Hello there my name is Velthari and I will be bringing you a Crusader Guide that is viable in all torments. This build is centred on the use of the Skill Fist of The Heavens either as holy or as fire depending on which elemental route you will want to take. Also this build requires you to have a few legendries and it’s very hard to work with when not geared properly.
Our wrath dump in this build does 545% weapon damage in an 8 yard range and then 6 small bolts for 255% weapon damage. Now depending on which rune we take (Divine Well or Heaven’s Tempest) it will get another 3rd effect, which will determine your elemental route fire/holy and this will make Fist of the Heavens a very strong single target ability or a very strong AoE (area of effect) ability.
Scaling of the Ability/How it works
Holy (Divine Well)
The ability scales only with weapon damage and holy elemental damage and the 3rd effect makes it a very screen wide AoE (area of effect) that is quite hard to see because its small yellow lightning bolts that hit any amount of targets for 40% holy damage in an 18 yard range every time the small bolts hit a target.
Fire (Heaven’s Tempest)
The ability scales with weapon damage, fire elemental damage and the 3rd effect which is a DoT (Damage over time) on the ground that does 100% weapon damage over 5 seconds which will also scale with attack speed making it a strong Single/AoE (area of effect) ability.
Heaven’s Fury
(was removed from the skill choice as its not needed once you are 6 set akkhan)
Our AoE (area of effect) cooldown ability, I chose this ability for the holy build because it has a short cooldown and has the highest DPS (damage per second) and per cast which does 1710% weapon damage as the holy element over 6 seconds which makes it a DoT (damage over time) and we also apply the rune Ascendancy making the damage go up to 2766% weapon damage as holy over 6 seconds and a 12 yard range AoE (area of effect) turning Heaven’s Fury in a strong single target and AoE (area of effect) ability.
Scaling of the Ability/How it works
The ability scales with weapon damage, holy elemental damage, cooldown reduction and attack speed because it’s a DoT (Damage over time).
Bombardment
(was removed from the skill choice as its not needed once you are 6 set akkhan)
Our AoE (area of effect) cooldown ability, I chose this ability for the fire build because it was the safest option in terms of survivability and not getting your character in danger from the fire cooldown abilities. This ability does 570% weapon damage in a 12 yard range per bombardment as physical damage over 5 seconds. Now to make it fire damage we chose the rune Annihilate this rune makes bombardment always critical strike and change bombardment to the fire element.
Scaling of the Ability/How it works
This ability scales with weapon damage, fire elemental damage and cooldown reduction. Even though it says that it does the damage over time it’s not considered a DoT (damage over time) and will not scale with attack speed.
Shield Glare
Our party utility spell, this spell is a frontal cone 120 degree 30 yard range blind for 4 seconds. There are 2 runes I like from this skill Divine Verdict and Zealous Glare, Divine Verdict makes it so that the blinded target takes 20% more damage and Zealous Glare makes it a wrath gainer per cast of 9 wrath per blinded target.
Scaling of the Ability/How it works
The ability doesn’t scale with anything other than cooldown reduction but you can modify this ability in 2 ways one is with runes and the other is with a legendary shield that makes the ability a 360 degree blind (this will be described in a later portion of the guide).
Provoke
Another party utility spell that grants you 30 wrath and 5 per provoked target, I chose this ability because this build doesn’t use a wrath generator and no other party utility skill generates wrath other than shield glare which we are using. Now this skill can be modified by a lot of runes and it’s your choice in which one to choose as they are all good but I use charged up because it provides a DPS (damage per second) increase because of its modifier.
Scaling of the Ability/How it works
This ability scales with cooldown reduction and if you chose the charged up rune it will also scale with weapon damage and lightning elemental damage making you do 50% lightning damage with ur abilities while the provoke buff is up temporarily. The ability also has a small radius of about 10 yards.
Laws of Valor
My 3rd and final party utility skill, this skill provides an 8% attack speed buff passively to your party and while its active for 5 seconds it will provide a total of 15% attack speed plus the effect of your rune of choice. I use the Critical rune on higher torments but on lower torments I use the Answered Prayer rune, this is because on lower torments it’s easier to clear and keep the activated effect of Laws of Valor buff while on higher torments it’s harder to have a 100% uptime as why I switch to the Critical rune. Another choice is the Unstoppable Force rune which gives you another 50% cost reduction for the duration of the Law of Valor buff.
Scaling of the Ability/How it works
The ability doesn’t scale with anything other than cooldown reduction.
Akarats’s Champion
This is our damage increasing ability of this build that increases your damage by 35% and increase your wrath regeneration by 5 while its active. There is no viable choice for holy builds here other than fire starter as fire starter provides you with a 460% weapon damage DoT (damage over time) every time you strike your target.
Scaling of the Ability/How it works
The ability scales with your weapon damage, fire elemental damage, cool down reduction and attack speed. Ok now to explain how the DoT (damage over time) portion of this ability works, it works in the same way as any other DoT (damage over time) effect works in the game but with one thing different about it which is whenever you strike your target with an ability it applies the DoT (damage over time) but it doesn’t overwrite it, it actually increases the damage of the DoT (damage over time) between the first strike at 0 seconds of the DoT (damage over time) application and last possible application of the DoT(damage over time) at 3 seconds which then sums it up and produces the damage its suppose to do. In other works if you come from WoW (World of Warcraft) it works like the fire mage ignite DoT (damage over time).
Steed Charge
This ability will be used in the final skill slot as a means of getting out of tough situations, this skill can also do damage deepening on which runes you will chose or to make it last longer with the endurance rune.
Scaling of the Ability/How it works
The ability scales with cooldown reduction, holy/fire/physical elemental damage with there respective runes.
So I chose this passive as it’s the only passive that increases your DPS while using a 1 handed weapon in a form of attack speed and cooldown reduction.
Finery
Since the 2.0.5 change finery got a big buff that scales well with gear and it allows the user to gem more defensively if they need more all resistance or vital.
Holy Cause
So I chose this passive because it gives 10% free weapon damage and 1% of your total HP as healing if you’re doing holy damage. (Only to be used if Holy Build or you don’t want the cooldown reduction from Lord Commander)
Lord Commander
(this passive is scraped because bombardment isn't part of your skill choice anymore)
This passive reduces the cooldown of your bombardment and should be used with the fire build. This talent works like so if you have 50% cooldown reduction then it’s 100 – ((1 x (1-0.5) x (1-0.35)) x 100) to find out how much cooldown reduction you have on your Bombardment, in this case the cooldown reduction of your Bombardment is 67.5% making it a 19.5 second cooldown. (This passive can be changed with Holy Cause if you don’t want the 19.5 second cooldown on Bombardment but want the 10% weapon damage)
Wrathful
This passive is used to heal yourself in higher torments as the damage gets a bit out of control and you will need a source of healing yourself.
Ok so first I’m going to start with all resistance, well the quick answer is get a comfortable amount of all resistance but I like to have around 1000, now this doesn’t mean you go looking for only all resistance gear for your character. Secondly you won’t have a balanced amount of critical chance and critical damage it will be about 1:7.25 ratio, and lastly you will be losing out on 12% movement speed from your boots for Fist of the Heavens damage and you might be saying but wait your crazy why would you do that well because losing only 120 strength from paragons for 15% spell damage is well worth it compared to losing any other stat on say a helm or a shield. So lets go and see what stats we need on certain items and which legendary item combination we will be using.
Holy Build Gear Set
Helm
Helm of Akkhan, now this item always rolls with strength and socket and 4 other properties and since strength and socket are primary rolls you will need to hope that you get vital and spell damage on your helm which will be rerolled to critical chance. So the helm should look like this.
Strength - Vitality - Critical Chance – Socket
Shoulders
Aughild's Power, now these shoulders are crafted and it rolls all its affixes randomly so for primary properties you will want strength, vitality, all resistance and cooldown reduction. So the shoulders should look like this
Strength - Vitality - All Resistance – Cooldown Reduction
Amulet
In here you will want to get an immunity amulet but any legendary amulet will work as long as it has holy elemental damage, strength, critical damage, and critical chance as primary rolls for primaries. So the amulet should look like this.
Gauntlets of Akkhan, now these always roll strength and critical chance with 4 random properties and since strength and critical chance are primary rolls you will need to get vitality and cooldown reduction as primary rolls. So the gloves should look like this. (I don’t take trifecta gloves because I take trifecta RoRG but if u can’t get a trifecta RoRG then get the critical damage on gloves)
Breastplate of Akkhan, now this chest piece always rolls with strength and vitality and 4 random properties and since strength and vitality are primary rolls you will need to get all resistance and 3 sockets as primary rolls. So the chest should look like this.
Strength - Vitality - All Resistance - 3 X Socket
Wrists
Aughild's Search, these wrists are used to complete the aughild’s set, they need to be crafted and they roll every affix randomly so the primary rolls that are need are holy elemental damage, strength, vitality, critical chance. So the wrists should look like this.
Harrington Waistguard was chosen for as the waist, the secondary effect provides the most amount of DPS (damage per second) while having all the defensive primary affixes like vitality, all resistance and %Life. So the waist should like this.
Strength - Vitality - All Resistance - %Life
Pants
Cuisses of Akkhan, these are necessary to complete the akkhan set even though they roll with spell damage, so the primaries that are need to roll are strength, vitality, all resistance and spell damage, after that the spell damage will be enchanted to 2 sockets. So the pants should look like this.
Strength - Vitality - All Resistance - 2 X Socket
Ring #1
Stone of Jordan, this ring was chosen and mandatory as the first ring because it’s the only ring where you can get elemental damage, it always rolls elemental damage, strength and elite damage. The ring should look like this.
Ring of Royal Grandeur, this was chosen and mandatory as the second ring because of its secondary stat that allows you to finish a set of gear with 1 item less and a minimum of 2 items from that set pieces. This ring always rolls strength, attack speed and life on hit. The ring should look like this. (Again your Ring of Royal Grandeur can roll with vital and then you will have to enchant the ring with Cooldown Reduction, but while it has rolled like that your Gauntlets of Akkhan have to roll with critical damage)
Sabatons of Akkhan, the final piece of the Akkhan set to finish your 6 set, they always roll with strength and movement speed plus 4 random properties, so the primary affixes have to be strength, vitality, all resistance and movement speed. Once your boots roll like that the movement speed will be rerolled to Fist of the Heavens Spell Damage. The boots should roll like this.
Strength - Vitality - All Resistance - Fist of The Heavens Damage
Weapon
Darklight, this is the weapon of choice that will make Fist of The Heavens from an above average wrath dump to a really good wrath damp because of its legendary effect that gives you a chance to recast Fist of The Heavens. Now this flail always rolls strength and weapon damage with the legendary effect as a secondary, so the primary affixes you will be looking for are weapon damage strength % damage and socket. So the weapon should look like this.
Weapon Damage - Strength - % Damage - Socket
Shield
The Final Witness, this shield was chosen because it improved your party utility, this is because it makes your shield glare skill cast around you in a 30 yard range while with any other shield it will only be a 120 degree frontal cone. So this shield always rolls with strength block % chance and its legendary effect as a secondary which leaves only for 2 more stats to roll critical chance and wrath regeneration. So the shield should look like this. (% Block chance can be rerolled to your liking but I prefer the % block affix)reroll the %block affix to any of the 3 affixes.
PS. You want health globe rolls where ever you can get them like rings, chest, feet. shoulder and amulet
Fire Build Gear Set
With the gear for the Fire build it’s the same gear but with some changes instead of using the aughilds set you will be dropping it and using Pauldrons of Akkhan and they will have to roll the same affixes as the aughild set and for wrists you will be using Reaper’s Wraps which will also have to roll the same affixes as the Aughild Search. Now this is done because your chest will be a Cindercoat which needs to roll the same as your Breastplate of Akkhan but you will be losing the all resistance affix for the fire elemental damage affix.
PARAGON LEVEL DISTRIBUTION
Paragon level distribution is quite simple and I will split it into two sections one for the Holy elemental build and the other for the Fire Elemental Build.
Few comments for ya. Overall, not a bad build / Guide. Probably just a typo, but leggings only roll 2 sockets max. I run a similar setup as fire, and prefer Lidless Wall for my shield for the bonus Elemental, and attack speed.
Also, a nice option for people to use instead of grandeur / Aughild's is Unity + Reaper, and have all 6 piece equipped. Some people don't like the whole Unity / Follower trick for solo play, but even in group play Unity would give you the same bonus elite damage of Aughild's (obviously less damage reduction), and reaper wraps keep your wrath up without needing Shield Glare. That would open up a spot for Steed, Falling Sword or even Consecration.
Falling Sword offers very nice mobility (including escaping), Consecration gives decent healing while dishing out damage, and the rest is pretty self-explanitory. I play almost exclusively in group settings, often with another crusader while we finish gearing our current sets, and found the Darklight Build to be one of the best I've tried since 2.0.5. I'd test the Holy build more if I had the right gear for it.
Yep, I rerolled crusader a couple of days ago from my fire barb and was lucky enough to find a darklight so having been working towards a build like this.
I intend to swap the shield for a lidless wall once I eventually get a very nice rolled fire one but until then this shield works pretty well, the gloves for the set gloves with str/cc/chd/cdr so that I can throw on my cindercoat, get another darklight but with cdr instead of vita which will put my akarat down to a 21 seconds cooldown, pants with AR instead of armor, boots with AR instead of MS and shoulders with Vita instead of resource cost reduction. For T5/T6 i'll also swap the rorg for a unity and just go the full 6 pieces.
As far as build goes there's no way I would drop the horse and I feel like falling sword just takes to long I mean by time it's all done you would have done more damage by just spamming FotH. Also I feel like shield glare is a better wrath gen than provoke but I guess that's more personal preference and I will likely change my mind once I have a lidless wall instead of my current shield. Other than that, I pretty much agree with your build, except I feel like cdr is more important than the weights uve given as I just feel weak when ever akarat is down.
Yeah I also have a problem with the spell particles going all over your screen and its like a Epileptic Seizure on your screen.
Also for future fire builds if they do changes to the Falling Sword skill where they remove the wrath cost and add a base stun to it, then you will be taking Fallen Sword in the build over Bombardment.
Played around more last night with the build in both Group and Solo play. After a lot of tweaking, I found the following to be the best combo for survivability in group play, and quickness of clearing in solo: http://us.battle.net/d3/en/calculator/crusader#akVgdQ!ZWeS!aZZYYa
The Addition of Punish (Roar) not only adds the 15% block, but the 45% AoE you do with each block is amazing in large mob packs. It also helps out a ton for those situations where you are low on Wrath and don't have health globes nearby.
I Chose Consecration (Desecrated Ground) for the added healing, and of course nice AoE damage.
Steed Charge (Nightmare) serves as much for mobility as it does damage. I use it mid-fight to run through packs, laying down fire while picking up globes.
Playing with a Leap Barb, Pull Monk, and Jade Doctor last night was super fast clearing, almost zero deaths all night. I also found a Unity finally and did some easy-breezy T6 Bounty runs (just to see what all the Hype was about with Unity). I must say... it really does make T6 seem as easy as T4.
1. INTRODUCTION
2. SKILLS - RECOMMENDED
3. PASSIVES - RECOMMENDED
4. BALANCING YOUR STATISTICS & GEARING
5. PARAGON LEVEL DISTRIBUTION
INTRODUCTION
Hello there my name is Velthari and I will be bringing you a Crusader Guide that is viable in all torments. This build is centred on the use of the Skill Fist of The Heavens either as holy or as fire depending on which elemental route you will want to take. Also this build requires you to have a few legendries and it’s very hard to work with when not geared properly.
Armory
http://us.battle.net/d3/en/profile/Velthari-1651/hero/43477559T5-Solo clear with no follower
Coming soon
SKILLS
Skill calculatorFist of the Heavens
Our wrath dump in this build does 545% weapon damage in an 8 yard range and then 6 small bolts for 255% weapon damage. Now depending on which rune we take (Divine Well or Heaven’s Tempest) it will get another 3rd effect, which will determine your elemental route fire/holy and this will make Fist of the Heavens a very strong single target ability or a very strong AoE (area of effect) ability.Scaling of the Ability/How it works
Holy (Divine Well)
The ability scales only with weapon damage and holy elemental damage and the 3rd effect makes it a very screen wide AoE (area of effect) that is quite hard to see because its small yellow lightning bolts that hit any amount of targets for 40% holy damage in an 18 yard range every time the small bolts hit a target.Fire (Heaven’s Tempest)
The ability scales with weapon damage, fire elemental damage and the 3rd effect which is a DoT (Damage over time) on the ground that does 100% weapon damage over 5 seconds which will also scale with attack speed making it a strong Single/AoE (area of effect) ability.
(was removed from the skill choice as its not needed once you are 6 set akkhan)Heaven’s FuryOur AoE (area of effect) cooldown ability, I chose this ability for the holy build because it has a short cooldown and has the highest DPS (damage per second) and per cast which does 1710% weapon damage as the holy element over 6 seconds which makes it a DoT (damage over time) and we also apply the rune Ascendancy making the damage go up to 2766% weapon damage as holy over 6 seconds and a 12 yard range AoE (area of effect) turning Heaven’s Fury in a strong single target and AoE (area of effect) ability.
Scaling of the Ability/How it works
The ability scales with weapon damage, holy elemental damage, cooldown reduction and attack speed because it’s a DoT (Damage over time).
(was removed from the skill choice as its not needed once you are 6 set akkhan)BombardmentOur AoE (area of effect) cooldown ability, I chose this ability for the fire build because it was the safest option in terms of survivability and not getting your character in danger from the fire cooldown abilities. This ability does 570% weapon damage in a 12 yard range per bombardment as physical damage over 5 seconds. Now to make it fire damage we chose the rune Annihilate this rune makes bombardment always critical strike and change bombardment to the fire element.
Scaling of the Ability/How it works
This ability scales with weapon damage, fire elemental damage and cooldown reduction. Even though it says that it does the damage over time it’s not considered a DoT (damage over time) and will not scale with attack speed.Shield Glare
Our party utility spell, this spell is a frontal cone 120 degree 30 yard range blind for 4 seconds. There are 2 runes I like from this skill Divine Verdict and Zealous Glare, Divine Verdict makes it so that the blinded target takes 20% more damage and Zealous Glare makes it a wrath gainer per cast of 9 wrath per blinded target.Scaling of the Ability/How it works
The ability doesn’t scale with anything other than cooldown reduction but you can modify this ability in 2 ways one is with runes and the other is with a legendary shield that makes the ability a 360 degree blind (this will be described in a later portion of the guide).Provoke
Another party utility spell that grants you 30 wrath and 5 per provoked target, I chose this ability because this build doesn’t use a wrath generator and no other party utility skill generates wrath other than shield glare which we are using. Now this skill can be modified by a lot of runes and it’s your choice in which one to choose as they are all good but I use charged up because it provides a DPS (damage per second) increase because of its modifier.Scaling of the Ability/How it works
This ability scales with cooldown reduction and if you chose the charged up rune it will also scale with weapon damage and lightning elemental damage making you do 50% lightning damage with ur abilities while the provoke buff is up temporarily. The ability also has a small radius of about 10 yards.Laws of Valor
My 3rd and final party utility skill, this skill provides an 8% attack speed buff passively to your party and while its active for 5 seconds it will provide a total of 15% attack speed plus the effect of your rune of choice. I use the Critical rune on higher torments but on lower torments I use the Answered Prayer rune, this is because on lower torments it’s easier to clear and keep the activated effect of Laws of Valor buff while on higher torments it’s harder to have a 100% uptime as why I switch to the Critical rune. Another choice is the Unstoppable Force rune which gives you another 50% cost reduction for the duration of the Law of Valor buff.Scaling of the Ability/How it works
The ability doesn’t scale with anything other than cooldown reduction.Akarats’s Champion
This is our damage increasing ability of this build that increases your damage by 35% and increase your wrath regeneration by 5 while its active. There is no viable choice for holy builds here other than fire starter as fire starter provides you with a 460% weapon damage DoT (damage over time) every time you strike your target.Scaling of the Ability/How it works
The ability scales with your weapon damage, fire elemental damage, cool down reduction and attack speed. Ok now to explain how the DoT (damage over time) portion of this ability works, it works in the same way as any other DoT (damage over time) effect works in the game but with one thing different about it which is whenever you strike your target with an ability it applies the DoT (damage over time) but it doesn’t overwrite it, it actually increases the damage of the DoT (damage over time) between the first strike at 0 seconds of the DoT (damage over time) application and last possible application of the DoT(damage over time) at 3 seconds which then sums it up and produces the damage its suppose to do. In other works if you come from WoW (World of Warcraft) it works like the fire mage ignite DoT (damage over time).Steed Charge
This ability will be used in the final skill slot as a means of getting out of tough situations, this skill can also do damage deepening on which runes you will chose or to make it last longer with the endurance rune.
Scaling of the Ability/How it works
The ability scales with cooldown reduction, holy/fire/physical elemental damage with there respective runes.PASSIVES
Fervor
So I chose this passive as it’s the only passive that increases your DPS while using a 1 handed weapon in a form of attack speed and cooldown reduction.Finery
Since the 2.0.5 change finery got a big buff that scales well with gear and it allows the user to gem more defensively if they need more all resistance or vital.Holy Cause
So I chose this passive because it gives 10% free weapon damage and 1% of your total HP as healing if you’re doing holy damage. (Only to be used if Holy Build or you don’t want the cooldown reduction from Lord Commander)
(this passive is scraped because bombardment isn't part of your skill choice anymore)Lord CommanderThis passive reduces the cooldown of your bombardment and should be used with the fire build. This talent works like so if you have 50% cooldown reduction then it’s 100 – ((1 x (1-0.5) x (1-0.35)) x 100) to find out how much cooldown reduction you have on your Bombardment, in this case the cooldown reduction of your Bombardment is 67.5% making it a 19.5 second cooldown. (This passive can be changed with Holy Cause if you don’t want the 19.5 second cooldown on Bombardment but want the 10% weapon damage)
Wrathful
This passive is used to heal yourself in higher torments as the damage gets a bit out of control and you will need a source of healing yourself.BALANCING YOUR STATISTICS & GEARING
Ok so first I’m going to start with all resistance, well the quick answer is get a comfortable amount of all resistance but I like to have around 1000, now this doesn’t mean you go looking for only all resistance gear for your character. Secondly you won’t have a balanced amount of critical chance and critical damage it will be about 1:7.25 ratio, and lastly you will be losing out on 12% movement speed from your boots for Fist of the Heavens damage and you might be saying but wait your crazy why would you do that well because losing only 120 strength from paragons for 15% spell damage is well worth it compared to losing any other stat on say a helm or a shield. So lets go and see what stats we need on certain items and which legendary item combination we will be using.Holy Build Gear Set
Helm
Helm of Akkhan, now this item always rolls with strength and socket and 4 other properties and since strength and socket are primary rolls you will need to hope that you get vital and spell damage on your helm which will be rerolled to critical chance. So the helm should look like this.Strength - Vitality - Critical Chance – Socket
Shoulders
Aughild's Power, now these shoulders are crafted and it rolls all its affixes randomly so for primary properties you will want strength, vitality, all resistance and cooldown reduction. So the shoulders should look like thisStrength - Vitality - All Resistance – Cooldown Reduction
Amulet
In here you will want to get an immunity amulet but any legendary amulet will work as long as it has holy elemental damage, strength, critical damage, and critical chance as primary rolls for primaries. So the amulet should look like this.Holy Elemental Damage -Strength - Critical Damage - Critical Chance
Gloves
Gauntlets of Akkhan, now these always roll strength and critical chance with 4 random properties and since strength and critical chance are primary rolls you will need to get vitality and cooldown reduction as primary rolls. So the gloves should look like this. (I don’t take trifecta gloves because I take trifecta RoRG but if u can’t get a trifecta RoRG then get the critical damage on gloves)Strength - Vitality - Critical Chance - Cooldown Reduction
Chest
Breastplate of Akkhan, now this chest piece always rolls with strength and vitality and 4 random properties and since strength and vitality are primary rolls you will need to get all resistance and 3 sockets as primary rolls. So the chest should look like this.Strength - Vitality - All Resistance - 3 X Socket
Wrists
Aughild's Search, these wrists are used to complete the aughild’s set, they need to be crafted and they roll every affix randomly so the primary rolls that are need are holy elemental damage, strength, vitality, critical chance. So the wrists should look like this.Holy Elemental Damage - Strength - Vitality - Critical Chance
Waist
Harrington Waistguard was chosen for as the waist, the secondary effect provides the most amount of DPS (damage per second) while having all the defensive primary affixes like vitality, all resistance and %Life. So the waist should like this.Strength - Vitality - All Resistance - %Life
Pants
Cuisses of Akkhan, these are necessary to complete the akkhan set even though they roll with spell damage, so the primaries that are need to roll are strength, vitality, all resistance and spell damage, after that the spell damage will be enchanted to 2 sockets. So the pants should look like this.Strength - Vitality - All Resistance - 2 X Socket
Ring #1
Stone of Jordan, this ring was chosen and mandatory as the first ring because it’s the only ring where you can get elemental damage, it always rolls elemental damage, strength and elite damage. The ring should look like this.Holy Elemental Damage - Strength - Cooldown Reduction - Elite Damage
Ring #2
Ring of Royal Grandeur, this was chosen and mandatory as the second ring because of its secondary stat that allows you to finish a set of gear with 1 item less and a minimum of 2 items from that set pieces. This ring always rolls strength, attack speed and life on hit. The ring should look like this. (Again your Ring of Royal Grandeur can roll with vital and then you will have to enchant the ring with Cooldown Reduction, but while it has rolled like that your Gauntlets of Akkhan have to roll with critical damage)Strength - Attack Speed - Cooldown Reduction - Critical Damage
Boots
Sabatons of Akkhan, the final piece of the Akkhan set to finish your 6 set, they always roll with strength and movement speed plus 4 random properties, so the primary affixes have to be strength, vitality, all resistance and movement speed. Once your boots roll like that the movement speed will be rerolled to Fist of the Heavens Spell Damage. The boots should roll like this.Strength - Vitality - All Resistance - Fist of The Heavens Damage
Weapon
Darklight, this is the weapon of choice that will make Fist of The Heavens from an above average wrath dump to a really good wrath damp because of its legendary effect that gives you a chance to recast Fist of The Heavens. Now this flail always rolls strength and weapon damage with the legendary effect as a secondary, so the primary affixes you will be looking for are weapon damage strength % damage and socket. So the weapon should look like this.Weapon Damage - Strength - % Damage - Socket
Shield
The Final Witness, this shield was chosen because it improved your party utility, this is because it makes your shield glare skill cast around you in a 30 yard range while with any other shield it will only be a 120 degree frontal cone. So this shield always rolls with strength block % chance and its legendary effect as a secondary which leaves only for 2 more stats to roll critical chance and wrath regeneration. So the shield should look like this.(% Block chance can be rerolled to your liking but I prefer the % block affix)reroll the %block affix to any of the 3 affixes.Strength - Critical Chance - Cooldown Reduction - Wrath Regeneration
PS. You want health globe rolls where ever you can get them like rings, chest, feet. shoulder and amulet
Fire Build Gear Set
With the gear for the Fire build it’s the same gear but with some changes instead of using the aughilds set you will be dropping it and using Pauldrons of Akkhan and they will have to roll the same affixes as the aughild set and for wrists you will be using Reaper’s Wraps which will also have to roll the same affixes as the Aughild Search. Now this is done because your chest will be a Cindercoat which needs to roll the same as your Breastplate of Akkhan but you will be losing the all resistance affix for the fire elemental damage affix.
PARAGON LEVEL DISTRIBUTION
Paragon level distribution is quite simple and I will split it into two sections one for the Holy elemental build and the other for the Fire Elemental Build.Holy Build
Core
Movement speed>Strength>Vital>WrathOffence
Cooldown Reduction>Critical Damage> Critical Chance > Attack SpeedDefence
All Resistance > Life > Armor > Life RegenerationUtility
Resource Cost > Area Damage > Life on Hit > Gold FindFire Build
Core
Movement speed>Strength>Vital>WrathOffence
Cooldown Reduction>Critical Damage> Attack Speed > Critical ChanceDefence
All Resistance > Life > Armor > Life RegenerationUtility
Resource Cost > Area Damage > Life on Hit > Gold Findsmall edit thanksleland814 on picking it up
Also, a nice option for people to use instead of grandeur / Aughild's is Unity + Reaper, and have all 6 piece equipped. Some people don't like the whole Unity / Follower trick for solo play, but even in group play Unity would give you the same bonus elite damage of Aughild's (obviously less damage reduction), and reaper wraps keep your wrath up without needing Shield Glare. That would open up a spot for Steed, Falling Sword or even Consecration.
For fire, I use this setup for max AoE: http://us.battle.net/d3/en/calculator/crusader#kQhgfd!ZeSW!ZaaYbY
Falling Sword offers very nice mobility (including escaping), Consecration gives decent healing while dishing out damage, and the rest is pretty self-explanitory. I play almost exclusively in group settings, often with another crusader while we finish gearing our current sets, and found the Darklight Build to be one of the best I've tried since 2.0.5. I'd test the Holy build more if I had the right gear for it.
Cheers!
So far I have -http://eu.battle.net/d3/en/profile/Fitsu-2502/hero/38995327 so getting quite close now.
I intend to swap the shield for a lidless wall once I eventually get a very nice rolled fire one but until then this shield works pretty well, the gloves for the set gloves with str/cc/chd/cdr so that I can throw on my cindercoat, get another darklight but with cdr instead of vita which will put my akarat down to a 21 seconds cooldown, pants with AR instead of armor, boots with AR instead of MS and shoulders with Vita instead of resource cost reduction. For T5/T6 i'll also swap the rorg for a unity and just go the full 6 pieces.
As far as build goes there's no way I would drop the horse and I feel like falling sword just takes to long I mean by time it's all done you would have done more damage by just spamming FotH. Also I feel like shield glare is a better wrath gen than provoke but I guess that's more personal preference and I will likely change my mind once I have a lidless wall instead of my current shield. Other than that, I pretty much agree with your build, except I feel like cdr is more important than the weights uve given as I just feel weak when ever akarat is down.
Also for future fire builds if they do changes to the Falling Sword skill where they remove the wrath cost and add a base stun to it, then you will be taking Fallen Sword in the build over Bombardment.
Fire Build (with fallen sword)
The Addition of Punish (Roar) not only adds the 15% block, but the 45% AoE you do with each block is amazing in large mob packs. It also helps out a ton for those situations where you are low on Wrath and don't have health globes nearby.
I Chose Consecration (Desecrated Ground) for the added healing, and of course nice AoE damage.
Steed Charge (Nightmare) serves as much for mobility as it does damage. I use it mid-fight to run through packs, laying down fire while picking up globes.
Here's my profile so you can see my gear is nice, but not amazing: http://us.battle.net/d3/en/profile/Leland-1340/hero/43500104
Playing with a Leap Barb, Pull Monk, and Jade Doctor last night was super fast clearing, almost zero deaths all night. I also found a Unity finally and did some easy-breezy T6 Bounty runs (just to see what all the Hype was about with Unity). I must say... it really does make T6 seem as easy as T4.
Happy Hunting!
streaming the build right now in group t5 speed clearing
http://www.twitch.tv/ayrgaming
if interested.