actualy Pain enhancer for tals is very good because it scales with the 6 set bonus also, so that 3k wep dmg as physical over 3 seconds if its lvl 6 turns into 21k wep dmg over 3 seconds which is really broken this also happens with the natalyas set but its only 15k wep dmg over 3 seconds with any physical gear.
Ok so after testing Tals for group play with a zDPS WD zDPS Crusader and a M6 DH its safe to say we have a spot for group play.
i was running a high cdr build with focus and restraint as my rings and at the same time i was not losing any amounts of CHD or CHC, with that said in mind i was also able to have 40% fire dmg on my gear that i obtained through wrists and a magefist but its possible to obtain 60% through the amulet which might need more testing (ill explain after why) I also had a ancient Sun Keeper with 28% elite dmg and a Ancient Tal Rasha's off hand. The skill build i went for was this and i was getting about 14 billion Molten Impact Crits per fire Meteor.
The way i played with this build was get to 2 stacks and then when Meteor would come off cooldown about at around 2-1.5 seconds before it would come off cooldown i would use Black Hole and as black hole is finishing Meteor will get off cooldown and i would cast it resulting in me having 4 stacks of the 6 set tals buff up and having the Molten Impact doing stupid amounts of dmg.
* The reason why im thinking its hard to tell if fireskill on amulet is needed is because you can sometimes time your meteor drops from your set bonus to drop at the exact same time all 4 of them which results in all of them doing a lot of dmg because some skills don't have a cast animation and you can cast all 4 skills and get your 4 stacks of tals buff with in the time it takes for the Meteors to fall down resulting in all of the Meteors to benefit from the 4 stacks of the tals buff.
Fire Skill 40% (posible 60% dont know if its worth it)
Elite Dmg 28% (Ancient Sun Keeper)
Meteor Dmg 44% (perfect is 45%)
Nilfur's Boast 395% (perfect is 400%)
Int 9254
Legendary Gems
Bane of the Trapped rank 52
Gem of Efficacious Toxin rank 54 (This gem is by far the best to use as its dmg increases with the tals 6 set buff and with the focus and restraint rings but its possible pain enhancer to be also very good didn't have a high rank Legendary gem)
so if anyone looked and read through wudijo post on his 52 RG clear you will see he went for area dmg on shoulders and explaining that it is a dps gain over the sentry dmg affix but would prefer doping CDR for sentry dmg affix
TL;DR As you can see 15% sentry dmg on shoulders only does more dmg if its 2 or bellow targets
Maths on area dmg vs sentry dmg on shoulders
This was calculated as if Cluster arrow were to do 10 dmg
60.9 area dmg (70%) if CA dmg is 87 with CA skill scale of 45%
total sentry dmg is 83.375 per target with Sentry skill scale of 15%
if 10 targets (87x(number of targets))+(83.375x(number of targets))+(60.9x(number of targets -1)x(number of procs))
1 proc = 2251.85
2 procs = 2799.95
3 procs = 3348.05
4 procs = 3896.15
5 procs = 4444.25
6 procs = 4992.35
7 procs = 5540.45
8 procs = 6088.55
9 procs = 6636.65
10 procs = 7184.75
43.5 area dmg (50%) if CA dmg is 87 with CA skill scale of 45%
total sentry dmg is 94.25 per target with Sentry skill scale of 30%
if 10 targets (87x(number of targets))+(94.25x(number of targets))+(60.9x(number of targets -1)x(number of procs))
1 proc = 2204
2 procs = 2595.5
3 procs = 2987
4 procs = 3378.5
5 procs = 3770
6 procs = 4161.5
7 procs = 4553
8 procs = 4944.5
9 procs = 5336
10 procs = 5727.5
60.9 area dmg (70%) if CA dmg is 87 with CA skill scale of 45%
total sentry dmg is 83.375 per target with Sentry skill scale of 15%
if 5 targets (87x(number of targets))+(83.375x(number of targets))+(60.9x(number of targets -1)x(number of procs))
1 proc = 1095.475
2 procs = 1339.075
3 procs = 1582.675
4 procs = 1826.275
5 procs = 2069.875
43.5 area dmg (50%) if CA dmg is 87 with CA skill scale of 45%
total sentry dmg is 94.25 per target with Sentry skill scale of 30%
if 5 targets (87x(number of targets))+(94.25x(number of targets))+(43.5x(number of targets -1)x(number of procs))
1 proc = 1080.25
2 procs = 1254.25
3 procs = 1428.25
4 procs = 1602.25
5 procs = 1776.25
60.9 area dmg (70%) if CA dmg is 87 with CA skill scale of 45%
total sentry dmg is 83.375 per target with Sentry skill scale of 15%
if 5 targets (87x(number of targets))+(83.375x(number of targets))+(60.9x(number of targets -1)x(number of procs))
1 proc = 632.925
2 procs = 754.725
3 procs = 876.525
43.5 area dmg (50%) if CA dmg is 87 with CA skill scale of 45%
total sentry dmg is 94.25 per target with Sentry skill scale of 30%
if 3 targets (87x(number of targets))+(94.25x(number of targets))+(43.5x(number of targets -1)x(number of procs))
1 proc = 630.75
2 procs = 717.75
3 procs = 804.75
60.9 area dmg (70%) if CA dmg is 87 with CA skill scale of 45%
total sentry dmg is 83.375 per target with Sentry skill scale of 15%
if 2 targets (87x(number of targets))+(83.375x(number of targets))+(60.9x(number of targets -1)x(number of procs))
1 proc = 401.65
2 procs = 462.55
43.5 area dmg (50%) if CA dmg is 87 with CA skill scale of 45%
total sentry dmg is 94.25 per target with Sentry skill scale of 30%
if 2 targets (87x(number of targets))+(94.25x(number of targets))+(43.5x(number of targets -1)x(number of procs))
1 proc = 406
2 procs = 449.5
TL;DR As you can see 15% sentry dmg on shoulders only does more dmg if its 2 or bellow targets
@Bagstone my math on area dmg was if both mobs 2 or 3 proc area dmg not just 1 mob to proc area dmg amongst them, but yes if only 1 mob does proc area dmg the dmg is not really as noticeable but when u have like 5+ mobs clumped up and in some cases area dmg procs from all of them the amount of dmg you do goes in the low 100 billion dmg range
@Jamoose the reason you don't want sentry dmg on shoulders is because im looking it at a point of view of aoe dmg> single target because that means you will clear faster the trash and the elites. Now because your sentry cant proc area dmg and they also only deal about 40% of ur dmg buffing that 40% by a further 15% is next to nothing compared buffing the other 60%, this is because this 60% dmg can actually cause area dmg which scales really well.
So for instance you have 70% area dmg and say you hit for say around 700M cluster arrow and there are no other mobs around area dmg does nothing as we know but the second there is 2 mobs and your hitting those 2 mobs for 700M and area dmg procs from both mobs that 700M cast goes from a total of 1400M dmg to 2380M dmg. Now lets make it 3 mobs 700M cluster arrow and area dmg procs from the 3 mobs thats 2100M with out area dmg and with area dmg its 5040M.
So this is why area dmg is a very good stat compared to buffing that 40% dmg from sentry, in reality that 40% dmg from sentry isn't actualy 40% is actualy like 20%. but its too hard to explain to people because they don't want to listen or take into account the area dmg affix.
just a small tip its a higher DPS gain to get area dmg on shoulders as your casted Cluster arrow hits for about 1 billion compared to like 50M from the sentry so getting sentry dmg on the shoulders is a dps/dmg loss.
skill set for solo with no follower is Skill Tree My armoy
Only one thing that i will change from his guide is to use a crusader shield and not lidless wall as its a normal shield. This is because it can never roll cdr and you will be losing %dmg affix from your weapon to have permanent akarats up if you use a normal shield. The crusader shield will need to have the affixes of str cdr %FoTH spell dmg and CC.
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.
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.
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actualy Pain enhancer for tals is very good because it scales with the 6 set bonus also, so that 3k wep dmg as physical over 3 seconds if its lvl 6 turns into 21k wep dmg over 3 seconds which is really broken this also happens with the natalyas set but its only 15k wep dmg over 3 seconds with any physical gear.
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@Blayreau have you tried running toxin gem and pain enhancer because they also scale with tals and bastion of will set
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Ok so after testing Tals for group play with a zDPS WD zDPS Crusader and a M6 DH its safe to say we have a spot for group play.
i was running a high cdr build with focus and restraint as my rings and at the same time i was not losing any amounts of CHD or CHC, with that said in mind i was also able to have 40% fire dmg on my gear that i obtained through wrists and a magefist but its possible to obtain 60% through the amulet which might need more testing (ill explain after why) I also had a ancient Sun Keeper with 28% elite dmg and a Ancient Tal Rasha's off hand. The skill build i went for was this and i was getting about 14 billion Molten Impact Crits per fire Meteor.
The way i played with this build was get to 2 stacks and then when Meteor would come off cooldown about at around 2-1.5 seconds before it would come off cooldown i would use Black Hole and as black hole is finishing Meteor will get off cooldown and i would cast it resulting in me having 4 stacks of the 6 set tals buff up and having the Molten Impact doing stupid amounts of dmg.
* The reason why im thinking its hard to tell if fireskill on amulet is needed is because you can sometimes time your meteor drops from your set bonus to drop at the exact same time all 4 of them which results in all of them doing a lot of dmg because some skills don't have a cast animation and you can cast all 4 skills and get your 4 stacks of tals buff with in the time it takes for the Meteors to fall down resulting in all of the Meteors to benefit from the 4 stacks of the tals buff.
SKILL BUILD
Gear stats with paragons
CHC 60.5% (perfect is 64%)
CHD 460% (perfect is 480%)
CDR 56% (perfect is 58.5%)
Fire Skill 40% (posible 60% dont know if its worth it)
Elite Dmg 28% (Ancient Sun Keeper)
Meteor Dmg 44% (perfect is 45%)
Nilfur's Boast 395% (perfect is 400%)
Int 9254
Legendary Gems
Bane of the Trapped rank 52
Gem of Efficacious Toxin rank 54 (This gem is by far the best to use as its dmg increases with the tals 6 set buff and with the focus and restraint rings but its possible pain enhancer to be also very good didn't have a high rank Legendary gem)
Zeis Stone of Vengeance rank 50
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Maths on area dmg vs sentry dmg on shoulders
This was calculated as if Cluster arrow were to do 10 dmg60.9 area dmg (70%) if CA dmg is 87 with CA skill scale of 45%
total sentry dmg is 83.375 per target with Sentry skill scale of 15%
if 10 targets (87x(number of targets))+(83.375x(number of targets))+(60.9x(number of targets -1)x(number of procs))
1 proc = 2251.85
2 procs = 2799.95
3 procs = 3348.05
4 procs = 3896.15
5 procs = 4444.25
6 procs = 4992.35
7 procs = 5540.45
8 procs = 6088.55
9 procs = 6636.65
10 procs = 7184.75
43.5 area dmg (50%) if CA dmg is 87 with CA skill scale of 45%
total sentry dmg is 94.25 per target with Sentry skill scale of 30%
if 10 targets (87x(number of targets))+(94.25x(number of targets))+(60.9x(number of targets -1)x(number of procs))
1 proc = 2204
2 procs = 2595.5
3 procs = 2987
4 procs = 3378.5
5 procs = 3770
6 procs = 4161.5
7 procs = 4553
8 procs = 4944.5
9 procs = 5336
10 procs = 5727.5
60.9 area dmg (70%) if CA dmg is 87 with CA skill scale of 45%
total sentry dmg is 83.375 per target with Sentry skill scale of 15%
if 5 targets (87x(number of targets))+(83.375x(number of targets))+(60.9x(number of targets -1)x(number of procs))
1 proc = 1095.475
2 procs = 1339.075
3 procs = 1582.675
4 procs = 1826.275
5 procs = 2069.875
43.5 area dmg (50%) if CA dmg is 87 with CA skill scale of 45%
total sentry dmg is 94.25 per target with Sentry skill scale of 30%
if 5 targets (87x(number of targets))+(94.25x(number of targets))+(43.5x(number of targets -1)x(number of procs))
1 proc = 1080.25
2 procs = 1254.25
3 procs = 1428.25
4 procs = 1602.25
5 procs = 1776.25
60.9 area dmg (70%) if CA dmg is 87 with CA skill scale of 45%
total sentry dmg is 83.375 per target with Sentry skill scale of 15%
if 5 targets (87x(number of targets))+(83.375x(number of targets))+(60.9x(number of targets -1)x(number of procs))
1 proc = 632.925
2 procs = 754.725
3 procs = 876.525
43.5 area dmg (50%) if CA dmg is 87 with CA skill scale of 45%
total sentry dmg is 94.25 per target with Sentry skill scale of 30%
if 3 targets (87x(number of targets))+(94.25x(number of targets))+(43.5x(number of targets -1)x(number of procs))
1 proc = 630.75
2 procs = 717.75
3 procs = 804.75
60.9 area dmg (70%) if CA dmg is 87 with CA skill scale of 45%
total sentry dmg is 83.375 per target with Sentry skill scale of 15%
if 2 targets (87x(number of targets))+(83.375x(number of targets))+(60.9x(number of targets -1)x(number of procs))
1 proc = 401.65
2 procs = 462.55
43.5 area dmg (50%) if CA dmg is 87 with CA skill scale of 45%
total sentry dmg is 94.25 per target with Sentry skill scale of 30%
if 2 targets (87x(number of targets))+(94.25x(number of targets))+(43.5x(number of targets -1)x(number of procs))
1 proc = 406
2 procs = 449.5
TL;DR As you can see 15% sentry dmg on shoulders only does more dmg if its 2 or bellow targets
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So for instance you have 70% area dmg and say you hit for say around 700M cluster arrow and there are no other mobs around area dmg does nothing as we know but the second there is 2 mobs and your hitting those 2 mobs for 700M and area dmg procs from both mobs that 700M cast goes from a total of 1400M dmg to 2380M dmg. Now lets make it 3 mobs 700M cluster arrow and area dmg procs from the 3 mobs thats 2100M with out area dmg and with area dmg its 5040M.
So this is why area dmg is a very good stat compared to buffing that 40% dmg from sentry, in reality that 40% dmg from sentry isn't actualy 40% is actualy like 20%. but its too hard to explain to people because they don't want to listen or take into account the area dmg affix.
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link to his Video Guide
and the best item combination for firestarter is 6 set with aBul-Kathos's Wedding Bandin one of the ring slots
skill set for solo with no follower is Skill Tree
My armoy
Only one thing that i will change from his guide is to use a crusader shield and not lidless wall as its a normal shield. This is because it can never roll cdr and you will be losing %dmg affix from your weapon to have permanent akarats up if you use a normal shield. The crusader shield will need to have the affixes of str cdr %FoTH spell dmg and CC.
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streaming the build right now in group t5 speed clearing
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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)
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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