As you all know, there are hundreds of legendary items with varied in preference and popularity in Diablo 3. Some of them are wildly favored while some of them are salvage material as per dictated by guides. But I want to challenge that somewhat; teach you a few quirks if possible and mention some mechanics that may intrigue you.
People get so jaded when game refuses to give them their very specific targeted items for their builds, they blame bad RNG, non-stop. Even when they get a brilliant item that is fun to use, they scrap that and hunt for the elusive best-in-slot with sticks and floppy fishes because they didnât get the âbest oneâ yet. Today Iâll mention a list of them that I have encountered and figured a use for. I hope you just stop blaming developers and appreciate what you got after reading.
I was going to post this and expand my list as new Season starts, but as it looks far beyond I have decided to write it now. The main reason Iâm posting this now is actually that I feel groggy and sickly but I need some more push power until weekend. These are just my personal notes, I donât expect anyone to finish GR150 after reading those or anything but there are interesting interactions between items and skills as long as you pick the right skill rune for highest benefit.
==Barbarian==
Heart Slaughter: Apparently best alternative for a 2-handed WotW WW-Rend spec.
As far as I know 2-handed builds usually donât shine on Barbarians but I guess we are just looking at wrong places. Barbarians have great passives such as Ruthless that makes using a 2-hander weapon all that great for increased finishing power. In this example, I have ran some numbers and I was satisfied with the results. Heart Slaughter is a nice alternative that offers around 50% damage boost compared to dual wield for this specific setup.
There are alternatives to Heart Slaughter such as Wrath of the Bone King or Schaeferâs Hammer if you are interested for different specs as well.
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Azurewrath: Most valid option for Savage Frenzy builds. Also an alternative for MotE.
It must be obvious to many but I guess this sword evaded the attention of the top players and guides. One of the bonuses of Savage Set is doubling the damage against hard crowd control enemies and Azurewrath is the easiest way of having this thanks to its freeze effects.
Alternative to this sword is Utarâs Roar which can be easily crafted from the Blacksmith but it wonât freeze targets. The edge that Azurewrath gives is that you can also use it in the MotE Set Dungeon to fulfill one of the objectives easier.
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Blood Brother: Defensive choice for MotE and WotW builds, also a key item for WotW Set Dungeon, which considered to be the hardest Set Dungeon.
While Blood Brother is usually seen as a weapon for Crusaders, apparently they have little to no means to utilize it in comparison to much better options. However, Barbarians could use a two-hander with little to no repercussion thanks to their amazing passive abilities and brutalizing weak targets.
The utility of Blood Brother somewhat splits into different setups by the Set you use it with. When you attempt to equip it with Might of the Earth Set, you can pair it with Justice Lantern ring for about 20-24% of extra toughness and capability of choosing between Endless Walk or Squirtâs amulet and Convention of Elements.
Alternatively, you can use it with WotW Set by equipping Amboâs with Stormshield together; this way Sword and Board passive can be activated, allowing you to Whirlwind without depleting your entire Fury pool for longer. I believe, if you add more block rate items such as Helm of the Rule, Justice Lantern with melee and ranged damage mitigation like String of Ears and Eye of Etlich; you can acquire enough damage mitigation to completely nullify any damage you incur from WotW Set Dungeon upon a successful block.
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Shi Mizuâs Haori: Could be used as a boost for AD% when combined with Moratorium and Relentless passive for MotE or LoN oriented builds.
Havenât completely checked this yet, but although it may be slow on resource replenish, simulator looks promising. Sadly, LoD could have worked for this combo but can not really include Moratorium without any expenses from your damage output. Your only option here are pushing Shi Mizu with Moratorium to MotE or LoN rings Sets, so you can keep Bane of the Stricken and take Relentless passive to keep yourself alive. I only figured a way to use Seismic Slam- Rumble with Avalanche- Cold Capped Mountain with MotE, but I believe you can find other setups for LoN variation.
==Crusader==
Demonâs Set: Solid secondary Set for Invoker builds if you can solve the mystery of Provoke.
For long months I havenât figured out what this Set was about or its purpose. I have ignored it as everyone else but it also intrigued me why developers kept it in the game as it is instead of doing an overhaul. There were many really creative and sometimes absurdly imaginative overhauls for this Set out there; if they were to read it of course, but I guess they have fed up with it as I am.
The purpose of this Set eluded me until working on a Rolandâs Shield Bash build. By chance per trial and error, I have noticed that Provoke- Charged Up allow you to enable Area Damage on skills that are not meant to hit Area Damage. Along the duration of Provoke, all of your damage will have a chance to hit area damage regardless of their type and I think this is huge, revealing the true potential of Crusader class in its entirety. As far as I can tell, what happens is Provoke- Charged Up adding a slight bit of proc coefficient to any damage you can output along the four second duration of the buff and it seem to have no exception.
Then it hit me; why wouldnât it work with thorns? Ran a few tests with Invoker Set and it seems Iâm right on my feeling. When combined with VoâToyias Spiker, Demonâs Set certainly enable you to dish out damage really well and amplify area damage to new heights. Instead of stacking Cooldown Reduction for empowering the boon of Crimsonâs, you could stack Area Damage. You need to set your legendary powers well, and must use Akkhanâs Champion- Rally for chaining buffs which you need Akkhanâs Addendum in the Cube for.
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Broken Promises: Allowing you to stack Area Damage without worrying about unstable damage output. Key item for Rolandâs Shield Bash and few other classes.
This small ring is usually forgotten about but I have figured a use for it. Guaranteed critical hits, even for a small while, actually a pretty good attribute when you can get rid of all ChC% stats to replace them with Area Damage%.
This ring is especially helpful for Rolandâs Shield Bash builds because the builds that have very limited damage multipliers usually have a surplus of potential for Area Damage%. With limited range of Shield Bash- Pound, I have found that BP is mandatory for clearing anything higher than GR110; periodic buff of CoE leaves you out of range.
You may debate that CoE is better but itâs simply not consistent enough in low densities where entire build derive its power from dense groups of enemies. So, for this build specifically, CoE usually falls short when you lack a vast open area with lots of monsters stuck at arms length of each other.
After much trial and error I have realized that Shield Glare- Emblazoned Shield, has potential of dealing Area Damage but only when it hits the weakened targets as described. It appears, the small amount of damage that is applied to weak targets from SG- Emblazoned enables proc coefficient and cause Flail of Ascended create a huge blast of a chain reaction when paired with Provoke- Charged Up just so they keep taunted.
Pairing Invigorating Gemstone with Wrathful passive is mandatory for survival as youâll strive and survive with high recovery while being guarded by Stone Gauntlets and Provoke combination.
To add a note though, Crusader definitely need some thorns damage to trigger the buff of BP reliably so that kind of limits your options for utility skills too. Youâll be using Norvaldâs Set with Flail of the Ascended in the Cube slot, so Steed Charge- Spiked Barding is mandatory to trigger BP while you stand collided with the target for a second or two.
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Corrupted Ashbringer: An alternative weapon for Akkhan when paired with Tyraelâs Might.
Now, am I kidding? Not really. Iâm not saying that itâs superior or very effective, but this dull looking 2-handed blade is actually pretty nice to have when you canât find a proper Blade of Prophecy to equip. Simply toss Blade of Prophecy and Tasker in the Cube, then equip Fryderâs Wrath with Corrupted Ashbringer and Tyraelâs Might. Youâll drop Unrelenting Phalanx thus losing Phalanx damage, but you can stack AD% every equipment slot to cause Ashbringer to stack collateral with ease.
Only draw back is that you really need extra Damage against Demons affix which you can cover with the help of equipping a Tyraelâs Might with Warhelm of Kassar. You also need lots of Area Damage to empower the holy blast damage which is unusual for Akkhan specs. When Corrupted Ashbringer cleansed after sacrificing Skeleton summons and turns into Ashbringer, the holy burning damage will be able to proc Area Damage.
While itâs somewhat nice, itâs still nothing beyond of a substitute item. When you reach five skeletons, you burn everything down rather quickly; but skeleton spawns are irregular and leaving you to wander without any spawns for way too long. You donât want to stay one-on-one against Elites and always seek new targets, else you wonât be able to deal proper damage. It doesnât look bright for Rift Guardians, but I guess you can spare a Pylon for them as long as you have enough monster density to go around.
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Ancient Parthan Defenders: Pairs well with Sacred Harness for extra damage mitigation from ranged enemies.
Usually ignored, APD actually meant for covering the weakness of Sacred Harness. When you apply Judgment- Debilitate skill rune to all enemies at melee distance by Falling Sword, youâll be very open to get picked by ranged enemies. This flaw of sort, makes people think that Crusader donât have any class oriented defensive buff but they actually do. When you pick Falling Sword- Part the Clouds and Iron Skin- Charged Up, youâll get the full benefits of combining Sacred Harness and APD.
When you are under the effects of Iron Skin- Charged Up, youâll incur only half damage and the Parthan bracers will cover you further, and when you leap with FS- PtC any random enemy near the impact will be stunned to trigger APD or weakened by Judgment-Debilitate.
==Demon Hunter==
Odysseyâs End: A neat damage boost at the cost of sparing a single skill slot.
The best bow in the arsenal of Demon Hunters and I believe it doesnât get the recognition it deserves. Just like Calamity, it will make you spare a skill slot but itâs just a bit more obvious and specific on its deal. You just spare an action slot for a second Primary attack, or make Entangling Arrow your first choice. The boon is a whopping 2.5x damage dealt while it also slows targets to expand the reach of your BotT gem. You canât actually go wrong when you try incorporate this item to any build you can think of. It shines on Unhallowed and Gears of Dreadlands, but it also can work for other Sets aside from Shadowâs due melee limitations.
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Calamity: A solid choice for spreading Marked for Death, causing a feedback loop between targets due Area Damage if you can topple them together.
Compared to previous example, this is less flashy and usually require a second legendary power such as Leonine Bow of Hashir to be any effective and you need to have MfD- Grim Reaper on your action slot. When Calamity is equipped or tossed in the Cube, your first target hit, will suffer MfD- Grim Reaper while rest of the targets will be debuffed by regular MfD. If you can topple them with Leonine or a Follower equipped with Ess of Johan, you can deal tremendous amount of damage thanks to MfD-Grim lashing out the Area Damage back at all surrounding monsters.
On paper itâs not enough boost on damage output for the setup it requires, but if you can pair it with pixel pulls, you can make it work consistently. The idea is, replacing Preparation to Bolas- Bitter Pill and using it as a way of replenishing Discipline while utilizing Leonineâs pull effect toward the MfD- Grim target. Right after that, you can sweep the whole group by using a channeling skill such as Rapid Fire or Strafe, whichever you have at hand.
That combination means, you are losing Dawn but a pixel pull and bursting Area Damage sounds like a good deal to me. However this is not superior to Odysseyâs setups that is well known. It gives a small edge to Bolas oriented setups of GoD/UE and perhaps offer a placeholder for Hungering Arrow setups.
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Frostburn: Somewhat neglected but can offer crowd control with damage mitigation for Shadowâs Set.
One of the biggest complaints of Shadowâs Set users are that their quiver require so many attempts to get it right. It âs enveloped in so many layers of randomization, by the time you get one with right rolls, you almost reach the end of the Season. That is where Frostburn comes, but you have to ditch Wraps of Clarity to replace your primary attack with Fan of Knives- Bladed Armor and enhance it further with Ancient Parthan Defenders. With Frostburn in the Cube slot, youâll have some elemental damage for a small leeway, and casting cold Impale or FoK will freeze targets around you to activate the benefits of APD.
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Balefire Caster: Very niche but can empower Bolas oriented builds with UE or GoD at the cost of Dawn and some mobility.
Itâs like I can almost hear your thoughts; âlosing Dawn?â, âlosing Smoke Screen?â why yes. Collateral damage and pixel pull are so convenient to abuse Marked for Death- Grim Reaper with or without Calamity. Obviously, the only option you have at that case is picking Bolas- Imminent Doom for higher damage output and tossing Leonine in the Cube while equipping Balefire and Emimeiâs Duffel.
Currently, Balefire seems viable to replace Dawn on Natalya for Spike Trap- Custom Trigger skill rune, else can do the same with Gears Sets for Bolas oriented builds. You can also prefer Unhallowed Essence for Bolas- Impending Doom setup, but appears the damage output is very small comparably to Hungering or Multishot and dropping Yangâs really impacts your toughness on that Set.
You wonât miss permanent Vengeance form besides the toughness loss which you can ail with something else such as Shadow Power- Gloom instead. Mind you, you are not losing Vengeance entirely but losing its uptime; you can still time your Vengeance at the peak moments to get the best of it because you most likely equip Crimsonâs already. Also this little hand crossbow meant to be a substitute item until you can possess more favorable items.
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Liannaâs Wings: Seemingly the only option to not fall for deflect kills for Shadowâs Set.
As it seems itâs impossible to include elemental immunity amulets in Shadowâs Set builds to avoid getting one-shot by Dervishes and Dwellers. This small hand x-bow can replace Dawn at the cost of you losing damage and sustain, but avoiding a certain death at many occasions.
Of course it still comes with a trade-off, and it require you to have some technical knowledge. You need to observe the small chain of Dervishes and await the duration of sand whirls of Dwellers or kite to let chasers close in front of them. If you fail to observe the short chain at the skirt of Dervishes, which require quite a bit distance for a feeling of timing, youâll get a deflected shot. When you fail to put different targets between you and Dwellers, you may have a hard time as well.
When you toss this small xbow at the Cube, youâll not only slow the targets around you to reactivate Night Bane skill rune, youâll also cast Smoke Screen to be safe from deflects. It is highly recommended that you grab Vault with Chain of Shadows to keep a certain distance here to vault away for positioning. Putting distance and slowing them will help you to time your Impale shots and Smoke Screen will ensure you will be safe for a small while. As for LoD variation of this build, you may want to give a chance to Evasive Fire- Surge or EF- Parting Gift for accessibility and ease of the reposition.
For potential uses on other Sets, I guess you can keep it to have a makeshift Dawn until you loot the real deal. You can have it for Gears of Dreadlands Set and I believe it also works fine for Natalyaâs Set to include something like Marked for Death without the inclusion of Leonine or Bolas. The real benefit of this small xbow is not being a makeshift item, but allowing you to replace Smoke Screen with some other skill such as Vault, Marked for Death or Rain of Vengeance.
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Etrayu: A small damage boost for GoD HA Set and an alternative for Marauder.
With 2-handed Demon Hunter bows having higher minimum damage than 1-handed xbows, Etrayu has a marginal gain of 20% straight even with potential diminish from stacking in consideration. While obvious choice here is picking it as a substitute item for Hungering Arrow- Devouring Arrow builds such as Unhallowed Essence or Gears of Dreadlands, also itâs possible to empower a Marauder build. By picking Cluster Arrow- Maelstrom with this bow instead of Loaded for Bear allows you to deal a similar amount of damage to it in cold damage but spread to more targets.
Similarly, with Marauder Set, you can skip Kridershot and equip this bow for damage boast instead for an Elemental Arrow- Frost Arrow setup. I also believe itâs possible to create a Chakram- Serpentine setup with the inclusion of this bow with Marauder Set. Both cold type Elemental Arrow and Chakram setups apply for Unhallowed Essence but it has to give away Dawn for the favor of this little bow here just so it can deal proper damage. In short, this bow is not unusable just Unhallowed Essence and Marauder have to put down sustain as a drawback.
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Uskang: Sister bow of Etrayu, provides a boost for lightning oriented HA for GoD, or UE.
This bow usually recalled with Etrayu, however itâs not as popular. It has a merit of boosting the only lightning type skill rune of Hungering Arrow- Shatter or empower Entangling Arrow- Shock Collar with Odysseyâs further on GoD6 Set. Alternatively, it can allow you to replace Preparation with Bolas- Bitter Pill and HA- Shatter oriented builds on UE6 and GoD.
I also think it can empower eccentric builds on different Demon Hunter Sets. For Marauder, Chakram- Boomerang or Elemental Arrow- Ball Lightning can be empowered, which latter is also a common setup on Unhallowed Essence with Kridershot as well. Simply Kridershot goes in the Cube for tying the Hatred generator bonus to Elemental Arrow, while UE equips Uskang for higher damage output. Compared to this Marauder only equips Yangâs Recurve for its RcR% bonus and have freedom to keep Augustine in the Cube slot.
Surprisingly, I noticed that Rain of Vengeance- Shade skill rune allowing Area Damage for Elemental Arrow- Ball Lightning for targets in RoV area of effect. Yet, too many collisions perked up with Area Damage donât sound like a good idea or a proper experiment.
I donât think Unhallowed can afford to include RoV, neither can manage the long cooldown of it, but I guess Marauder can do that.
==Monk==
Binding of the Lost: While seen as a dedicated item for Uliana, it also helps Gen-Raiment and Sunwuko Lashing Tail Kick for protection from projectile deflecting monsters.
While itâs not a really favored or part of any competitive build of sorts, SWK can have a fire LTK spec when you dare to equip Gyana Na Kashu and a fire Uliana with Madstone. This belt, provides some damage mitigation and allow you to utilize invulnerability frames for a small duration to parry the deflected projectiles.
Also Raiment of a Thousand Storms can benefit from such opportunity to avoid bursts when they need to recover for using Dashing Strike again or stand their ground. For all other accounts, itâs meant to be paired with Binding of the Lesser Gods where ever applies.
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Staff of Kyro: A two handed Daibo that can be a placeholder until you find a good pair of Shenlongâs for Raiment of a Thousand Storms or Ulianaâs.
Now, bear with me here, I have no idea how this synergy works or if I have witnessed it wrong. For Raiment Monk, this daibo is a solid choice, no joke and everyone can guess as much. What interested me was, when I found out that its benefits are not only limited to Deadly Reach at all.
I may have made some wrong observations, so take what I write here as a grain of salt as everything else. I think SoK, also increase any effect that is caused by Deadly Reach itself as well. Now I havenât tested the depth of this idea but I find it pretty grasping.
Now that puns are out of the way, let me explain; Ulianaâs Set bonus cause Exploding Palm to be applied at the third strike of any generator and I ran a small experiment of sorts about Ulianaâs, hoping to find a 2-handed variation for it. All of my attempts for skill rune combinations failed miserably at GR120 scale, but one combination stood out as I have seen it. I have set my Deadly Reach- Scattered Blows and Exploding Palm to Shocking Grasp skill runes. It made me watch fireworks to convince me that it somewhat works at least.
Now, I have no idea what causes that or the mechanics behind it but Iâm somewhat sure that it can be an alternative until you find a pair of Ancient Shenlongâs. As far as I get it, that specific skill rune DR- SB allow the shock entities created by Deadly Reach to inherit and carry the damage boost to any effect created by those. Additionally, Exploding Palm- Shocking Grasp being capable of arcing on the same target collided with more than one of those shocking snaps caused by Deadly Reach, is just the bonus. The random explosions caused by Deadly Reach- Scattered treated as another separate generator, another entity that snap and apply the Exploding Palm status on monsters.
Does it also affect or stack when you roll Deadly Reach damage on your pants and belt? I think so. Does it also affect from Alacrity or Combination Strike passives? Doesnât make sense but yes; you use Combination Strike while pushing and Alacrity while farming.
I wouldnât have guessed that Exploding Palm- Shocking Grasp skill rune would be an alternative to EP- Impending Doom at all at the first place. Maybe I need more comparison, a Season or two to look into this build myself in-depth as what I scribble here is only determined by very limited tests I have done at non-Seasonal and a single Season.
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Holy Beacon: Safer alternative to Squirtâs Necklace for Raiment of a Thousand Storm builds to recover faster from Shenlongâs drain effect.
Itâs not the best-in-slot and always get salvaged even if you looted a godly piece or a Primal grade. Get this though, Raiment Gen Monk is made out of paper against burst damage and will break when they bite more than they can chew; that much is obvious. When you equip Squirtâs at a low Paragon level, you simply invite getting frustrated over small mistakes and high punishment that you were not ready for. So this small amulet is not entirely too shabby at all.
Also, Raiment Gen Monk is almost the only Monk build where Holy damage can shine through. You only have three holy damage oriented generators namely, WotHF- Fists of Fury, Fists of Thunder- Bounding Light and Crippling Wave- Rising Tide; where you can utilize either and still come up with a banging build.
You wonât have any vulnerability which may lead to getting one-shot from almost full health in a crowd, and you will recover faster from Shenlongâs Spirit drain. Best part is, you can include ORotZ or FnR and Captain Crimsonâs Set together without any serious repercussion when you equip Holy Beacon.
Alternatively at certain Seasonal themes, Forbidden Archives or Shades of Nephalem, allow you to include Shenlongâs pair of fist weapons with Patterns of Justice to utilize Tempest Rush- Northern Breeze. By favoring Holy damage and with extra Spirit regeneration you can use something like BoH- Scorch, Mantra of Retribution- Collateral Damage or Sweeping Wind- Cyclone skill runes for having a small edge comparable to TR- Flurry.
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Band of Rue Chambers: Long forgotten ring that is ignored but can shine with the right setup to feed Spirit sinks with consistency.
While itâs not a charming piece of jewelry, many tried to use this and failed to incorporate in their builds. However, I think I may have figured a way to use utilize it better. You can easily use this ring with any build with Shenlongâs setup hoping that it would increase your uptime with the buff but it doesnât grant you any utility while there are much better alternatives to boost your damage in a consistent way.
When people see this ring, they think it can work with Raiment Generator Monk but Raiment can benefit more from FnR pair with Squirtâs, ORotZ, Unity or CoE with Endless Walk. In short, it doesnât pair well with Shenlongâs setups at all but it is still an alternative replenish for heavy sinks of Spirit.
I think the intended use of BoRC is utilizing Mantra of Retribution- Against All Odds in group play only and a pairing a defensive buff such as Serenity- Tranquility, Inner Sanctuary or Breath of Heaven, together. Either of BoH and Serenity can be swapped according to your needs. Anyone hitting your Follower or your teammates in a group will feed your Spirit gain immensely so you can unleash bursts of damage.
On theory you can use this with Raiment-Gen Monk, else to replace Mystic Ally- Air Ally with Mantra of Retribution at any group oriented build, but this also make Inner Sanctuary- Safe Haven, MA- Enduring Ally or Serenity- Tranquility a mandatory pick so you can alleviate the survival issues of the build. Then again, without ORotZ or Crimsonâs, Inner Sanctuary wonât be a viable pick and you just happen to equip this ring somewhere.
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The Eye of the Storm: Provides Lightning Elemental Skill damage and can be a solid choice with Stone of Jordan for Patterns of Justice Set.
This Spirit Stone simply made for bridging SoJ and Won Khim Lau both in Patterns Set. Additionally you may include Odyn Son and Thundergodâs Vigor, but ultimately entire setup relies on stacking lightning elemental skill damage so you can gain massive elemental damage from SoJ.
As far as I know there are not many lightning type Monk builds that can use this Spirit Stone so I guess its use is limited to Patterns of Justice. Potentially, you can create a lightning build out of Raiment or Ulianaâs Sets by using Staff of Kyro but I doubt itâd have any merit to do so.
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Madstone: Long forgotten item with hidden mechanics for a fiery Uliana setup where Seven Sided Strike is the focus.
Continuing with Uliana, I always liked EP-Essence Burn skill rune while playing that Set but never imagined it being able to bridge Rabid Strike clones and SSS together with ease. This setup is a little bit complicated to explain, so Iâll start with the basics; Madstone cause SSS to apply EP, but in a hidden mechanic it also allow Epiphany clones to apply EP from Rabid Strike with SSS at the same time. Normally, Uliana is not a build that can utilize Rabid Strike but Madstone enables that while it offer no additional damage, nor any hint towards clones.
The setup is always dual wield, you need a decent rolled Fist of AzâTurrasq and Rabid Strike together while tossing The Flow of Eternity in the Cube for keeping SSS cooldown.
When you try to incorporate EP- Essence Burn skill rune in the traditional setup, it falls short on damage where it barely tickles a simple monster in T16 without Cyclone Strike mechanic. So you simply need to include Rabid Strike and Binding of the Lesser Gods to increase your damage while you are in Epiphany. Either BotLG or Gungdo should go into Cube slot but that will also replace defensive options.
However, this setup will leave you vulnerable to most attacks so I suggest that you include Resolve passive and Inner Sanctuary while equipped with Binding of the Lost belt. You have no space for Lefebvreâs or Spirit Guards with this, so BotL and Inner Sanctuary are mandatory, as much as stacking SSS and EP skill damage on your equipment. For the worse or the better, this setup is meant to have Enforcer equipped and this shall allow you to get a All-Skill access token for your Scoundrel so he can provide both Vanish and the Nightâs Veilâ together.
On the subject of critical hits and Legendary gems, Iâd like to make a note here, and tell you to get Obsidian Ring of the Zodiac and Broken Promises for rings. While Convention of Elements is a go-to for Uliana setups most of the time, itâs not consistent enough for this build and it has a huge down time if you fail to hit the Cyclone Strike somewhere in between SSS. You have plenty of damage over time appliances in a fight, so youâll get the guaranteed critical hits from BP very consistently. That will allow you to stack AD% instead of ChC%, EP skill damage%, SSS skill damage% or LpH on equipment wherever applies and push your damage further against large crowds.
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Gyana Na Kashu: Mandatory item for Sunwuko LTK, always left in the shadow of WoL.
It is a mandatory part of the Sunwuko setup; all of your cooldown issues are taken care of with Obsidian ring of the Zodiac when you hit 52-55% CdR. You donât exactly need Crimsonâs to manage cooldowns which offer inferior LTK damage compared to GNK. All you need to do is picking the highest damage dealing LTK skill rune, which is Vulture Claw Kick to scorch everything. For farming or speed farming, you can pick LTK- Spinning Flame Kick to a lesser extent.
The hazard with this Legendary power is that its fireball can be reflected by Sand Dweller golems and Dune Dervishes. Luckily, the setup can include a fire immunity amulet in Cube, if you can spare a spot for Inner Sanctuary, because Resolve passive will not cut it alone to mitigate sufficient damage.
It has better sustain, deals slightly higher damage than SWK WoL spec, but it is also not mobile or fast. Due being always threatened by getting one-hit knockout by reflecting mob types, your builds should always include Serenity- Ascension or Seven Sided Strike- Sustained Attack for BotL belt to avoid getting hit by reflected fireballs. Alternatively, as mentioned, you can include Star of Azkaranth in the cube by equipping a RoRG and replacing Serenity or SSS with Inner Sanctuary- Intervene which solves all of your issues.
==Necromancer==
Moribund Gauntlets: Essential pick for Golem oriented builds. Consistent way of increasing its damage or treating it as an alternative corpse provider.
Your golem shedding a corpse every second can be utilized as a way of piling the corpses first in combat then consuming them. You can use Flesh Golem as a pseudo-replacement for LotD in speed farms. You can also feed your Decay Golem with the corpses easily to have a LoD oriented Golem brawler with Golemskin Breeches to narrow the delay of activation. It can also be a way of utilizing Devour, or abuse freeze effects of CE- Dead Cold skill rune at speed farming without needing to stall cooldown of LotD- Frozen Lands for too long.
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Grasps of Essence: Can fit into any Corpse Explosion build across different Sets.
Most of the Sets can use or spare space for Corpse Explosion if youâre devious enough. These gloves may not look powerful alone, but with a little support from Johnstone it can create fun builds. For example; Inarius may prefer poison type, Close Quarter skill rune while going for a CE build with LotD and itâll perform great. Alternatively, TragâOul can attempt a CE build too with Final Embrace skill rune but details are hazy for me at best.
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Razethâs Volition: Underappreciated shoulder piece that provides damage mitigation at almost no cost.
While this shoulder piece is widely unpopular, I think people skipping this for no reason. It gives you free skill runes effects for Skeletal Mages and grants damage mitigation as long as your Essence is not full. Additional skill runes for Skeletal Mages make it enticing to pick something else. Some flexible Sets like TragâOul can amass quite a few Skeletal Mages at once to hit impressive damage per second outputs.
Even if you are not a big fan of Skeletal Mages, the damage mitigation is still reliable and easy to sustain as long as you donât generate crazy amounts of Essence per second. Especially given how fragile the Necromancers are, this small shoulder piece is a huge boon when you use it. This shoulder piece will open space for your belt, which usually occupied by Daynteeâs and allow you to equip Cord of Sherma with Promise of Glory for a synergy that bring forth explosive sparkles.
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Mask of the Scarlet Death: With the help of Blood for Blood passive, it empowers a TragâOul based Revive build.
Oddly enough, that doesnât shape well with Revive oriented builds such as Rathmaâs Set but it serves a bridge to have a summon oriented build for other Sets. It seems like Revive have two legitimately good skill runes; one for TragâOul and one for LoD builds. Actually make it three with Personal Army skill rune, in case you need it to be a support or thorns/ringer spec of sorts but that doesnât warrant the use of MoSD at all.
With TragâOul Set, picking Oblation skill rune is required but you could one-shot yourself if you consume a large amount of corpses for the summon, so you have to use Blood for Blood passive and keep track of it. That makes a Follower equipped with Solanium almost a mandatory requirement when you decided to play this build. As for LoD spec, they seem to have it easier because they can pick Revive- Recklessness skill rune.
==Witch Doctor==
Last Breath: A long forgotten ceremonial blade fell from grace but can be utilized to stack Stricken faster when you need it the most.
After long gameplay sessions I have noticed this Ceremonial Knife and havenât thought about it. That was until I have noticed how nicely Mass Confusion- Mass Hallucination can stack Stricken so fast without any investment towards attack speed or anything. Iâm completely aware how it can disrupt your flow by making all the monsters around you completely immune for a good 10 seconds, but when you cast it in a chain what follows is pure mayhem.
The down sides are; the skeleton that spawn with MC- MH is a loose cannon, you need to cast twice for it to be any effective and that makes Tribal Rites passive mandatory to have. Alternatively, Mass Confusion- Devolution is a nice touch to include Sacrifice- Provoke the Pack whenever necessary.
Additionally, when every monster is immune to crowd control itâs almost impossible to recover from a dire situation. If you have capability of burst heal, you need to keep it available until their immunity cease, else you might be punished badly for it.
You need a really big crowd to make this work so collateral damage can make the best of Stricken stacks and I can not see this working with most setups due it requiring you to replace a damage boosting legendary power (for example; Sacred Harvester) with Last Breath. You also need to replace a defensive buff or crowd control (for example; Horrify or Piranhas, yes, I mean it) with Mass Confusion, lest you make every target immune to crowd control way too fast when you pair them.
I think this Ceremonial knife can be used in speed farming Greater Rifts for builds that lack ways of stacking Stricken fast enough with or without Tribal Rites. However, I think the better use of this knife would be unleashing MC- Devolution more often to abuse Sacrifice- Provoke the Pack.
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Homunculus: A nice tool for damage boost and triggering FnR with Zunimassa. Can create a build oriented around Sacrifice with LoN/LoD. A good instrument for speed farming on pet oriented builds.
While you can make a build around this, you can also use it as a nice utility for mobility via Fierce Loyalty passive. It also provides a damage boost when using pet oriented builds such as Zunimassaâs. I was surprised when I found that Sacrifice- Pride can be used to trigger the one part of the FnR rings duo, and it can easily replace Depth Diggers if you were to wish so. When you have Dagger of Darts, you can switch to Sacrifice- Provoke the Pack and gain a nice lasting damage multiplier boost.
I think you can make a LoD build out of this skill but only skill rune that merely have a hope of dealing massive amount of Area Damage is Black Blood skill rune, because it seemed to have proc coefficient to cause another effect such as stun. If thatâs not the answer then I may bet on Summon Zombie Dogs- Rabid Dogs so the detonation could be calculated with proc coeff in that short three second time frame for response. That requires you to abuse Broken Promises so you can stack AD% instead of ChC% again.
If thereâs a proc coeff, then there will be a better chance of Area Damage thus itâs the only way an underdog (excuse my pun) build to deal proper damage. I donât think Sacrifice- For the Master is the answer here because it burns your stack of Zombie Dogs too fast and Next of Kin skill rune seems unreliable. When you need more dogs without Homunculus, you just include a skill with Zombie Dog spawns from slain monsters such as; MC- Devolution, BBV- Boogie Man and GotD- Death is Life.
On theory, no matter how you look at it, 15% additional damage from Piranhas would be beaten by 1.2-2.0x multiplier from Sacrifice- PtP buff. The only occasion where Piranhas- Piranhado could beat the damage output of a Sacrifice- PtP chain is when you have massive Area Damage% from Vision of Enmity Season with unrestricted Paragon.
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Mantle of Channeling: Usually looked over since only very specific Firebats oriented builds prefer this, but itâs also useful for Zunimassa.
You can abuse Mantle of Channeling with Zunimassa by using Firebats- Vampire Bats; its proc coeff is so high youâll replenish the value of your base Life per Hit in a single tick. As expected, Helltooth and Arachyr also uses this shoulder piece for Firebats builds with CotFS bracer. Difference is, you wonât need Coils of the First Spider as long as you donât pick any other skill rune than Vampire Bats because itâs way powerful for this task.
As it doesnât have any channel cost, itâs easy to implement, sustain and doesnât require Taeguk. This skill also stacks Stricken faster than anything you can imagine; thus you can skip Locust at the cost of losing some distance and still work FnR. For targets at the long range, you can tag them with Piranhas- Piranhado or switch to Zombie Piranhas skill rune in Nightmares and Visions of Enmity. This item fits the build as Zunimassa donât have any proper shoulder piece and severely lacks defensive buffs for survival.
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Wormwood: Under-appreciated staff that is a solid choice for Firebats oriented builds for Helltooth.
People prefer Arachyrâs for Firebats builds but thereâs an issue with this, Arachyrâs have really high damage mitigation, but compared to Helltooth its damage boost is merely a third of it. How do you balance this out? Itâs simple, you use a poison oriented Firebats- Plague Bats build with the Helltooth while getting more damage mitigation by Bad Medicine. Provided high minimum damage per tick and high elemental damage will cover your losses from skill damage bonus.
Since this staff takes care of Locust Swarm, you can easily gain an empty action slot for equipping something like Firebomb- Pyrogeist and feed Vision Quest passive. This combination is particularly useful for any spec of Helltooth or Mundunugu speed farm builds that require lots of passive mana regeneration to feed huge mana sinks they spam at any given moment.
Alternatively, you can spare a slot for Zombie Dogs to utilize Sacrifice- PtP as mentioned before. I think Arachyrâs would have an easier time including Homunculus as they need extra attack speed from one-handers. You can also include Sacrifice- PtP in Helltooth Wormwood setup by replacing Piranhas- Piranhado with Mass Confusion- Devolution.
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Suwong Diviner: A must-have for Acid Cloud builds now became obsolete.
This staff really eluded me for a long time. I had no idea what to do with it and it seemed like another lost cause that developers left on its own. After some testing, it appears that Lob Blob Bomb can deal Area Damage like Gargantuan. However, its damage output is absolutely weak and hard to sustain. As far as I have gathered, Lob Blob Bombs are considered Pets, but appears only Mask of Jeram seem to help unless you have Grin Reaper mimics to make Enforcer work with it.
I have deep suspicions about Acid Cloud builds are meant to be organized with Broken Promises and stack Area Damage where ever possible, but I have not tested this yet. As for sustain, Grin Reaper seems to help but I think tossing Mordulluâs Promise in the Cube would be helpful.
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Tiklandian Visage: Best pick for speed farms to gain mobility.
Nobody ever considers this voodoo mask for anything but itâs actually the best legit speed farm item for Witch Doctors. Whenever you activate Horrify with Tiklandian, it becomes a lingering area of effect for fear around you and lasts about 8 seconds. It can be paired with most skill runes of Horrify, namely; Frightening Aspect, Stalker or Ruthless Terror.
When paired with Rechelâs Ring of Larceny, the speed gain from Stalker skill rune will be amplified and youâll cover great distances just passing by monsters. I must say this combination is very convenient when you need to run a Conquest where mobility is the focus.
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Hwoj Wrap: Not an authentic fast food from the swamps of Kurast but helps pet oriented builds to carry crowd control effects farther for their pets.
Any build that utilize pets in some form, be it Fetishes, Gargantuan or Blobs of Acid Cloud, may use this belt and be merry that they did it. Slowing monsters down and pets engaging in, ensures that you carry the effects of your BotT gem further while also empowering your Zeiâs without any effort.
Usually you have to recast your pets if you were to get over run by flanking aggression of monsters, but this small belt helps you to outrun and fall near your own summons if you were to have them on cooldown so you can maintain their cooldown while fighting multiple Elite groups. In case you feel like you could use some slow effect, you can always grab Wormwood with this belt, or alternatively include Haunt in your setup.
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The Grin Reaper: A damage boost from Pets that can utilize Enforcer.
As far as I gathered by using this voodoo mask, Mimics summoned always share almost equal bonuses to your equipment. They have the same damage output, so the passive bonuses of Sets directly carry over to them. For active bonuses I think you need to snapshot your buff by activating the Set multiplier first then call them forth with something such as casting Horrify or a damaging spell.
Being considered pets, they always take bonus from Enforcer and can be a helpful ally in the battle. Especially in Seasonal themes with extra Cube power, consider putting this mask in the Cube for a more consistent damage buff than the elusive CoE. Just by including Enforcer, youâll gain two targets to pull aggression away from yourself and spell casters to increase efficiency of your spells.
==Wizard==
Mykenâs Ball of Hate: Complicated but fun way of spreading ignite stacks with Firebird.
Not as valid as Spectral Blades- Flame Blades but spreading Electrocute- Forked Lightning upon a large crowd means youâll have some collateral damage here and there. By the latest updates, Firebird now have Area Damage% at its 6-piece bonus proc from igniting the Combustion stacks. Tossing Velvet Camaral into the bunch is optional but can be helpful to ignite everything twice with a single primary attack at once. I have a theory that extra AD% and fire thorns from Demonâs Set can help Firebird with this as well but havenât tested it yet.
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Starfire: A nice tool for scaling lightning damage with Chantodoâs blasts with Vyr
It may not be flexible but not entirely restricted as well. This small uninteresting wand can pair really well with Chantodoâs blasts as its elemental damage always fit with your highest elemental damage. As long as you stack Lightning skill Damage%, your Archon blasts will be empowered by Starfire.
This will be much more useful than creating an Electrocute build from Delsereâs; which you can, but severely lack damage against single targets and will be a glass cannon without Orb of Infinite Depth. When Kanaiâs Cube related Season themes such as Forbidden Archives or Shades of Nephalem are active, you will have enough space to include Starfire as an extra. When Season allows an Cube power, you could use Starfire for creating a Lightning based Typhon Hydra build or incorporating it into DMO/LoD Arcane Orb by picking Spark skill rune.
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Storm Crow: Free activation for Elemental Exposure on Lightning based LoD Arcane Orb builds.
This is one way to optimize your build when you can not find a proper weapon with the right elemental imbue damage. As I see it, LoD Arcane Orb can have a setup of Arcane Orb- Spark to deal slightly more damage by its inner mechanic of stacking damage bonus and extra Lightning skill damage from equipping Storm Crow itself.
As far as I know, the Fireball proc supposedly activate all the bonuses aside from damage boost for Tal Rasha, so I think itâs visually useless unless something changed.
==Followers==
The Burning Axe of Sankis: Defensive choice on followers for resource starved builds.
The buff grants 35% damage mitigation for a short duration and stacks with any defensive buff. While playing a highly resource starved build, you can equip your Templar with this axe and pair this with Kredeâs Flame to ail yourself from sinking your resources. The defensive buff will cover them for a short while and Kredeâs Flame will feed your resources slowly when it didnât trigger.
As Templar has a Heal ability, the damage incurred in down time of Sankisâ buff will be recovered in no time. This effect can be intensified when you equip him with an All-Skill Access token for bonus resource generation from Inspire. This combination is highly useful for resource sink builds, such as Raekor AS- Boulder, LoD Skeletal Mage or LoD Meteor. Alternatively some underdog builds that really rely on resource batteries but suffer from CdR%, such as Roland SB or Helltooth Acid Cloud can prefer this combination.
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Pus Spitter: Underrated Crossbow for Scoundrel to optimize your damage output
I have read that nobody cares about Hysteria ability of Scoundrel or even consider it, but get this; Hysteria is the way of optimizing Nightâs Veil cycles, not Anatomy. When you have guaranteed critical hits against the monsters in the cloud, your critical hit chance you gained from Anatomy means almost nothing. If it does, then you havenât made a proper pull in to the Nightâs Veil cloud at the first place.
The issue is making the most of Hysteria buff can be tough when you see no participation from Scoundrel himself. Thatâs why I suggest giving him a Broken Promises ring with Pus Spitter to see the extended effects of this buff. This allow you to have this buff even on retreat or reposition so when you get Hysteria, the added 3% damage can snowball into a higher output thanks to Area Damage.
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Maximus: A summon caller for Enchantress like a bodyguard.
Naturally Enchantress stands behind you as a ranged Follower and follow a pattern of shoot then retreat, pulling monstersâ attention away from your effective reach. This huge blade solves an issue about losing aggression away from you when you are at the peak of your cycle. Any monster that tries to lock their sight away from you, will be met with a fiery Oppressor type summon, so you can blast them down without needing to reposition for your Enchantress as often.
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Solanium: Can be utilized for feeding Nephalem Glory or other health globe related abilities in the Greater Rifts.
This small mace is actually a brilliant utility for having your Templar equip it for enhancing the factor of healing but thanks to her faster attack speed, it also fit the Enchantress nicely. As long as you give them a Broken Promises ring, theyâll be able to trigger a health globe every 8 seconds or so, you will be well fed on globes; be it for Reaperâs Wraps, either a passive ability like Gruesome Feast or Blood Vengeance.
For a tiny bit of information, Greater Rifts only respect one tiny buff when you enter a Greater Rift; Nephalem Glory. When you enter a Greater Rift, all of your Shrine effects will be cleared but NG buff will persist from the over world. Enjoy that for speed farms.
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Genzaniku: Fallen Overseer summon keeps fighting for a good while even after the Follower is downed, ensuring you get less aggression on you.
Cool little axe to be honest. Summon is pretty sturdy and will pair well with Templar or Enchantress both. Especially useful if you are speed farming and havenât bothered to give your Enchantress or Templar any defensive gems yet. Even if you have them equipped their maximized rank defensive gems as usual, that doesnât invalidate the summon when you need to go higher. Sometimes you need to create multiple monster groups for aggression so you can entrap highly hectic or mobile enemies to deal collateral damage, and this is why summons are useful on Followers.
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Homing Pads: Can be utilized to negate most of the damage from expected burst attacks from certain Rift Guardians.
Most popular shoulder piece equipped on Followers but usually under-utilized for its potential. When you are fighting a Rift Guardian that is intimidating; the ones that have high burst uninterruptible attacks (ie. barrage of Poison bolts from Binder or Blighter), or use elementals that you are weak against (ie. Raizielâs Holy nova, Bone Warlockâs Arcane bolts, Erethonâs critical hits, Stonesingerâs Slam toss and Charge combo), remember that you can negate 65% of the incurred damage when you tap âTâ at the right moment.
When you pull your town portal, damage mitigation is instantaneous, and can save your skin from a dire situation. Highly suggested that you unbound your Achievements (default âYâ) button or bind either buttons to somewhere else lest you suffer a finger slip at a wrong time. New gaming mouse models come with side buttons and I think D3 recognizes them just fine.
Just make sure that you are not surrounded by their summons or standing on a damaging ground effect. This feature stops being a valid strategy when you are not alone with the Rift Guardian itself and get the RGs that call forth summons at certain health thresholds. Sometimes even when Rift Guardian doesnât summon additional spawns, you may have save a Pylon for the fight, and in that case youâll have an Elite group at your tail.
Similarly, when you are facing damage appliances that have spread across several ticks instead of a short intensified burst of a few, itâs rather a waste to pull this up. When you pre-emptively put your bubble up, youâd be wasting time if you can tank it while also dealing damage.
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Pauldrons of Skeleton King: Gives Followers a second wind to fight back again or cast a one last spell for you to protect you or call forth a summon before taking a kneel.
Unimaginably, it works on Followers with expected rates. Currently, the best use for this is ensuring that the Enchantress or Templar have a summoning weapon such as Genzaniku or Maximus to push the heat away from them. I need deeper testing to see if triggering the cheat death from resurrection also reset something else, but I guess not.
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Rogarâs Huge Stone: Ensures your Follower could withstand most of the elemental attacks that spread their damage across several ticks.
This ring usually preferred on Templar, as they have the Loyalty ability of life regeneration plus the staple of their build have Crimsonâs Set which provides extra life regeneration. Anything that deal its damage across few ticks will be negated, and rest will be softened with the defense. That means, unless you are coming across multiple Thurderstorm and Electrified groups of Elites, Templar will be able to withstand most attacks.
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Arcstone: When paired with Ashearaâs Set, Dovu Energy Trap and Wyrdward, can provide tons of stun to keep the monsters pinned while farming.
The idea here is giving each of the Followers a Arcstone while wearing Ashearaâs Set and any 7-piece class Set, such as; Natâs, Innaâs, IKâs, Talâs, Zuniâs and Akkhanâs. Be sure that you have Cainâs Set equipped to the main Follower you brought along while farming keys, so you ensure extra key drop chance is a constant effect. I doubt you can use such setup as a zDPS because this will make everything immune to crowd control after a very short while.
This is just like the immunity amulets on the Followers, a crutch combination. Usually, this combination abused to pin the Fire Chains, Shielding or Molten Elites that try to flank or strangle you.
For Fire Chains, you could just keep the middle of the bunch under crowd control as you retreat for rest to lose contact with the one comes rushing at you. For Molten, just keep the furthest one under crowd control, so you would have space to move when you are surrounded by the minions. For Shielding, just keep the minions under hard crowd control, so you can focus on rare Elite itself when Minions pulls it up.
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Xephirian Amulet, Talisman of Aranoch, Star of Azkaranth, Countess Juliaâs Cameo, Maraâs Kaleidoscope: Good for keeping Followers alive at farming content.
While it seems useless, immunity amulets have quite a few uses in Visions at early game ensures that you donât die in a snap. If you looted any of these immunity amulets early while leveling to your first 70, know their worth and use them as a crutch for studying the rest of the elemental ability of Elites at Visions.
Normally, you should be able to observe the crossing beams of Arcane Sentries, know when to get behind its beam or navigate the area with cursor pulled near your feet for precision while avoiding Orbiter or Frozen Pulse.
Obviously, you can equip Flavor of Time yourself, or wear any of the immunity amulets, but why would you do the latter in T16 or GR90 and below? These elemental immunity amulets still have a place at high Greater Rifts when you are playing a build with the risk of instant deflect from your own projectiles by Dervishes or Dwellers.
You also can also use these immunity amulets in tandem with Ashearaâs when you are wearing a 7-piece Set. In case you are not a big fan of Ashearaâs, then I suggest you to take Xephirian as lightning attacks are really instant or Countess Juliaâs Cameo as it offers the highest healing for them.
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St. Archewâs Gage: Works on Followers even though thereâs no visual indication that it does. Could be favored on non-Season to replace Gloves of Worship where Shrine powers from Altar of Rites for imbibing potions donât exist.
Sometimes, Mutilation Guard, Esoteric Alteration and Enforcer combination may not be sufficient for keeping your Follower alive in high Greater Rifts and thatâs okay in terms of keeping monster aggression on yourself. But, some builds really need to create multiple groups to optimize damage output against hectic monsters or Teleport Elites, hence you need Follower to stay alive before repositioning at least.
Equipping St. Archewâs on your Follower allows them to stay alive for a couple of seconds before their eventual knelt down at high Greater Rifts. It wonât replace any of the defensive gems I have named, but increase their efficiency to ensure they can cast their crucial abilities to turn the tide of the combat. While itâs not a viable option in Seasonal, I guess you can equip your Follower with Archewâs in non-Seasonal and never suffer any repercussions for it.
A smart idea would be to bring this pair of gloves to the Echoing Nightmare to swap it out when you hit tier 100+ before you can hit up a Damage or Conduit Pylon to clear the alley. Also itâs viable to equip this glove on your character in high floor Visions in Seasonal play, especially Crusaders as a substitute for Stone Gauntlet. It is up to you to equip it yourself or toss it to your Follower when it comes to either.
Looking at the description of this item, I think originally this glove intended to be used in Brawl scene, but itâs a huge mess that I wonât bother to deal with.
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Justice Lantern: Extra defensive layer for Enchantress or Templar.
Extra block chance works exactly on Followers and this small ring can offer them more defense through that. Some crafted item such as Helm of the Rule can increase block rating when paired with this ring. Let along something look simple as Blood Brother or packing a shield also improve the damage mitigation bonus from this ring.
Speaking for a Templar, itâs better to keep Leoricâs Crown instead and stick to your shield and relic for extra block chance. For Enchantress, you can ensure her survival better when you pair Justice Lantern with Blood Brother and Helm of the Rule. Thatâs another use for this pair besides the Wastes Set Dungeon for Barbarians.
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Azurewrath: Creates a loop of almost perfect permanent freeze with high attack speed Enchantress. Aura shoves away the undead and demons out of melee range too.
Can be equipped on Templar, but he has a better alternative when it comes to crowd control such as Thunderfury or even Eun Jang Do. High attack speed stacking from a Mempo, Tal Rasha and other means make Azurewrath a legit weapon for crowd control; thinking you have access to them by playing a Wizard. When freeze effect occurs, it will only last about a second or so. It will be quite useful if you are dealing with a small hitbox Rift Guardian where you need to corner them for bursting properly. That sword is also useful for MotE Set Dungeon for Barbarians.
Notes:
- I have mentioned Rolandâs Shield Bash build at Crusader section if you want to take a peek.
- Added tons of new things but havenât tested all of them in-depth and just ran a superficial attempts for a trial. Most information written here seems to be right, but mind you, some of them could require more in-depth testing later.