EliteDmg% on weapon as a potential option for that 3rd affix slot. Really only for those who want to max out damage potential. VIT and LoH are more efficient options in my opinion.
EDIT (10/26/2017): After testing out timings for meteor channeled and manual casted meteor, now recommending about 3s between manual casts.
I've completely revised the meteor shower rotation section. It's fairly detailed now.
Also listing Enchanting Favor on follower now. I was assuming that choice prior, but it's required for Unity. Forgot to include that one.
Yep, my fault on that typo WillTRiker, i'll fix that here.
Hello,
I met required AS breakpoint at 1.58 AS. i got a FB gloves it give me INT/CHC/CHD/Area Damage, should i roll AS instead of INT to get higher breakpoint? Any suggestion?
Thank you
Most welcome, have fun testing out the different builds!
I'd roll AD to VIT. You don't need more AS if you're within the required breakpoint of 1.54 to 1.66 AS. You really only want AS from paragon, though having up to one roll on gear won't adversely affect anything other than taking up an affix slot.
Damn this comments section is a goldmine of good info RE: this build. Ty to cratic for the build and horrax and others for the illuminating convo. Upvoted
EDIT (10/29/2017): Added Invigorating Gemstone as an alternate gem option for those lower solo gem up runs (at about -7 to -14 GR lower than max potential). It's a great choice since it gives CC immunity, and completely invalidates frozen, jailer, knockback, vortex, and nightmarish. Can swap out either Stricken or Taeguk, depending on the GR level you are attempting.
For solo pushing, going with Trapped, Taeguk, and Stricken will likely still be king, you'll just be rift fishing more to get better elite affixes, and ensuring you have a good amount of %CC resist on gear.
@Horrax Thanks for suggesting this gem. Took awhile for me to try it out, but it looks great for those lower than highest GR solo runs.
I've been following this build since it was put up during PTR, and was preparing for it for months (collecting all the gear, organizing, collecting bounty mats). I honestly didn't really PTR test it, I knew this was the build for me. Top tier non-archon, yes please! With non-optimal gear I cleared 95 and when I started re-rolling augmenting, I am clearing 102 now regularly. My old non-archon MH build maxed out at solo 86, so 102 is a big deal for me. Great build, great build details and comments to help people hone it. Thank you, sir.
https://us.battle.net/d3/en/profile/geekpryde-1331/hero/82488911
Hi RemyRise, I don't think Attack Speed is the most efficient choice now that Etched Sigil has been bugfixed. ES now procs at a 59/60 frame ICD.
Going for AS, you lose out on 2-3 offensive affix slots that could be used for +Avg Dmg, INT or %EliteDmg, and one defensive affix slot, and gain only 6-8 frames per manual cast (32-30 frames / tick).
This was worth going for before the bug fix, because you could alternate single with double double cast in between etched sigil and Taeguk. Can't do this any longer without delaying your ES proc by some slight amount. In light also of the loss of offensive affix slots, and the fact that you wouldn't benefit from DW + ES multipliers while more of your ES cast meteor impacts land (in comparison), I don't think it's worth going for.
You might be able to make an argument for AS with CoE based builds, to push out more within the cycle. This is assuming you can survive without moving for those ~6 seconds in the least.
Is the firebird version better than the Tal? Also for the Tal version it would just be minor changes to this version right?
@cratic From my own testing, I personally do MORE damage by not manually casting Meteor at all. I think you sort of implied this, if my timing is bad and the rotation gets off, then damage goes down when manually casting. I think it might be worthwhile for you to specifically point this out. My own testing is as follows, on around 15 x GR 100/101/102. NO manual casting means I finish on time, with 1-3 minutes to spare, practically every time. Manually casting every 3 seconds means I DONT finish on time at all at 102, and 100 are harder.
So, I do less work and finish 102 with time to spare. I guess maybe to get up to higher GR110+ I would need to perfect the manual cast rotation. I think for people that are more advanced casual players, who are happy in the GR100 range, this might be a important distinction / observation.
Any suggestions on changes you might make to this if playing HC? I'm giving HC a serious run for the first time this season
Yep, I've been reporting too. Just ignore the user after reporting, and don't quote the link, please.
Lightning is actually a good alternate choice for speed farming, since the delay on meteor impacts is significantly reduced with that rune. This allows you to move quicker after a kill, and execute enemies quicker.
Dolynick on the bnet forums has also been trying to optimize a channeled solo push version of lightning.
He started with a more speed capable build:
https://us.battle.net/forums/en/d3/topic/20759329835?page=3#post-53
And has now cleared a GR100 with thunder crash and estimates GR105+ for higher-ish paragon.
https://us.battle.net/forums/en/d3/topic/20759329835?page=5#post-95
Arcane has potential when combined with archon, CoE, Arcane Dynamo. It's a very complex build though. At first glance it doesn't seem higher pushing than Meteor shower, due to it's low rate of output.
I assume AD was dropped because Etched Sigil casts don't proc AD? But the manual casts and the channeling should. Probably not a significant portion of your damage.
TheMethMan, Nice! Glad it was of help.
There are higher breakpoints you can hit that would let your Etched sigil still cast at that 60 frame ICD. Any Frames / tick level that is an even divisor of 60 will be OK in this regard.
If you take a look at the breakpoint chart (also linked above in the guide), it says that
1.818182818 to 2 APS is also a valid breakpoint to be at. This would be 10 Frames / tick instead of 12 Frames / tick on Arcane Torrent's channel.
The other side benefit here is that this extra AS also lowers the manual meteor cast time from 38 frames down to 32 frames, which makes it easier to single (or double cast) meteor, and would allow an extra 6 frames of channeling buffs from DW + ES per rotation.
However, to my knowledge, it requires at least 3 attack speed rolls on gear to hit this BP. That's 3 rolls that you could use for +Avg damage, INT, VIT / LoH, %EliteDamage, etc.
I tested this higher BP out on the PTR, did many test GR push runs. I was dying quite a bit more often, even on good maps.
Since defense was lower, even though I could theoretically put out more manual casts, I would have to move more often, and overall this lowered my damage output.
This is why I recommend the Lower AS BP of 12 Frames / Tick.
My hypothesis is that higher AS might work well when combined with CoE (probably with shielding + Ashnagaars). Since you can use the higher AS to get more meteors cast within or just before the CoE fire rotation. However, CoE as mentioned is also a hefty toughness loss. That's a different build listing entirely though.
Do feel free to perform your own testing at the 10 Frames / tick BP though. My preference thus far has been using unity and going for the 12 Frames / Tick.