Generally, I'd take attack speed over cost reduction, but it's possible to get both, as they don't compete on every equipment slot.
I'd go for attack speed on gloves, rings, amulet, and legendary helms, belts, possible bracers.
You can get cost reduction on shoulders and chest (Cindercoat for the Smash rune). I think Cindercoat plus paragon points pretty much covers realistic cost reduction.
The thing is: some items - like fecta rings - already have the Main stat, CD and CC spot filled. WIch means that RR (resource reduction) compete mainly for jewels.
Since both Atack Speed or RR have their paragorns stack bonus also 2.0 the Primary Skills suxs on how fast they fill the rage globe, i was wondering (after they nerf WW/Shard combo) if investing on RR gear would be best to slow BUTeffectively spamm HotA (like old Skorn builds ran).
Diablo is a pretty fast-paced game, so I would advocate spending all my resources faster for more damage, as opposed to doing less damage per time but conserving resources. The primary skills are designed to fit this paradigm. If you don't like the resource generation rate of primary skills, consider Bash - Instigation.
The only time I would recommend prioritizing cost reduction over attack speed is if you don't want to use a primary skill (or enough cooldowns like War Cry) to generate fury.
I like cost reduction, but I don't pick it over damage stats if given the chance. My ideal gloves and rings are strength, critical chance, critical damage, and attack speed (or possible +min-max damage).
One final thing to note about cost reduction at the expense of attack speed is that it reduces the speed at which you can heal yourself using Bloodthirst or "life per fury spent."
Good to know that this subject isnt a cookie-cutter affixe. I barely invested some gears in RR or Max Fury and i already can spamm 11 non-stop HotA, each hit healing me for 60k+ (with only 1 item life per fury plus + regen + life on hit).
But now u brought up a new question:
Put aside the atack speed stuff, If i reduce my resources needed for HotA, this could mean that i'll heal less based on this amount, OR... the game might considere the 20 base rage from HotA before calculate the heal.
Did anyone work on those calcules yet ?
You don't get the base cost of a skill, because the stat doesn't heal you for X "life per cost of skill", it's X "life per fury spent."
You can test this pretty easily with a channeling pylon from a rift. Whenever I use a channeling pylon, I lose a lot of my healing for its duration, because I can no longer spend fury.
I know of one exception to this, which is the rune "Fire Starter" for Akarat's Champion, which creates explosions when you spend 20 wrath, combined with Gryfalcon's Foote, which removes the resource cost from Blessed Shield. It will still create explosions when you cast shields, even though you aren't spending any wrath. However, if a crusader tries to use the "life per wrath spent" affix with Gryfalcon's Foote, they receive no healing - just like barbarians and life per fury spent.
I'd go for attack speed on gloves, rings, amulet, and legendary helms, belts, possible bracers.
You can get cost reduction on shoulders and chest (Cindercoat for the Smash rune). I think Cindercoat plus paragon points pretty much covers realistic cost reduction.
Since both Atack Speed or RR have their paragorns stack bonus also 2.0 the Primary Skills suxs on how fast they fill the rage globe, i was wondering (after they nerf WW/Shard combo) if investing on RR gear would be best to slow BUTeffectively spamm HotA (like old Skorn builds ran).
The only time I would recommend prioritizing cost reduction over attack speed is if you don't want to use a primary skill (or enough cooldowns like War Cry) to generate fury.
I like cost reduction, but I don't pick it over damage stats if given the chance. My ideal gloves and rings are strength, critical chance, critical damage, and attack speed (or possible +min-max damage).
One final thing to note about cost reduction at the expense of attack speed is that it reduces the speed at which you can heal yourself using Bloodthirst or "life per fury spent."
But now u brought up a new question:
Put aside the atack speed stuff, If i reduce my resources needed for HotA, this could mean that i'll heal less based on this amount, OR... the game might considere the 20 base rage from HotA before calculate the heal.
Did anyone work on those calcules yet ?
You can test this pretty easily with a channeling pylon from a rift. Whenever I use a channeling pylon, I lose a lot of my healing for its duration, because I can no longer spend fury.
I know of one exception to this, which is the rune "Fire Starter" for Akarat's Champion, which creates explosions when you spend 20 wrath, combined with Gryfalcon's Foote, which removes the resource cost from Blessed Shield. It will still create explosions when you cast shields, even though you aren't spending any wrath. However, if a crusader tries to use the "life per wrath spent" affix with Gryfalcon's Foote, they receive no healing - just like barbarians and life per fury spent.
Too bad we cant have 5+ primary affixes like before to work this out...