Rating
+16

[2.6.1] (TXIII) Frozen Orb Bounty Build

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Skills

  • Teleport Calamity
  • Shock Pulse Piercing Orb
  • Magic Weapon Deflection
  • Arcane Orb Frozen Orb
  • Energy Armor Force Armor
  • Explosive Blast Chain Reaction
  • Power Hungry
  • Illusionist
  • Galvanizing Ward
  • Unstable Anomaly

Items

More Details
  • Legendary Gems

    • Bane of the Trapped
    • Zei's Stone of Vengeance
    • Bane of the Powerful

Kanai's Cube

  • Unstable Scepter
  • Pride's Fall
  • Ring of Royal Grandeur
  • Head: INT / AO% or VIT / CHC / Socket (Topaz)
  • Shoulder: INT / VIT / Life% / RCR
  • Amulet: Cold% / CHC / CHD / Socket
  • Chest: INT / VIT / AS / +Armor or Life% / Sockets (Topaz)
  • Gloves: INT / AS / CHC / CHD
  • Bracer: Cold% / INT / VIT / CHC
  • Belt: INT / VIT / Life% / +Armor
  • Legs: INT / VIT / +Armor / Sockets (Topaz or Amethyst)
  • Feet: INT / VIT / +Armor / AO%
  • Ring1: AS / CHC / CHD / Socket
  • Ring2: AS / CHC / CHD / Socket
  • Weapon: %Dmg or INT / AS / RCR / Socket (Emerald)
  • Offhand: INT / VIT or AO% / CHC / RCR

AS rolls on gear should put you over 2 APS (2.067 AS with perfect rolls). This reduces the time required for casting Frozen orb, Shock Pulse, and Teleport, allowing you to move faster, and pump out more damage.

To manage resource we place a Topaz in the helm, RCR roll on shoulder, weapon, and source.

VIT roll on either your helm or offhand (in place of Arcane Orb %) is an option. This would reduce damage, but increase toughness. I think having VIT on at least one of the two would be a good balanced option, considering your shielding abilities scale off HP.

Amethyst in pants is also an option if you're feeling a bit low on life.

+Ranged Damage reduction is a good affix to have too. +Single Resistance anywhere else. +Max resource is a nice to have.

Paragon Priorities

Core

Movement Speed
Maximum Resource
Primary Stat
Vitality

Offense

Attack Speed
Critical Hit Chance
Critical Hit Damage
Cooldown Reduction

Defense

Resist All
Armor
Life
Life Regeneration

Utility

Resource Cost Reduction
Life on Hit
Area Damage
Gold Find

Build Guide

Frozen orb bounty build. I have to say I don't like doing bounties, but this build certainly makes the idea of doing them less painful.

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Highly mobile, High damage build. Frozen orb is our main damage dealer. We buff this up with Triumvirate. Stacks for this item come from casting Shock Pulse. F&R for the multiplier, but keep in mind you have to HIT enemies with your signature if you want to keep the second half of this bonus.

Other multipliers include: Trapped, Zei, Powerful, Tal6, Unstable Scepter.

Power Hungry is a nice damage passive, as most bosses you'll be hitting with the frozen orb explosion damage, past 30 yards.

Use Teleport with Aether Walker to move around at will, and Illusionist to re position or continue moving in between teleports. Illusory boots help to continue movement without hinderance. The calamity rune on teleport helps by stunning monsters as well, giving you an opening to deal damage in.

Keep EB on autocast. You can use Numlock or Scripting. Having this skill is great because it allows you to move and keep up your Tal6 and Tal4 bonuses much easier than you otherwise would be able to.

Homing Pads have nice placement in the build, letting you get back to town more readily.

Piercing Orb is the best signature option in my opinion for proccing F&R. It pierces, can travel farther than most signatures, and covers a wide area.

Video shows 15 bounty runs completed in about 17 minutes time, solo T13. I tried to pick a variety of different bounty types.

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For TX or TXI bounties:

If grinding at a difficulty lower than T13, You can consider running Krelm's buff belt in place of Pride's Fall, with both Arcanot and Astral Presence swapped in (get rid of Power Hungry and Force Armor). This will get you higher mobility at the cost of defense and damage, which you might not need quite as much of at those lower tiers.

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Shame of Delsere will make our signature spells quick, which is great when having to build up the Triumvirate Stacks. Shame also restores AP on demand.

RCR in this build is provided through a few different mechanisms. Topaz in helm, RCR on shoulder, paragon, weapon, source, and RCR from Pride's Fall supply us with 40% RCR (58% including Pride's). Note that Pride's Fall is a bounty drop.

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Shielding is a large part of the defense in this build. We place the Ashnagarr's Blood Bracer to double the shielding effects from GW and Deflection.

Galvanizing Ward will regenerate after not getting hit, and Deflection is used for active shield generation as you attack. Note that the Calamity rune on Teleport counts as an attack, and will give deflection stacks.

Force Armor is placed to be able to survive some of the heavier hitting attacks from ranged monsters and bosses. The armor boost from this spell is also very nice for defense.

Even with these, the build is fairly glassy, so take good care to dodge / avoid attacks. All else fails, you still have Unstable Anomaly for the second life. UA has great synergy with Galvanizing ward, since it will refresh by the time your UA proc wears off.

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Alternate Items / Skills:

  • Astral Presence: Another great way to make up resource, or give more leeway in resource. Swap out Power hungry.
  • Arcanot: Familiar arcanot can be swapped in place of Force armor (a big loss to defense). But if grinding lower than T13 difficulty, this is an option. I would also swap in the below:
  • Krelm's buff belt: Great belt option for run speed. Either wear or place in the cube (interchangeable with Shame). Swap out Pride's Fall. Will likely require both Arcanot and Astral presence to make up the resource, however, the run speed is really nice if you're grinding TX or TXI bounties instead of TXIII.
  • Gizzard is a good alternate defensive gem option. Shielding and recovery is nice here.
  • Moratorium: Good additional defensive gem option. Good combination with the molten wildebeest's gizzard for T13.
  • Blur: Good defensive passive skill option. Swap out Power Hungry.

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See also: