Okay, So I am looking for your help and expertise... I know my armor needs upgrading, and I know I am only Para 200. But those two being said are there any changes in Stats, attacks, etc that you can see are obvious reasons why I am not able to do higher Grifts?
1. Get max emerald into your weapon. That will really boost your damage.
1.5. Oh, and you might think about switching the ruby in your helm for a max diamond for cooldown reduction.
2. If you can find them, Focus and Restraint rings are BIS. (This site shows plenty of builds and can suggest the stats that are best for these rings. But sockets for sure.) There is a rhythm to these rings that is pretty powerful once you can get the flow.
3. Get your legendary gems up to 25 at least. (If you have them, I would suggest Pain Enhancer, Bane of Trapped and either Iceblink/Bane of Powerful.)
4. You might want to use evasive fire (with rune to generate hatred.) instead of chakram.
5. Natalya's set is easy to use, if you can get more pieces. Get as much cooldown reduction as you can on your various pieces. You want to have Rain of Vengeance cooldown as quickly as possible. Check this sight for builds that use Natalya's. (I think unhallowed essense set works well only if you have kridershot weap.) Don't rule out Marauder's set either, sentries pulsing out multishot is pretty cool.
6. Try to get 6pc set bonus for whatever set you have or prefer.
7. If you are not in a clan, there are several out that do gear sharing as a focus. Join a clan
These are just some starter ideas. I am in your same shoes with my DH, I just have more Paragon levels. These are ideas that have helped me get my DH into the low 30s solo. I still have more work.
I hope this helps. I am sure others will have more and better suggestions but this might get you started.
When an item drops, you can share it for 2 hours (unless you reroll) with people in the same party. So it doesn't matter in theory if you play public games, games with friends, clan mates, ... They can all share. However, in public games people often don't share, while in a share clan you have a higher chance.
As for ruby vs diamond: as soon as the ruby reduces your effectiveness, go for diamond, as it will compensate by being faster. If you really want XP, build an XP monk or sader Either way, using a ruby in helm for more XP while playing alone is wrong (each party member gives, I think, 10% increase XP).
@ZultonB Gorok's assessment of your gear is correct, however I tend to think his communication is directed at you without stating an obvious criticism that goes unstated. This being that you seem to lack that basic understanding of itemization of the pool table.
So let's go over a few things. Blizzard has taken a direction that 6 piece sets are the new end game. A lot of the sets with 2.2 have been reworked or added at the 6 piece level, so like it or not this meta-game that will get your the farthest. This is the direction you should be headed towards when you get drops. Focusing on Critical Hits as your damage buff is the best way to determine if you gear is worth keeping or salvaging. Having said that Weapon's are your most important piece of gear regardless of the Armor set you will use.
Okay so what does all this mean? What is itemization, and how does it affect my build and my character's performance.
Let's go over weapons because it is the most important thing. There are very few weapons that matter. Mostly they are just a bunch of damage stats so Ancient is most desirable because they roll 30% more damage than non-Ancient, but there are a few exceptions. The exceptions have to do with the 8synergy that you can get from their legendary affix. You have a Calamity equipped on you non-Seasonal DH, this is one of those weapons that matter. This weapon casts the spell Marked for Death without a rune on anything that gets hit. Why does it matter? Well, in general MfD will buff damage for all players in your party, so it is a very desirable spell as monsters will die a lot faster once they are marked. This spell and the Companion Wolf howl are the most significant damage buffs that DH can bring to a party. So the synergy is obvious. This stupid weapon will work with any build. Given that it doesn't cost resources to cast the spell with this weapon, makes it very special. You don't have to put one of the most powerful skills on your skill bar, freeing you to put another skill in it's place. You can of course, put the spell on your skill bar to add a rune, but, for the most part you don't need it. I state this because the rune that most people use is Contagion because it spreads the mark for free making it very efficient. Well, you are casting it for free, so it doesn't much matter how efficient you are. The second most used rune is Mortal Enemy which does the following: "Attacks you make against the marked enemy generate 4 Hatred." This is worded very specifically, notice that "hits" is not used. Rather the word "Attacks" is used. While not used a lot by DH, there are ways to do Damage over Time (DoT). You are using the Tox gem, this does add a DoT over 10 seconds. Pain Enhancer does too, but over 3 seconds. So if the word "second" is used in the DoT description, it will "tick" every second. Each tick is considered an attack. So if you DoT a pack of monsters that are marked, you will generate a lot of Hatred very fast. Enough about Calamity, but, since you have a very good one, I thought you should be aware of its capabilities. I will state that it doesn't have +Discipline on it, so the weapon won't be useful in an Unhallowed Essence build, but, most people are using them in Natalya's builds so that doesn't matter. The other weapon that matters is Kridershot, it considered Ultrarare and drops are very low, this is also true of Calamity. But, it allows Elemental Arrow to be used as a generator. EA is not a great spell if it costs resources because it has to be casted a lot to be most effective. But as a generator, the spell becomes more than useful because it does a lot more damage than any of the Primary DH skills that are normally used to generated Hatred so it can fuel other more powerful spells. But the real power is that EA is free to cast so it can be used without constraints, so the Lightning Ball build becomes feasible. There is one other weapon that is worth mentioning. This is the Balefire Caster which always drops with a Fire Elemental Damage bonus. Elemental Damage is usually limited to your Neck and Bracers, so it provides a slot with additional Elemental Damage. There are a lot of other weapons that do "things" but, these three items are special, because they add significant damage to your build by just equipping them. The Balefire might be something that you should be looking for since it, like your Calamity is a 1 handed weapon, so if you can dual wield with both these weapons you will have a very powerful build. For a Strafe/RoV Natalya's build you don't even have to have an Ancient Balefire. I'll explain this next when I go over what people mean by "itemization".
Itemization has to do with the stats that roll onto your equipment. In particular, you want synergy between your stats. This synergy is the build. The most important stats in general have to do with Critical Hits. The reason for this is because it is the most synergistic of the stats that can roll on your items. By its nature it is works as synergistic bonus because it is determined by both Chance and Damage bonuses. With this in mind, a 1:10 ration of CHC:CHD is optimal. You might ask "Why this is optimal?" Well it has to do with simple multiplication. Given that have a choice of equipping an items with 10% CHC and 100%CHD or an Item with 9% CHC and 110%, the effective damage bonus of the former is 10% (.10*100%) and the latter is 9.9% (.09*110%). The effective damage of items with 11% CHC and 90% CHD is again 9.9% (.11*90%). So now that you understand the 1:10 ratio, how do you use the ratio? Well, it's a rule of thumb. It's hard to get perfect and to be honest, if you follow the rule exactly, you potential for damage will actually be reduced. This is actually because it is possible with buffs from teammates and your skills (equipped spells) that you can have over 100% CHC and it is not currently possible to get near 700% CHD even with a dual weld setup. So true optimal is to max both CHC & CHD which will be closer to something like a 60% CHC to 550% CHD ratio. Still 1:10 ratio is useful when you have to decide between the two on re-roll. Let's look at Rings which can roll both CHC & CHD. Rings can roll with max 6% CHC and 50% CHD. There is no doubt, you want both. But if with Focus and Restraint, if you don't have both rings equipped, you lose a lot of damage, so, wearing one of these rings that doesn't have both stats is better than the best rolled Stone of Jordan that can roll with Elemental Damage, CHC, CHD, and Elite Damage. The damage is that good. F/R set bonus is a 225% damage multiplier if you keep the very modest stacking of the ring buffs active. SoJ will give you maybe a 160%-175% multiplier depending on the rolls and your other equipped gear. So looking at the ratio 6%:50% we see that 6% CHC will get outperform 50% CHD when we add it our other gear. So given the choice, it is normally best to roll CHC onto the ring over CHD. But if your overall CHC:CHD is leaning heavy with CHC all ready, it might be best to roll CHD. Mind you, you can away re-roll for the other stat if things change. This can happen if you get a Witching Hour (50% CHD), an Amulet (100% CHD) or if you decide to dual wield. The other reason these 2 stats are important is because they roll on most items and stacking these stats will get you most damage by far over anything else. They don't roll on boots, pants, chest, belts or shoulders, but everything else can have 1 or both stats. Witching Hour is 1 exception where a belt has CHD. Critical Hits Stat are universally important to any build if high damage is the desired build, but, there are other stats that important to specific builds.
Specific build will require different itemization. The most powerful skills in D3 are either limited by Resources or a Cool Down. Obviously, the most powerful builds employ these skills. So depending on the type of build it will be most beneficial to have either Resource Cost Reduction (RCR) or Cool Down Reduction (CDR) stats on your gear. Examples of Resource Spending are Cluster Arrow (used a lot with Marauders) and Multishot (used a lot with Unhallowed Essence) these both use Hatred, when you run out of Hatred, you have to generate more Hatred until you can cast the spell again. Reducing the cost of Spending skills allows more casts of the spell from full and reduces the amount of time required to regenerate another cast of the spell. Examples of Cool Down spells are Companion, Vengeance, and Rain of Vengeance (RoV). So reducing the Cool Down will also do the direct opposite thing and increase the up time (or availability) of the spell. Ideally, you can reduce the Cool Down to end before or just after the duration of the previous cast ends. With Nat's the set has built in devices to reduce RoV cool down, so stacking CDR past 100% up time of RoV would be better itemized with some RCR to decrease the cost of another spell like Strafe. Items like Cindercoat reduce the cost of specific resources like Fire skills. Other items like this include the Gloves Magefist (Fire, as well) and Frostburn (Cold). Cindercoat is special because it also add a Fire Damage buff. So depending your build, stacking these stats will increase the availability of your most powerful skills.
Specific Legendary items add further Legendary itemization that add very specific affixes that synergize well with other skills. Specifically the belt Crashing Rain is the 7th equipped piece of Natalya's, Bombadier's Rucksack for Marauders and (currently seasonal) Dead Man's Legacy for Unhallowed Essence. These 3 items add a considerable amount of damage to the Set Bonus, so the synergy is very obvious. For non-Seasonal either dual wielding with a Balefire Caster or equipping a Holy Point Shot will add Elemental Damage where this bonus is not usually available with UE. For UE, damage is modified by the amount of current Discipline so having a higher max is desirable. Max dex can be added in 3 slots with current items as a secondary stat. Those 3 items are weapon, cloak and quiver. So for seasonal, it's really hard to get a very good Dead Man's Legacy. Quivers can roll with bonus on every damage skill for a DH. So, you want something like MS damage, +12 Max Discipline, 60% threshold for MS double hit, 8% RCR, +20% Attack Speed, 10% CHC and Dexterity. The big problem is that the MS because of the inherent rolls of quivers in general almost never have MS Damage on them and that Legendary affix is considered a Secondary stat so it further restricts the chance of +Max Discipline. So, your best DML might be end up with CDR on it because you had to roll for either MS bonus or Max Discipline.
TLDR: Itemization will help your build if you know how to synergize the stats of the items and set bonuses. You should know at a glance what the best stat to re-roll on an item would be and instantly know if it is better than your current gear.
Okay, TY CrayZ1430, for that explanation. I am getting a better understanding of this. Being a visual learner I guess what I would love to know is what stats are best for each piece of armor. I know I am currently wearing UE, but I also have a full set of Nats. (Although after reading all of this I now know i need all new gear because of the ReRolls.)
So anyone know where to find a layout of what stats are best on each piece of EU or Nats armor?
Wow okay... so instead of wasting your time with a TLDR essay about everything you're doing wrong, I'll tell you what everyone else should have. This sort of case is exactly what the BUILDS section of the site is for. There are tons of builds already posted there that will tell you how to gear and what skills to use.
@ ZultonB Before you enchant anything always look at your options. Look at all the options. There is a "?" (question mark) next to the each option when you drop your item in the enchant box. The options only really change between Primary and Secondary stats, they will just swap in the stat that you would be re-rolling.
If you want to do what phuzi0n states, that is fine by me. The builds are filled with cookie-cutter recipes. They work, just read any comments below them for added insight. I wrote all the stuff because you were making huge mistakes in your re-rolls. I wasn't telling you what you were doing wrong per se. Everybody makes mistakes before they have a full understand of how do things. But if you follow those builds you have to have the gear. You don't so, I don't know how you are going to follow a build without the gear. I spent a good amount of time writing that stuff, because regardless of what build you use, if you don't understand itemization in D3, you will progress very slowly. Somebody recommended you use Pain Enhancer. Ok, great. How will that help you? I've used most of the gems and Pain Enhancer is my experience isn't very good for DH. The Tox Gem is much better because you get a 10% damage buff and your entire party gets the buff. The only time PE is better than Tox is because of the Element. PE damage is physical so, if you have physical bonuses, this could be better. Again this is itemization. There would be synergy with PE over Efficacious Toxin if you using physical Rune and you have Physical bonuses on you bracers or amulet. This is the point to the wall of words I posted. People were telling you things, but, they weren't explaining why your mistakes were keeping you from progressing. You requested the full explanation, so, I tried to be thorough. Wishing you the best of luck with your drops.
Congrats on getting well into the 30s. Glad the ring dropped. It's a huge difference. I had the very same problem with Focus. I got about 7 Restraints, 2 of them Ancient (sadly neither were usable) and a clan mate gave me one. The one thing I would recommend is that you consider dropping Night Stalker and crafting Reaper's Wraps. You get the recipe for killing Malthiel. Just do it on Normal. Difficulty doesn't matter, it's a 100% drop rate, and the fight can be rather long at lower paragons and you can 2-shot him on normal. Using a hatred generation passive will cost you a lot of damage output. Most people (not just DH, every class) use the Bane of the Trapped gem along with the passive Cull the Weak. I find it odd that you aren't, especially if you are adding Polar Stations. Because Polar Stations don't really do much damage, but, they do help with kiting and the chill effect does proc Bane of the Trapped and Cull the Weak. If you are going to use Sentries, I recommend Spitfire Turret. Spitfire adds rockets and since you are using Ballistics, they will actually do quite a bit of damage. If you want the chill, Iceblink will add a chill effect to EV:Focus. Just some thoughts, again congratulations.
A good witching hour and reapers wraps will prolly push you even higher. When u see a mortar fly off try to vault to a safe spot and be smart with pylons. Mosr rifts depends on map and mobs you get. Because zombies will mean difference