COE with Average damage (high rolls on ancient), Critical hit chance and Critical hit damage is ~1% better than COE with 7AS, CC, CHD that gives other break point (21 frames). So getting more weapon damage is a bit better than hitting next break point.
Because of this we are able to hit break point (22 frames) with 1% AS missing on one item.
COE with AS, Average damage and Critical hit damage would be BIS but that stat combination is not possible
The biggest difference when compared to the setup used in 2.6.5 patch is extra toughness. I did 20 runs of 140 in a row and died only once due to shock towers.
Extra toughness allows us to stand in Inner sanctuary during the rift (low 140s). That is good because if we where to stand out of Inner Sanctuary some monster would follow us and avoid Wizards damage (teleport elites for example).
For pushing we should replace Awareness with Steady Aim. In that case monk needs to adapt because they need to stand in between you and Boss. It is possible to get Inner Sanctuary, Steady aim and Ice Blink at a same time.
Always check if Barb is using 2H Executioner axe in the cube as that helps you and whole party especially in higher GRs. Barbs that often run with Necro BK tend to forget this.
It is really hard to get %elite damage on weapon and offhand. At higher paragons it is better to run with 8% elite damage on both instead of one.
You will need some time to adapt to lower discipline pool because we don’t use SOJ.
Damage buff we got over 2.6.5 build is only noticeable in higher GR’s.
COE give you more damage.
I happen to have both of rings in primal version.
COE dropped yesterday btw
With SOJ I get 18.9M elite damage.
With COE I get 16M elite damage. But when you take into account legendary power, on average that becomes 16M*1.5=24M.
Edit:
Time to kill RG in 143 on Cold Snap, Blighter, Agnidox, Perdition and other single target Rift Guardians who don’t move a lot, with my Shadow char, was under 3 mins with help of Barb’s The Executioner Axe.
We are getting consistent, reliable times. You can just compare how much time you need to kill RG with different setups.
The best RGs are single targets that don’t spawn adds and don’t move a lot.
Good RGs:
Agnidox
Blighter
Cold Snap
Erethon
Infernal Maiden
Man Carver
Orlash
Perdition
Raiziel
Rime
Sand Shaper
Stonesinger
Tethrys
Voracity (if no adds)
Bloodmaw (not as good as others cause he moves a lot)
Crusader King (if no adds)
OK RGs:
Bone Warlock
Ember
Vesalius
Bad RGs:
Eskandiel
Hamelin
Perendi
Saxtris
The Binder
The Choker
In 135 I help Barb by pulling monsters to the group. Sometimes, if I see that group is staying on the bad spot I go forward and prepare next spot. Can survive without IP buff most of the time.
super tanky you mean have a look at whats going on with the build and ull understand your only job as rgk is to kill the boss anyway during the rift you just help the barb agro trash towards wizard or witch doctor depending on what the trash killer is
Pe3eWe3e is clearing 150’s with his S6 RGK. The highest 4P group that you had a DH in (that I found) was a 140, and it looks like your DH used a Travelers Pledge. Have I missed something?
150’s is a joke everyone can do them my highest is 150 not 140 lol think your miss stood if you go on the NA ull see my name there as zmonk with the 150 not botherd to get a faster time whats the need can’t go any higher since its the cap you can do 150’s with any class
znecro, zbarb, starpact wizard, crusader (rgk)
zmonk. witch doctor firebats or spirt barrage, thorns necro, zbarb
zmonk, Impale DH, zBarb, starpact wizard
so many diffrent ways you could do that same with 3player and 2player