Skills & Gearing Example: Will be in future updates… need to build trust level.
Guide Video: 'https://www.youtube.com/watch?v=OAjLFIhlWAE
the guide parts are all in text, mainly at the top of the screen. It is just over 40 minutes and covers almost every aspect in a large list of things I could think of, filmed within the span of 2 days.
Video Part 2: ’ https://www.youtube.com/watch?v=gqX45QNSvyk&t=794s
This one I decided to record my voice real-time while I was playing (acting like I am streaming or something) while explaining what I am doing and offering tips/opinions. Good for people still trying to grasp the build. Not that useful for many of the players better than me. It is a 118 and 2x119s, at normal speed, with both 119s going back-to-back. Not a ton of variety in RG kills, as it was 2 more Man Carvers and Perdition. The first Man Carver kill showcased a pretty solid use of the terrain. I may try to record going for a 124-126, it just depends on my availability.
Skill setup will be Furious Charge (rune depends on elemental damage on bracers/amulet), Wrath of the Berserker:Insanity, Call of the Ancients:Together as One, Battle Rage:Bloodshed, Sprint:Marathon, and Seismic Slam:Rumble
Hellfire 5th Passive: Ideally, Brawler for more DPS or Relentless* for more Toughness.
Stricken / Trapped / Wreath of Lightning (DPS) or Esoteric (Toughness)*
Gear Gems: Helm is typically Amethyst, but can be a Diamond for CDR. Chest/Legs will be Diamonds.
Standoff (Pole-arm) / Vile Ward (Shoulders) / Ring of Royal Grandeur (Ring)
Pick your best 3 IK & 2 Reakor’s pieces from the following: Helm, Chest, Gloves, Pants, and Boots
Helm: STR / VIT / 6% CHC / OPEN SOCKET // Secondary preference with Physical Resist
Chest: STR / VIT / 15% FC% // Secondary preference with %Melee Damage Reduction, %Ranged Damage Reduction, Physical Resist
Gloves: STR / CHC / CHD / AD% // Secondary preference with Physical Resist
Pants: STR / VIT / AR
Boots: STR / VIT / AR / Movement Speed or Armor
IK Belt: STR / VIT / AR / LIFE % // Secondary preference +Max Fury **with Mortick’s Brace, LpFS is no longer required here, utilize 15% Life
Shoulder: Reakors: STR / AR / AD% / FC%
Bracers: Mortick’s Brace: ELEM% / STR / VIT / CDC% // Secondary preference %Melee Damage Reduction
For secondary’s stats when optional you’ll want 1) Melee or Range damage reduction 2) type of Resist (phy preferably)
Rings: Band of Might, Convention of Elements.
CHC / CD / AD% or Average Damage or STR (Area Damage is the best option)
For secondary’s stats when optional you’ll want a resist (phys)
Recommended: 1. The Flavor of Time - having double Pylon time is a pretty significant upgrade to DPS output. As much as I miss having Brawler, I didn’t miss it that much when I had a full minute of Power or Conduit pylon…
Hellfire Amulet with any of the 6 recommended passives from Ruthless, Rampage, Brawler, Berserker Rage, Nerves of Steel (or Relentless)
ELE% / CHC / CHD // Secondary Preference of %Melee Damage Reduction
IK Boulder Breaker: DMG% / STR / AD% / Open Socket // Secondary preference +Max Fury **with Mortick’s Brace, LpFS is no longer required. Utilize 24% Area Damage here
Core: Movement Speed to 25% > Max Fury > VIT to a target HP-level (e.g. I recommend around 750K-850K HP for most non-elite level players up to GR115) > STR
Offense: CHC > CHD > CDR > ASI
Defense: AR > LIFE% > ARMOR > LR
Utility: AD > LOH > GF > zRCR
I tend to at least try for 110% AD (50% Paragon, 20% Gloves, 20% Shoulders, 20% on at least 1 ring). There are several different ideas on Life % and LpFS, with the most common setup being LpFS on your Weapon and 15% Life on your belt. If you are having trouble recovering health, a dual Life per Fury Spent setup is optimal, because if you have +Max Fury on both your weapon and belt, you will recover somewhere between 600-800K HP from Seismic Slam. The trade-off is that you will need more points in VIT to hit your target HP range.
Sprint:Marathon, WoTB:Insanity and Wreath of Lightning all add to movement speed, which increases your DPS output. The more mobs you can charge against, the better. There are 3 styles of Furious Charge that most players will need to employ at any given time – Long Distance “End-to-End Charges” which is good for survival and also large group DPS. Short Distance, but more frequent, “Ping Pong Charges” which is good for smaller group, targetting a specific mob or utilizing your occulus ring spawns. However, they make you more prone to being hit by heavy melee swings (e.g. Entombed Hulks or Dark Berserkers) and also ranged attacks (e.g. Lacuni Huntress or Vile Temptress). Lastly, “Wall Charging” mainly used to fight the Rift Guardian.
You typically will only be able to kill Champ/Elite packs on large, open maps in which those mobs follow you around from pack to pack. This is a trash-killing build that will either need a long-term fight or Conduit Pylons to kill large packs of blues/yellows. There are always outliers that will prove this to not matter, but they are fairly uncommon. Shield Pylons are also solid to help smash down blue/yellow mob groupings, barring you have enough mobs to reset the FC cool-down. Speed Pylons can be good for DPS or finding better density or moving onto the next map (all 3, really). Power Pylons are best saved versus the RG.
Some RGs will be unbeatable in “average” circumstances, such as having 3:29 or less, to kill them. Some RGs are killable with 4+ minutes, especially if you have a Power Pylon. Some RGs are unkillable with 4 minutes and a Power Pylon at high-GR levels. It will be up to your character’s gear, your account Paragon level and your play-style and ability to see what those are. On average, I personally hate the following RG: Vesalius, Perendi, Blighter, Voracity, Eskandiel, Hamelin, Stonesinger, and the Choker. I absolutely love Saxtris and always appreciate a good Sand Shaper, Raiziel and even at this point in my GR clears – Cold Snap (on a map I can easily wall charge him on). The bosses not mentioned will gather mixed results depending on the map tile, time and pylon availability. You will need to wall-charge versus RGs, and that will be allowed the easiest in small hallways or against pillars/pylons. Lastly, some RGs are killable only on maps that allow you wall charge them THROUGH a pillar so they cannot turn around and quickly one-shot you (Blighter comes to mind).
The most common mistakes are people trying too hard to finish off packs of mobs and running out of FC charges, trying to force the killing of blues/yellows (especially true if you kill 4 out of 5 blue mobs and the last one is just BARELY alive, but you just cannot keep attacking it) and trying to fight the RG without utilizing the Wall Charge tactic. Also, keep an eye out for your Ancients and ensure they do not die off. Heavy hitting, melee-dense mobs are great at killing them (Lacuni, Dark Berserker, Phase Beast, Emtombed Hulk rifts come to mind).