Rat Speed GR100+ Season
Skills
Items
-
Head
- Rathma's Skull Helm
- Stat Priority: Int CHC Skill: Skeletal Mage Socket
-
Shoulders
- Rathma's Spikes
- Stat Priority: Int Vit CDR Life
-
Amulet
- Haunted Visions
- Stat Priority: Physical % CHD CHC Socket
-
Torso
- Rathma's Ribcage Plate
- Stat Priority: Int Vit Life Socket
-
Wrists
- Reaper's Wraps
- Stat Priority: Physical % Int Vit CHC
-
Hands
- Rathma's Macabre Vambraces
- Stat Priority: Int CHD CHC CDR
-
Waist
- The Witching Hour
- Stat Priority: Int Vit AS CHD
-
Legs
- Rathma's Skeletal Legplates
- Stat Priority: Int Vit Armor + Socket
-
Feet
- Rathma's Ossified Sabatons
- Stat Priority: Int Vit Armor + Skill: Skeletal Mage
-
Rings
- Convention of Elements
- Circle of Nailuj's Evol
- Stat Priority: CHD CHC Dmg range AS
-
Weapon
- Scythe of the Cycle
- Stat Priority: AS Dmg % Int Socket
-
Offhand
- Lost Time
- Stat Priority: Int CHC CDR Skill: Skeletal Mage
-
Legendary Gems
Kanai's Cube
Rat Speed DPS - Season 13
- This Build swaps the Curse slot for Land of The Dead and makes use of Bone Armor Harvest of Anguish for speed.
- This build requires the Znec in group to run Frailty.
LOTD
- 1- Doesn't disturb the Rat dealing DPS as does constantly applying curses
- 2- Allows the Rat to gain survivability when it's needed
- 3- Provides the Rat who has just Procced (which kills off all mages) the Essence to get back to 10 mages quickly.
- 4- In situations with 2+ elites the Rat's LOTD + LOTD from znec provides a ton of Essence per second enabling the Rat to direct damage very quickly (so all packs die while frozen)
- 5- It allows the Rat to deal high DPS at distance from the znec - when standing with the znec might kill them (very tight, spicy spots).
- 7- Proc's Lost Time movement speed bonus
- 6- Increases the value from Channelling Pylon and Empowering shrine. With both active the Znec can tp town ;p
- MORE Globes is always better
Skills
- The only viable skill swap is Blood Rush; Metabolism for Potency. I prefer the double dash for placement and speed but Potency's Armor is excellent too.
- If you go the Potency route, the Lost Time might be needed to keep up with the group.
- Bone Armor Harvest of Anguish is good on it's own but with Lost Time it's amazing - up to 60% movement speed.
Primaries
- Chest : Life % or Elite Damage Reduction
- Shoulders : Life % or Area Damage*
- Gloves : Trifecta or Quadfecta [Tier 1] CHD, CHC [Tier 2 ] CDR, Attack Speed, Area Damage*, Int
- Rings : Trifecta [Tier 1] CHD, CHC [Tier 2] CDR, Attack Speed, Damage range, [Tier 3] Int
- Belt : This speed build does not use Dayntees or a curse. WH is required, it's equal to ~1 GR level
- Main Hand : Trifecta or Quadfecta [Tier 1] AS %, Damage %, Essence [Tier 2] CDR, Area Damage*, Int
- Off Hand : Quadfecta or Quintfecta [Tier 1] CHC, CDR, Mage Dmg, Essence, [Tier 2] Elite Damage, Area Damage*, Int
- Physical Damage : 2 slots - Amulet, Braces. Physical damage is HUGE - each roll of (vs Int) is equal to ~1 GR level
- Skeletal Mage Damage : 3 slots - Helm, Boots, Off-hand
Secondaries
- Max Essence on Main hand and Off-hand is required. The damage Essence provides double dips by increasing both Reilena's damage multiplier and Skeletal Mage damage multiplier - both doubled with Simulacrum.
- Other Secondaries: [Tier 1] Melee & Ranged Damage reduction, Single Resists [Tier 2] Pick-up Radius,+ Life After Kill [Tier 3] Health Globe Bonus
Cooldown Reduction
- 37-39% is optimal and will allow 100% up-time of Simulacrum if alternated between Rat's properly. It's always worth alternating Sim - make sure to clear up who goes first before running in a new group .
- Target CDR on Shoulders + 2 other slots (+ Paragon & Diamond in helm).
- In my opinion the 37-39% range provides the best balance of CDR and DPS for progressing though speed GR 101-107 in Season. An additional slot of CDR is more of a luxury at these levels and usually at the expense of 5-8% damage.
Rings
- If you are at 37%+ cooldown without CDR on rings then you can purely prioritise damage.
- After a certain point (when most items are close to perfect/primal) having one ring with CHC, CHD, Attack Speed and one with CHC, CHD, Damage range provides the most DPS benefit.
- COE rolls with inherent Crit Chance, Krysbin's rolls with inherent Attack Speed and Circle rolls with inherent Crit Damage.
- There is a case to be made for swapping CHC to AS as the znec Crit Caps the Packs with Brittle Touch, however I found that CHC wins out in clear speed
GR Tier recommendations
- Target 2.5mins consistent. Your fastest GRs should be sub 2min and bad GRs ~3min.
- If you have 37%+ CDR, >90% Scythe and Ring Legendary multipliers, Legendary gem levels ~ 10 levels higher than the GR, 2 slots of Physical Damage and 3 slots of Skeletal Mage Damage, then the below should serve well as a guide for efficient XP runs:
- GR Tier / Sheet DPS in Millions
- 101s ~2.6M
- 102s ~3.0M
- 103s ~3.5M
- 104s ~4.0M
- 105s ~4.7M
- 106s ~5.5M
- 107s ~6.4M
- 108s ~7.4M
BiS gear will not guarantee speed and efficiency unless the mages are cast correctly, aimed at the target(s).
A good Rat will keep 10 mages up the entire rift, engage all packs with an initial aimed cast and, in combat, continue to improve placement whilst casting at the pack. Blood Rushing to a target from a significant distance (~40y) will drag mages with you.
All non Jugg Packs must always be killed while frozen. If this isn't happening then either the Rat(s) aren't aiming or their DPS is too low for the tier.
Play this build very offensively
Area Damage
- I consider adding AD as THE end game variation but it is extremely gear gated and only useful from P3k++
- Area Damage is procced by your mages and works well in conjunction with Briggs + Frailty Pull from Znec
- I recommend swapping to Area Damage when you have the right gear - well rolled Quadfecta & Quintfecta ancients. Area damage is not as strong as it is with other meta builds so you don't want to go all in (on jewelry) or settle for non-ancients.
- Only drop life% on shoulders and Intelligence on other slots for Area Damage and ensure the AD roll is worth it (18%+)
- [Tier 1] Shoulders [Tier 2] Quadfecta Main Hand - 24% [Tier 3] Quadfecta Gloves, Quintfecta Offhand
- 1000 Intelligence trade for an AD roll @ 25k Int is 4% sheet and @ 30k Int is 3.3% sheet.
Paragon Priorities
Maximum Resource |
Movement Speed |
Primary Stat |
Vitality |
Cooldown Reduction |
Critical Hit Damage |
Critical Hit Chance |
Attack Speed |
Armor |
Life |
Resist All |
Life Regeneration |
Area Damage |
Resource Cost Reduction |
Life on Hit |
Gold Find |
When your DPS requirement between GR Tiers becomes significant and inherently pools start to mean more, you gain flexibility of adding Vitality in Paragon.
Great and in-depth guide. Well written
This is how all guides should be!! Top Effort mate!
Sorry but isn't the more CDR the better? if you have two raths who have simu up then everything dies faster?
I'm talking about stacking CDR 53%+
A balance of DPS and CDR is more efficient for maximising XP in Season.
Going from 37% to 53% CDR will result in significant sheet DPS decrease and the upside of 2 active Sim's though most of the rift will not increase clear speed enough to offset the DPS loss.
More to the point, 2.5min speeds shouldn’t require 2 active Sim's to kill a pack quick, just 2/3 casts from one good DPS with Sim active will be enough.
Keep in mind:
A ) The DPS dealt by a Rat with 53% CDR will be significantly less than the same Rat with 37% and 3 additional damage rolls in-place of CDR.
B ) By increasing CDR you directly reduce the value from Channelling Pylon and Empowering shrine.
I see a stronger argument for adding CDR in public groups where it will improve consistency. In a decent group I believe maximizing CDR is a less efficient use of gear rolls.
My point is this if you have both rathma with simulacrum up with maximum up time then you can probably clear faster then you can go up a tier or two. I understand that using CDR on some gear result in a DPS loss but all of your damage is simulacrum.
More on that, double simulacrum on juggernauts is really useful.
Correct me if I'm wrong but I don't think rathma benefit of empowering shrine if znec has the spear cubed and it procs. From my observations, Asia znec don't even use the spear that grants shrine because it not reliable enough. They go picksticker for weapon and cube ingeom for more AS for more procs.
With that said you could clear faster if you have channeling pylon but it doesn't happen every rift.
You're wrong. Shrine buffs benefit the full party (if the znec has the spear cubed and it procs).
It's true that there is quite a lot of znec build diversity, however IMO it's foolish not to run the spear as the trade off, of an additional breakpoint, is not necessary and therefore inferior.
I don't keep track of shrine buffs but despite them being inconsistent they are up often enough to significantly improve average clear time.
You are correct, it's best to have 50% CDR. Going with around 37% as the OP suggested is not recommended and no one in top tier rat groups do this.