Diablo® III

[DH Info] + CA, STRY, LTNG Build + BiS List.

Refer to RoS DH Builds as a search keyword.

Big thanks to EVERYONE who posted for contributing to the thread and to everyone who provided information on many popular topics in their own threads (check out the links)!

Philos(HUGE THANKS for most if not all of the info/theorycrafting)

A very knowledgeable DH streamer/theorycrafter.
Philosophios is his Twitch and Youtube channel name.
His Twitch Highlights and Youtube channel has videos on explanation/gameplay of the listed builds and very informative explanations on many popular topics.

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This thread should answer all questions about CA/Zookeeper/Lightning builds including a lot of general DH info and popular topics.
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I update this thread very frequently.
Please post if there is something to improve the thread, no flames please!

Latest Updates (5/14, 12:30 PM PDT):
Most recent updates are marked with an *

*Lots of info in Post 1 updated (including 6Set Marauder stuff under Popular Topics)
*Updated for patch 2.0.5 and Post 3 redone (removed all the unnecessary skill explanations
*Added more BiS Sets and descriptions for each BiS Set listed.
Added Pet/zookeeper and Lightning build stats/BiS list/builds.

Next Updates: .

Builds section update included with viable passives for said builds
Video links
More builds and BiS Gear optimization.
More Popular Topics answered.
More in-depth info on Marauder's 6Set Bonuses and damage.
Another layout update. (better separation of topics, itemization for specific builds and less clutter)

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Post #1


Terms
Builds
Stats and Damage Modifiers Explained
Popular Topics
Rerolls
Paragon Points
Helpful Links

Post #2


BiS List
BiS Set Combinations
Rolls

Post #3


Builds
Passives

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TERMS


(fire/ca) (lightning) (pet/zoo) = Recommended for (x) build
BiS = Best in slot
SoJ = Stone of Jordan
RRoG = Royal Ring of Grandeur
CC = Critical Hit Chance
ChD = Critical Hit Damage
AS = Attack speed
ICD = Internal Cool Down
DR = Diminishing Returns
e = Effective
AoE = Area of Effect
CA = Cluster Arrow
LfB = Loaded for Bear rune variant of Cluster Arrow
CB = Cluster Bombs rune variant for Cluster Arrow
RoV = Rain of Vengeance
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Builds


There is no "best" build, use whatever you find fun or suits your preferences-each have their pros and cons.

You do not need the 'BiS items' specifically to make the builds work, just the stats, however, the items listed in the BiS List greatly increase the effectiveness of the builds.

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The CA Build:

This build is gear dependent and is not recommended for fresh 70 DHs, however the build progresses quickly with each upgrade.

This build focuses on maximizing the damage output of Cluster Arrow by utilizing Resource Reduction with the addition of +FIRE% modifier with CC% and CHD% resulting in a very cost efficient, hard hitting, spamable nuke.

This build can be played very aggressively and is very efficient for speed clears/fast focusing elites.
Can be played T1-6 depending on gear.
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The Lightning RoV Build:

This build relies on the Nat's 4Set Bonus.

A fun lightning build that relies on spamming AoE skills and Rain of Vengeance:Shade.

Can be very efficient up to T1-4, but can be played higher if wished.
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The Sentry Build:

This build is a VERY gear dependent build utilizing the Marauder's 6 Set Bonus.
Popular with 2H weapons.

More info on the Marauder's 6Set Sentry mechanics under Popular Topics section.
Read about AS breakpoints with Marauder's 6Set Bonus. (Link under Popular Topics and Helpful Links)

Physical% for AoE
Fire% for Single target/bursts
Lightning% for crowd control


This build dishes out massive damage to everything once it is setup, however, the drawback is the lack of focus onto a target and the setup time.

With Marauder's 4/6 SET with Sentries you will have at least 8 Pets once it is fully setup.

1 more Sentry with Custom Engineering
2 more with Bombadier's Rucksack
2 more (unruned and is not restricted by Sentry or Custom Engineering limit) with Helltrapper

The more quickly you can put Sentries down the better the build is, for this reason, CDR is a very valuable stat, arguably higher valued than CC%.

Not heavy on resources, so you will be able to spam some abilities without worrying.

Really strong for Solo T6 Rifts.
Good for carrying group DPS.

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STATS AND DAMAGE MODIFIERS EXPLAINED:


Stats that you want/should have after having BiS:

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RESOURCE REDUCTION:

This is the stat that makes the CA build work.

Sweet spot of 50% Hatred/Fire skill cost reduction (including Paragon PTs)
Sheet Resource Reduction of 30% + 30% from Cindercoat/Pride's Fall = 50% after DR.
A minimum of 20-30% Sheet Resource Reduction is recommended.

Resource reduction % not additive! thnx zoid!

Preparation:Punishment: the more RR you have, the better Disc to Hatred ratio will be.

A Cindercoat(reliable reduction on fire cost skills) and/or Pride's Helm(reduction on both Hatred and Disc costs, but can be unreliable) give big chunks of resource reduction.

Slots generally wanted for RR:
Shoulders
Gloves
Paragon PTs
Cindercoat for FIRE%/CA Builds.
Pride's Fall as a preference if you have a free Helm slot.

In lower Torments you can get away with lower Resource Reduction because of the damage output.

In higher Torments you may need to have Resource Reduction to keep farming efficiently (less resource starving).
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+FIRE/LIGHTNING/PHYSICAL%:

This modifier is generally the biggest net gain of DPS for builds that use FIRE, LIGHTNING or PHYSICAL SKILL damage.

Spenders cast from Sentry scale with this modifier.

Up to +100% Fire Skill Dmg
5 Slots: Cindercoat, Magefist, Neck, SoJ and Bracers.
Another 20% if using Andariel's Visage
Totaling up to 120% (6 Slots at 20% each)

Up to 80% Lightning Skill Dmg
4 Slots: Andariel's, SoJ, Neck and Bracers.
Another 15% if using Thundergod's Vigor.
Totaling up to 95% (5 Slots)

Up to 60% Physical Skill Dmg
3 Slots: SoJ, Bracers and Neck.
Another 20% if using Andariel's Visage.
Totaling up to 80% (4 Slots at 20% each)

RoS Elemental Damage explained:
http://us.battle.net/d3/en/forum/topic/11986398637#1
Thanks Druin!

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+CA%:

The most important modifier for a CA focused build.

Up to +45% CA Dmg:
Helm
Boots
Quiver

CA% is calculated BEFORE +FIRE%

Spenders cast from Sentry scale with CA%

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+Sentry%:

The most important modifier for a Sentry focused build.

Up to +45% Sentry Dmg:
Shoulders
Quiver
Chest

Spenders cast from Sentry scale with Sentry%

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CC% AND CHD%:

Balancing your modifiers is the most important thing.
Rule of thumb: have a ratio of 1:10 CC% to CHD% unless really lacking CC%.
CC% and CHD% will get more balanced with better gear.


Example of endgame CC% and CHD%:
55% CC and 550% CHD
60% CC and 600% CHD


CC%:
End game: you are aiming for at least 45-60% CC.

CC% is the most valued damage modifier due to synergy with many skills.
First example that comes to mind: Nightstalker.

Maximum CC% from gear 44% or 54% with quiver.
+5% CC with maxed Paragon Points (Paragon Points are not calculated in Profiles)
+7% CC if receiving Nat's 3Set Bonus.
+5% CC if using Archery while Dual Wielding.

CHD:

Maximum CHD% from gear and DWing:
460%/510%


Maximum CHD% from gear and not DWing:
330/380%


+50% CHD with maxed Paragon Points (Paragon Points are not calculated in Profiles)
Add 50% CHD if using The Witching Hour

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+AS%:

Least valued stat for CA build, Resource Reduction a more preferred roll.

AS is generally only wanted for builds that require an AS breakpoint.

Slots generally wanted for AS%
Gloves
Rings (Not SoJ and Unity)
Paragon

Belts
Add 7% AS if using The Witching Hour or Fleeting Strap
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+CDR%:

CDR% is mainly wanted for the Marauder 6Set build to reduce the setup time with Sentries, arguably higher valued than CC%.

Slots generally wanted for CDR%:
Helm with Socket
Shoulders
Gloves
Quiver
Rings (Not SoJ and Unity)
Paragon

My opinion on stacking CDR% for Vengeance?
You lose too many beneficial stats to make Vengeance uptime noticeable, possibly viable when/if Vengeance gets buffed.

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+ELITE DMG:

At least 25%-30% to Elites (Stone of Jordan)
Another 15% if using Aughild Set
Another 15% if using Unity
Another 5% if using Hellcat Waistguard
Another 8% if using Archfiend Quiver

Bonus vs Elites is now additive instead of diminishing. patch 2.0.4

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+DISC CAP:

Around 60-80+ Disc cap (with proper rolls).

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+HATRED CAP:

Total of 150 from Blood Vengeance
Total of 175 with the addition of Paragon's Points Maxed(if decided to invest into).

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POPULAR TOPICS


DH SET Bonuses:

Nat's Set:
2SET: Gives you 250 DEX and +10 Disc
3SET: Gives you 7%CC and +10Disc
4SET: The cooldown of Rain of Vengance is reduced by 1 second for every enemy you kill.
(Sentry kills do not reduce the cool down)

Marauder's Set:
2SET: Gives you 500 DEX
4SET: Gives you "Companion calls all companion types to your side." (All Actives, All Passives)
6SET: Sentries cast your equipped Hatred spenders.

Read the links below; they offer lots of information on Sentry Mechanics.

Extensive Testing by VocaloidNyan (includes A LOT of info on 6Set Marauder's):
http://us.battle.net/d3/en/forum/topic/12674389831

Jaybird's Sentry AS Breakpoints:
http://us.battle.net/d3/en/forum/topic/12945884471

Tasker and Theo benefits the Sentries casting spenders.
Refer to Jaybird's/VocaloidNyan's thread for AS breakpoints.

Having multiple spenders will cycle through them after each cast and each cast will put that skill on an internal cool down.

Skills with higher ICD/higher hatred costs are higher on cycle priority and will be fired first.

Hatred spenders cast by Sentries now receive the benefits of the corresponding +% damage affixes on items. Patch 2.0.5
Example: CA% and Sentry% damage will be applied when CA is fired from a Sentry.
Spenders cast from from Sentry scale with Fire/Lightning/Physical% assuming the the spender element is the same as the elemental% you have.


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DUAL WIELD/1H+QUIVER:

Dual wielding VS 1H with Quiver:

Keep the quiver if you are lacking CC%(30-45%without quiver), take up DWing for more CHD%.
Balancing your stats is the most important thing.

Quiver can roll up to +20% AS. DW will always give you +15% AS.
Quiver can roll CA% and +10% CC. Traded for 130% CHD with DW.
Quiver can roll an extra primary: Vit, Elite Dmg, ETC.

There is nothing wrong with using a quiver-use what is working for you, however, most of the time you will get more sheet damage dual wielding.
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2H/QUIVER VS DW:

This is a preference depending on build and playstyle.

2Hs:

Popular for Marauder 6Set Builds.

2Hs offer more consistent damage(and harder hits) ranges because of how the min/max is.

Generally easier control of resource because of the slower Attacks Per Second, but slower resource gains with a generator.

Easier stutter stepping.

DW:

DWing will generally give more sheet damage due to the extra 130% CHD gem.

Faster dumps of Hatred due to higher Attacks Per Second and faster resource gains with a generator.

Requires standing still or more advanced stutter stepping to maximize the APS.

Example of a popular DW setup: Calamity and Nat's Slayer offers a very strong DW setup. 20% More damage and 7CC%.

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PETS/SENTRIES:

Sentries are counted as pets.

Pets and Sentries scale with CC%, CHD%, DEX, AS% and Physical%. (Basically everything that you scale with).

Steady Aim (only you need to be 10yrds away) and Cull of the Weak scale buff pet/sentry damage as well.

Cull of the Weak does not scale with spenders cast from Sentry.

CHD% is no longer capped. Patch 2.0.4

Pets/Sentries can not proc Nightstalker.

Pets/Sentries benefit from Tasker and Theo.

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Ferret Companion:

The MS% gained from this skill does not stack past the 25% MS cap.

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Vault:

Animation speed is faster with the more MS% you have, Tactical Advantage makes this amazing.
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Marked for Death Stacking:

Calamity only procs the non runed version of MfD-You still have to hard cast MfD if you want to receive the rune effect.

Hard casting MfD over nonruned version of MfD from Calamity stacks the damage on that individual target for a total of 40%.

You can only have one hard cast active at a time.
Hard casts from other DHs won't stack it further (since they get overwritten).
Only 1 Hard Cast Runed MfD and 1 Unruned MfD per individual target.

For example you have Calamity and you Mark all the mobs, and you are using MfD:Grim Reaper to mark an individual target.
The individual target you put Grim Reaper on will "overlap" that existing mark (so it will stack past 20% on that individual target for a total of 40%) and the 15% Splash Damage does get increased on Marked targets in the Grim Reaper zone as well!

Thanks Shamaya for the math on the additional stack!
Shamaya's thread explaining how much damage increase you actually get:
http://us.battle.net/d3/en/forum/topic/12674389324

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SOCKETS: DEX, VITALITY AND ALL RESIST:

You want a balance between ALL your defensive stats(including armor).

280 Dex per Flawless Royal quality gem.
280 Vit per Flawless Royal quality gem.
78 All resist per Flawless Royal quality gem.


Stacking one defensive stat is not a good idea, you want a balance.

Socketing Dex can have good value with Awareness if you're low on Armor.

Assuming you have good all resist (600-750+ from gear/Perfectionist) and If you have Life% affixes, All resists gems are generally not wanted for sockets; you would want to mix in Vit gems for more effective HP and better synergy with % based healing.

Of course, you will get more effective reduction with the more All resist you stack, but the point for point value will be diminished. So the preferred gem to socket is Vit to gain more eHP via Life% affixes.

If you really need All Resist in all the sockets, go ahead, there is no taboo against it.

I would say 4-8mill toughness is great for clearing T3-T4 comfortably(no deaths).
6-15mil+ toughness for T5-6.
For T5-T6, you will probably need to socket All resist and Vit.

In the end, use the amount you are comfortable with.

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REROLLS


Have a balance between your modifiers!!!
Use a spreadsheet for more accuracy if you really aren't sure.

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CC% OR CHD%:

My rule is CHD% should be 10x of CC% unless lacking CC%(under 40%).

CC% and CHD% will get more balanced with better gear.
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CC% OR +FIRE/LIGHTNING/PHYSICAL%:

If rolls are awkward, put some thought into it and you decide, +FIRE/LIGHTNING/PHYSICAL modifiers should be a better net dps increase-if your CC% is lower than 40-45% you may want to keep the CC%.

Another upside to keeping CC%-better synergy with using NightStalker.
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CC% OR CA%:

Only roll for CA% if you really feel that you do not need the CC% and if you can maintain the CA spam for long periods of time.
If you use another filler attack a lot (Example: a hatred generator) your overall damage is less because you have less CC%.

Upside to CC%, more Crits and better synergy with skills/passives.
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CHD% OR +FIRE/LIGHTNING/PHYSICAL%:

+FIRE/LIGHTNING/PHYSICAL% is generally the biggest net gain of dps and is what you want.

Having good CC%, CHD% and +FIRE/LIGHTNING/PHYSICAL% all affect each other.
No questions +FIRE/LIGHTNING/PHYSICAL%, if I had good CC% and CHD%.

A straight comparison between CHD% and +FIRE/LIGHTNING/PHYSICAL%.
"Point for point, 1% of average base damage dps (not sheet dps affected by attack speed) is worth more than 1% Elemental% damage."-Thanks Ephex!

Use a spreadsheet/calculator if not sure.
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AS%:

If not missing CC% and CHD% to reroll to, the reroll choices for AS% are more RR, CDR or more toughness.

Resource Reduction a more preferred roll for builds relying on resource.
CDR% for Sentry builds.
Keep AS% for builds that require an AS breakpoint.

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PARAGON POINTS


CORE:

+MS%:
0.50% per point

If you are 200 Paragon I would highly advise capping your MS% through there to gain more stats from items.
MS is very important if you do not have +25%
(MS is capped at +25% if you already have +25% it will not stack further with Paragon points).

+Dex:
5 per point, no limit.

Hatred Cap:
0.50 a point up to a bonus of 25+ to Hatred cap.

A higher Hatred Cap also means you get more from the Reaper's Wraps Proc.
Helps with overclipping from Blood Vengeance/Reaper's Wraps.
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OFFENSIVE:

+CC%:
0.20% per point up to 5% more CC%.

+CHD%:
1% per point up to 50% more CHD.

+AS%:
Take only after CC% and CHD% or maxed.
Only take enough AS% over CC%/CHD% to reach a breakpoint if doing a build that requires one.

+CDR%:
Take only after CC% and CHD% are maxed.
To reduce setup time with Sentries or to just have lower CDR!
Arguably higher valued than CC% for a Sentry focused build.
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DEFENSIVE:

Since there are so many variables around toughness, shift around your points to see what works best for you and remember to have a balance.

+All Resist:
5 per point up to a max of +250 All resist.

+Life%:
For more eHP and synergy with % based healing.

+Armor%:
Armor is a very good defensive stat alongside All Resist, have a balance.
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UTILITY:

+Resource Reduction:
Up to +10%. A very valued stat.

+Area Damage:
Is really good, but I value Resource Reduction more.
Area Damage Explained:
http://us.battle.net/d3/en/forum/topic/12032383478
Thanks Amiar!


+Life on Hit:
Really isn't bad if you need it, most of the time you are sustaining off of globes and % based healing.
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Helpful Links


TastySouP's DMG CALCULATOR:

https://docs.google.com/spreadsheet/ccc?key=0As-qg6T3RXX0dFNuRG9YbGdYVXMwbG1Oc0ZFVEU1bFE&usp=drive_web#gid=0

PROC COEFFICIENT SPREADSHEET:

This is not mine, comes from a very great reliable source.

https://docs.google.com/spreadsheet/ccc?key=0AgL5S3Revw9ddEhScEpSLWhnRDZKV25OaWZJcHdkN0E#gid=3

RoS Elemental Damage Explained by Druin:

http://us.battle.net/d3/en/forum/topic/11986398637#1

Area Damage Explained by Amiar:

http://us.battle.net/d3/en/forum/topic/12032383478

Calamity + MfD Stacking Explained by Shamaya:

http://us.battle.net/d3/en/forum/topic/12674389324

Sentry Mechanics w/ 6Set Marauder's by VocaloidNyan:

http://us.battle.net/d3/en/forum/topic/12674389831

Sentry Mechanics w/ 6Set Marauder's by Jaybird:

http://us.battle.net/d3/en/forum/topic/12945884471

Cooldown Reduction Calculator by BannedofGamers:

http://bannedofgamers.com/index.php?cdr/
Edited by Skyline#1952 on 5/27/2014 3:40 PM PDT
Reply Quote
BIS LIST


You do not need these items specifically to make the builds work, just the stats, however, the items listed greatly increase the effectiveness of the builds.

BiS list can vary depending on what items YOU want to run.

I listed a couple items that may not be BiS in terms for maximum damage output, I just wanted to list the other many viable options.

Secondary BiS are BiSs if you decide to not use the listed BiSs.
BiS still do require the proper rolls (Refer to Roll Section)


FOR ROYAL RING OF GRANDEUR DHs:


If using this ring, one or both of these crafted sets can be mixed in to current gear sets. Plan Ahead.
This ring is considered BiS.


Aughild's Set:
A popular and very viable route. Recommended for fresh 70s.

(2) Set: Reduces damage from ranged attacks by 7.0%. Reduces damage from melee attacks by 7.0%/
(3) Set: Reduces damage from elites by 15.0%. Increases damage against elites by 15%
Mix and Match Shoulders with Helm, Bracers or Chest for the best route depending on your gear.

Captain Crimson's Set:
A popular and very viable route. Recommended for fresh 70s.

(2) Set: Regenerates 2000 Life per Second. Reduces cooldown of all skills by 10.0%.
(3) Set: +50 Resistance to All Elements. Reduces all resource costs by 10%.
Pants and boots or belt route recommended.

Demon's Set:
Another option if you have room to fit in 2 slots.

(2) Set: Ranged and melee attackers take 6000 Fire damage per hit.
(3) Set: Chance to Deal 25% Area Damage on Hit.
Belt and Pants route recommended.

Blackthorne's Set:
You will probably get a ton of these farming, tbh not a bad filler set if plans/gear don't drop.

(2) Set:
+250 Vitality
Increases damage against elites by 10%
(3) Set:
Reduces damage from elites by 10.0%
+25% Extra Gold from Monsters
Mix and match for the best route with your current gear.

BIS AND SECONDARY BIS

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WEAPONS: Refer to Rolls Section for more info.

Use whatever weapon you want depending on your build/preferences.

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2Hs:

You can use whatever 2H you want, but here are a couple 2Hs with interesting affixes that are viable:

2H Crossbows are really popular atm for Marauder 6Set Sentry builds for the min/max.

2H Xbows:
Chanon Bolter:
Your Spike Traps lure enemies to them. Enemies may be taunted once every 12–16 seconds.
Basically every monster/boss can be taunted.
This gives really good utility, Spike Traps will continue to taunt every enemy once it is placed down, only the monsters can be retaunted after 12-16 seconds.

Hellrack:
Chance to root enemies to the ground when you hit them.
Really nice 2H crossbow for additional crowd control.

Buriza:
Your projectiles pierce 1–2 additional times.

Bows:
Kridershot:
Elemental Arrow now generates 4 Hatred.

Windforce:
Knockbacks on hit, good combo with Strongarm Bracers.
--
Secondary BiS:
Any weapon with proper rolls(Refer to Weapon Rolls section)
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1H XBOWS:

Calamity:
100% proc chance on Marked for Death is amazing for groups.
Proc makes this weapon 20% better than the others-adds a lot of flexibility to builds.
Calamity is considered the best and rarest due to it's affix.

Calamity only procs the non runed version of MfD-You still have to hard cast Marked for Death if you want to receive the rune effect.
Read about MfD Stacking under the Popular Topics section in the first post


Natalya's Slayer:
For the set.
Will always roll with Weapon% Dmg

Helltrapper:
10%Chance on hit to summon a Sentry, Spike Trap or Caltrop.
The Sentries are separate from the the skill limit of 2 Sentries deployed for a total of 4 Sentries (5 with Custom Engineering, 7 with Bombadier's Rucksack)
Farmed from Act 5 Bounty Cache.

Danetta's:
Vault now costs 8 hatred as a Set bonus.
Danetta's Revenge: Vault gains the effect of the Rattling Roll rune.
Danetta's Spite: Leave a clone of yourself behind after using Vault.
-
Set is BiS for low Torment speed farming.
--
Secondary BiS:
Any weapon with proper rolls(Refer to Weapon Rolls section)
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GEAR:


HELM:

Nat's Sight/Marauder's Visage:
For the set.

Pride's Fall:
30%Resource Reduction(both Hatred and Disc)when not hit within the last 5 seconds (Has a buff icon as well).
This is a preference BiS for builds that rely on Resources; it is a very good helm if you can use it, otherwise don't.
Highly unreliable for T4+, but it is possible to make it work.
This helm is farmed from Act 3 Bounty Cache.

Andariel's Visage:
Up to +20% FIRE, LIGHTNING or PHYSICAL DMG.
Can be potent for CA, Lightning or Physical builds.

Aughild's Spike:
For the set.
--
Secondary BiS:
Any with proper rolls(Refer to Rolls Section).
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SHOULDERS:

Marauder's Spines:
For the set.

Aughild's Power:
For the set.
--
Secondary BiS:
Any with proper rolls(Refer to Rolls Section).
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CHEST:

Cindercoat:
Up to 30% reduction of cost on FIRE skills and gives up to +20%FIRE DMG.
The most important item for a CA build.

Marauder's Carapace:
For the set.

Cloak of Garwulf:
Wolf companion now summons 3 wolves. Good for pet build.

Nat's Embrace:
For a Lightning Rain of Vengeance build.
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GLOVES:

Magefist:
Up to +20% FIRE DMG, can roll CC%, CHD% and Resource Reduction/AS% for Trifecta.

Tasker and Theo:
Increase AS of pets by 40-50%. Very strong for Pet builds.

Marauder's Gloves:
For the set.
--
Secondary BiS:
Any legendary with useful affix/proper rolls(Refer to Rolls Section).
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BRACERS:

Reaper's Wraps:
"Health globes restore 25–30% of your primary resource."
Absolute BiS bracers for builds that require tons of resource.
This is a crafted legendary.

Aughild's Search:
For the set.
--
Secondary BiS:
Trag-Oul Coils:
Healing wells replenish all resources and reduce all cooldowns by 45–60 seconds.
Keep in inventory as a quickswap, comes in handy a lot.

Nemesis Bracers:
Shrines will spawn an enemy champion.
Keep in inventory as a quickswap before you tap a shrine.

Strongarm Bracers:
Enemies hit by knockbacks suffer 20-30% more damage for 5 seconds when they land.
If you can make use of this, can be potent.
The most common ways to make use of the bracers are RoV:Stampede, Vault:Rattling Roll, with Danneta's Revenge/Vault or Windforce.
-
Any legendary with useful affix/proper rolls(Refer to Rolls Section).
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PANTS:

Marauder's Encasement:
For the set.

Hexing Pants of Mr. Yan:
Your resource generation and damage is increased by 25% while moving and decreased by 20–25% while standing still.
This includes Pets/Sentries.

Set Pants VS Hexing Pants boils down to preference; Set Bonus VS Hexing Affix.
--
Secondary BiS:
Any legendary with useful affix/proper rolls(Refer to Rolls Section).
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BELT:

Harrington Waistguard:
100%-130% additional damage for 10 Seconds after opening a chest. (Any clickable)
Strongest option for T4-6 or on any map with lots of clickables.

The Witching Hour:
Can roll AS% AND 50% CHD for more sheet dmg.

Razor Strop:
A good balance between Damage and Toughness.
Good eHP and very effective damage from health globe fire damage AoE procs(20yrd range).
+FIRE modifiers and Mark buff the damage.

Thundergod's Vigor:
Up to 15% Lightning and a 100-130% Lightning damage 'thorns' proc. Can be potent for Lightning builds.

Sash of Knives:
Up to 8% resource reduction.

String of Ears:
Up to 30% reduction on melee attacks as a Secondary Stat.
--
Secondary BiS:
Hellcat Waistguard:
Provides +%Dmg to Elites and AS%.
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BOOTS:

Marauder's Treads/Nat's Bloody Footprints:
For the set.
Marauder's can random roll Vit, while Nat's will roll armor always.
--
Secondary BiS:
Any legendary with useful affix/proper rolls(Refer to Rolls Section).
____________________________________________________________________
AMULET:

This is a very flexible spot, use what you want(with proper rolls).

Amulet with elemental damage immunity.

Rakoff's Glass of Life:
Enemies you kill have a 3–4% additional chance to drop a health globe.
For more synergy with Blood Vengeance/Reaper's Wraps.

Rondal's Locket:
More pickup radius.
--
Secondary BiS:
Any legendary with useful affix/proper rolls(Refer to Rolls Section).
____________________________________________________________________
RINGS:

Stone of Jordan:
Can roll +20%FIRE/LIGHTNING/PHYSICAL with CC%/CHD% along with 25-30% +Elite DMG, Secondary gives +Disc.
BiS RING.

Royal Ring of Grandeur:
Makes a set require 1 less item (a minimum of 2).
-
Example:
You have a Nat's Slayer and Nat's Bloody Footprints equipped(that is 2 SET Pieces) with this ring, now you have 3SET.
However, if you only have only Nat's Slayer equipped you will not get the 2SET bonus.
Will always roll with AS%/LoH
This is farmed from Act 1 Bounty Cache.

Unity:
Can roll CC%, CHD% and up to 15% +Elite DMG
Pair it with a follower/invincible relic for free mitigation.

Nat's Reflection:
For the set.

Legacy Stone of Jordan:
You can equip one Legacy SoJ and a loot 2.0 SoJ for lots of +%Elite Damage, but you will trade a lot of stats from a loot 2.0 ring for it.
--
Secondary BiS:
Any with proper rolls(Refer to Rolls Section).
____________________________________________________________________
QUIVERS:

Archfiend Quiver:
+5-8 Elite Dmg%
--
Secondary BiS:
Any Affix that makes your current build better.
Example: You are running a Sentry build, Bombardier's Ruckshack(+2 Additional Sentries max) would be good for long solo fights/pet builds.
-
Any with proper rolls. (Refer to Rolls Section)
____________________________________________________________________
BIS SET COMBINATIONS


Mix and match around to suit your preferences, most if not all the sets listed are flexible.

Blank spots = Any with proper rolls. (Refer to Rolls Section)

When it comes to weapons, 2H VS DW or 1H/Quiver is preference, use what suits your build/playstyle.

Reapers Wrap's is flexible for Pet Builds.

In no specific order regarding DPS.
____________________________________________________________________
Aughild/Captain Crimson Starter CA Build Set for fresh 70s

Gives great tankiness + 15% Elite Damage and 10% RR and CDR.

Helm: Aughild's Spike unless planning to use Pride's Fall/Andy's.
Shoulders: Aughild's Power
Bracers: Reaper's Wraps or Aughild's if you want to use a different helm.
Gloves:
Chest:
Belt: Captain Crimson's Silk Girdle
Pants:
Boots: Captain Crimson Waders
Amulet:
Rings(1): Ring of Grandeur
Rings(2):
Weapons:
____________________________________________________________________
BIS PET MARAUDER'S 6SET

2Hs very popular for this set/build.
Many variations with Marauder's 6Set:

Using 5 Marauder's:
RRoG and TnT
RRoG and Hexing Pants
RRoG and Cindercoat
RRoG, Aughild's Shoulders and Aughild's Bracers

Using 6 Marauder's:
SoJ and Unity
RRoG, Nat's Reflection and Nat's Slayer (Sentry kills do not reduce the CD on RoV)

Helm: Marauder's Visage
Shoulders: Marauder's Spines or Aughild's
Bracers: Reaper's Wraps or Aughild's
Gloves: Tasker and Theo or Marauder's Gloves
Chest: Marauder's Carapace or Choice
Belt: Harrington Waistguard/The Witching Hour
Pants: Marauder's Encasement or Hexing Pants
Boots: Marauder's Treads
Amulet:
Rings(1): Ring of Grandeur or Unity
Rings(2): Stone of Jordan or Unity or Nat's Reflection
Weapons:
Bombadier's Rucksack
Chanon Bolter
Any 2H
Calamity
Helltrapper
Nat's Slayer

____________________________________________________________________
BIS PET MARAUDER'S 4SET

Helm: Marauder's Visage
Shoulders: Marauder's Spines
Bracers: Reaper's Wraps
Gloves: Tasker and Theo
Chest: Cloak of Garwulf
Belt: Harrington Waistguard/The Witching Hour
Pants: Marauder's Encasement
Boots: Marauder's Treads
Amulet:
Rings(1): Ring of Grandeur
Rings(2): Stone of Jordan
Weapons: Calamity + Bombadier's Rucksack or Helltrapper
____________________________________________________________________
BiS FIRE MARAUDER'S 4SET + UNITY

Marauder's 4Set Bonus + 45% Elite Damage + Reaper's Wraps.
You drop 7% CC from the Nat's 3Set for Unity.
Recommended with high CC% rolls on all gear.


Helm: Marauder's Visage
Shoulders: Marauder's Spines
Bracers: Reaper's Wraps
Gloves: Magefist
Chest: Cindercoat
Belt: Harrington Waistguard/Razor Strop/The Witching Hour
Pants: Marauder's Encasement
Boots: Marauder's Treads
Amulet:
Rings(1): Unity
Rings(2): Stone of Jordan
Weapons: Calamity or Choice
____________________________________________________________________
BIS FIRE MARAUDER'S 4SET + NAT'S 3SET

Marauder's 4Set Bonus + Nat's 3Set Bonus + 30% Elite Damage + Reaper's Wraps
With this set you are taking 7% CC over Unity from using RRoG over Unity.

Helm: Nat's Sight/Marauder's Visage
Shoulders: Marauder's Spines
Bracers: Reaper's Wraps
Gloves: Magefist
Chest: Cindercoat
Belt: Harrington Waistguard/Razor Strop/The Witching Hour
Pants: Marauder's Encasement
Boots: Marauder's Treads/Nat's Bloody Footprints
Amulet:
Rings(1): Ring of Grandeur
Rings(2): Stone of Jordan
Weapons: Calamity + Nat's Slayer
____________________________________________________________________
BIS FIRE MARAUDER'S 4SET

Marauder's 4Set Bonus + Reaper's Wraps + 30% Elite Damage + Your choice of Helm/Bracers.

Helm: Pride's Fall for Resource Reduction. Andariel's Visage for +20% FIRE.
Aughild's for the set.
Shoulders: Marauder's Spines
Bracers: Reaper's Wraps or Aughild's for the set.
Gloves: Magefist
Chest: Cindercoat
Belt: Harrington Waistguard/Razor Strop/The Witching Hour
Pants: Marauder's Encasement
Boots: Marauder's Treads
Amulet:
Rings(1): Ring of Grandeur
Rings(2): Stone of Jordan
Weapons: Calamity or Choice
____________________________________________________________________
BIS FIRE NAT'S 3SET:

Nat's 3Set Bonus + Reaper's Wraps + 30% Elite Damage + Your choice of Helm, Shoulders and Pants.

Helm: Pride's Fall for Resource Reduction. Andariel's Visage for +20% FIRE.
Nat's Sight for the 4SET. Marauder's Visage for the 4SET with Shoulders and Pants.
Shoulders:
Bracers: Reaper's Wraps
Gloves: Magefist
Chest: Cindercoat
Belt: Harrington Waistguard/Razor Strop/The Witching Hour
Pants:
Boots: Nat's Bloody Footprints
Amulet:
Rings(1): Royal Ring of Grandeur
Rings(2): Stone of Jordan
Weapons: *Calamity + Nat's Slayer
____________________________________________________________________
BIS LIGHTNING MARAUDER'S 4SET AND NAT'S 4SET

Helm: Andariel's Visage
Shoulders: Marauder's Spines
Bracers: Reaper's Wraps
Gloves: Marauder's Gloves
Chest: Nat's Embrace
Belt: Harrington Waistguard/Thundergod's Vigor/The Witching Hour
Pants: Marauder's Encasement
Boots: Nat's Bloody Footprints
Amulet:
Rings(1): Ring of Grandeur
Rings(2): Stone of Jordan
Weapons: *Calamity + Nat's Slayer
____________________________________________________________________
ROLLS


For slots where you could roll RR%, CDR% or AS%

Take RR% for a CA focused build.
Take CDR% for a Sentry focused build.
Take AS% to hit AS breakpoints.

HELM:

-Dex
-CC%
-+CA%/Choice if not using CA%
-Vit/Resists/Socket
____________________________________________________________________
SHOULDERS:

-Dex
-Vit
-Sentry% for Marauder 6Set Builds otherwise your choice.
-Resource Reduction%/CDR%
____________________________________________________________________
CHEST:

-+Fire% (Only from Cindercoat)
-Dex
-3Sockets: socket Vit/resists if you need more hp/resists
-Vit/Resists
-Skill% (Sentry% for Marauder 6Set Builds)
____________________________________________________________________
GLOVES:

-+Fire% (Only from Magefist)
-Dex
-CC%
-CHD%
-Resource Reduction%/AS%/CDR%.
____________________________________________________________________
PANTS:

-Dex
-2Sockets: socket Vit/resists if you need more hp/resists.
-Vit
-Resists/Life%/Armor/Skill%
Grenades% on pants DOES NOT add to CA:LFB/CB Dmg.
____________________________________________________________________
BELT:

-CHD% (Only from The Witching Hour)
-Dex
-Vit
-Resists
-Life%/Skill%
Grenades% on belt DOES NOT add to CA:LFB/CB Dmg.
____________________________________________________________________
BRACERS:

-+Fire/Lightning/Physical%
-Dex
-CC%
-Vit/Resists
____________________________________________________________________
BOOTS: Affixes are a bonus.

-Dex
-Vit
-Resists
-+CA%

Reroll the MS% and max MS% through Paragon PTs for more stat value from boots.
____________________________________________________________________
AMULET: Any Legendary, having a nice affix is a bonus!

-+Fire/Lightning/Physical%
-Dex
-CC%
-CHD%
____________________________________________________________________
RINGS:

-+Fire/Lightning/Physical% (Only from Stone of Jordan)
-Dex
-CC%
-CHD%
-Resource Reduction/AS%/CDR%.
-+25%-30% Damage to Elites (Only from Stone of Jordan)
____________________________________________________________________
QUIVER: Any affix is a bonus. +Disc great for a secondary.

-Dex
-CC%
-AS%
-+CA%/ Choice if not using CA%
-Choice Roll
-+Disc for secondary.
____________________________________________________________________
WEAPON ROLLS:

Decent Min/Max with Dex and socket is what you want.

Top rolls would be something like:

Primary

-Weapon DMG 2450-2800
-Dex
-%DMG
-Socket: Highest Priority is to have a socket for a 130% CHD Gem. Reroll for it if you don't get a socket on drop.

A high XXXX-XXXX Weapon DMG Min/Max (A top Min/Max=2550ish, +10%DMG pushes it to 2800)
Edited by Skyline#1952 on 5/27/2014 6:57 PM PDT
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THE BUILDS


These are just cookie cutter builds, mix around whatever you prefer.
Builds are very flexible and you can basically make anything work.


Vault is flexible depending on preference.

Assuming the 4Set Marauder's Bonus is active, Companion will be used for all the builds.

Most builds listed will be built around Multishot:Suppressive Fire or other rune variants of Multishot.

The cycling build requires good Resource Reduction and proper use/management of Preparation:Punishment and Disc.
The Cycle Build: Use Multishot:Suppressive Fire to cycle Hatred into Disc, then use the Disc to cycle into Hatred via Preparation:Punishment. Using Multishot to cycle Hatred to Disc before picking up a health globe helps sustains Resources greatly.

Not much value to use Multishot:Suppressive Fire without Preparation:Punishment and vice versa.
____________________________________________________________________
Fire CA Cycle Build:

LCLICK: Multishot:Suppressive Fire (Flexible)
RCLICK: Cluster Arrow:Loaded For Bear or Cluster Arrow:Cluster Bombs
SLOT(1): Marked for Death:Grim Reaper (Flexible)
SLOT(2): Vault:Trail of Cinders (Flexible)
SLOT(3): Companion
SLOT(4): Preparation:Punishment

Passives:

Blood Vengeance
Perfectionist (Flexible)
Tactical Advantage (Flexible)
Flexible Slot

CA:LfB VS CA:CB comes down to preference.

If you have Calamity you can drop Marked for Death if you want to.
Calamity only casts the non runed version of MfD, so you still have to hard cast MfD if you want the rune effect.
Read about MfD Stacking in the first post under Popular Topics

____________________________________________________________________
Physical/Fire/Lightning% Marauder 6Set Build:

Really flexible build.

Double Spenders with Tasker and Theo seems to be the best choice for this build:
Choice of Cluster Arrow
Choice of MultiShot


LCLICK: Multishot:Suppressive Fire w/ P:P or Choice of Rune/Spender (Flexible)
RCLICK: Cluster Arrow (Choice of Rune)
SLOT(1): Sentry (Choice of Rune)
SLOT(2): Vault (Choice of Rune) (Flexible)
SLOT(3): Companion
SLOT(4): Really flexible slot, put anything you want.
Marked for Death
Preparation:Punishment w/ MS:SF
Choice of Cooldown
Choice of Spender
Spike Trap w/ Chanon Bolter
Generator

Passives

Really flexible for all the slots

What I like for T6 using a Fire% build:

Perfectionist
Awareness
and any combination of
Ballistics/Custom Engineering/Steady Aim/Ambush/Tactical Advantage/Numbing Traps

____________________________________________________________________
Lightning RoV Build:

LCLICK: Multishot:Fire at Will (Flexible)
RCLICK: Impale:Ricochet (Flexible)
SLOT(1): Rain of Vengeance:Shade
SLOT(2): Vault (Choice of Rune) (Flexible)
SLOT(3): Companion
SLOT(4): Preparation:Punishment (Flexible)

Passives:

Use whatever you want, really flexible

____________________________________________________________________
PASSIVES


PASSIVE(1):

Blood Vengeance:
Provides great resource sustain.
Blood Vengeance is a mandatory passive for builds that rely on resource, which is basically all (Excluding Pet Builds).

Perfectionist:
For more eHP and Disc Skills cost 10% less.
Very valued passive, can be considered as mandatory.

Awareness:
Armor is now increased by 30% of your Dexterity.
Roughly 2.5k+ additional Armor, it is A LOT of toughness.

Tactical Advantage:
For more MS.
Highly valued for speed clearing.
Makes Vault animation faster.

Night Stalker:
Use if you really need to be generating good Disc.
Read the Proc Coefficient Spreadsheet under Helpful Links in Post 1 to decide if this is worth picking up for you.

Ambush:
You deal 40% additional damage to enemies above 75% health.
Very strong passive.
Scales with spenders cast from Sentry.
Compliments TA for speed clears/farming.

Archery:
As a damage pad for 2Hs: 8% DMG for Bows, 50% more CHD% for Crossbows.
A more balanced passive, used mainly for the resource for DWers; gives 5%CC and 1 Hatred Per Second.

Steady Aim:
+20% damage if no enemies are within 10 yards.
Boosts Pet Damage as well.
Good stutter stepping is recommended.
Harder to keep uptime on higher Torments.

Cull The Weak:
+20% damage on slowed targets.
Group slows do proc the damage buff for you!
Boosts Pet Damage as well.
Does not scale with spenders cast from Sentry.

Grenadier:
All Grenades do 10% more damage and have a bigger hit radius.
Ensures that all grenades hit, even on mobs with smaller hitboxes. Great AoE.
Basically anything with grenades is buffed by the 10% Grenade damage/AoE radius.

Custom Engineering:
Increase the duration of your Caltrops, Marked for Death, Spike Trap, and Sentry by 100%.
Increase the maximum number of Sentries to 3 and Spike Traps to 6.
If you can make use of the higher uptime on Sentries this can definitely have value.

Ballistics:
Increase damage of rockets by 100%.
In addition, you have a 20% chance to fire a homing rocket for 150% weapon damage when you attack.
Can definitely have value with rocket based builds.
Works on spenders cast by Sentry from Marauder 6Set Bonus.

Numbing Traps:
Enemies you Slow or hit with Fan of Knives, Spike Trap, Caltrops, Grenades, and Sentry fire have their damage reduced by 25% for 3 seconds.
Can be very helpful for high Torments.

Brooding:
Gain 1.5% Life regeneration per second for every second you remain stationary, stacking up to 3 times. This bonus is reset 5 seconds after you move.
Not bad in some situations; provides good Life Regen.

Thrill of the Hunt:
Every 6 seconds, your next skill that costs Hatred will immobilize all enemies hit for 2 seconds.
Can be useful for kiting.

Sharpshooter:
As a damage pad for dual wielders.
With end game gear, it rarely ticks over 4% bonus CC if you are continuously doing damage.
Trail of Cinders and pet/sentry damage resets ShSh
Edited by Skyline#1952 on 5/26/2014 1:48 PM PDT
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pants can roll + cluster arrow damage, also the new witching hour can roll AS and CHD like the old one. other than that good list man :D
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Nice
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Pants can not roll cluster arrow dmg
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03/31/2014 04:12 PMPosted by ZeroKuno
Pants can not roll cluster arrow dmg
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guide updated, will keep updating with the more information I get. eventually an accurate calculated number on DPS with CA.
Edited by Skyline#1952 on 3/31/2014 4:24 PM PDT
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good stuff
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03/31/2014 03:53 PMPosted by mkstot
pants can roll + cluster arrow damage, also the new witching hour can roll AS and CHD like the old one. other than that good list man :D


Boots can, pants only roll generators.
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how is this build getting 75% reduction? it is not additive btw

30% & 30%= 49% reduced
with five items (shoulder belt 2x rings and amulet) of 8% == 1 - (.92^5*.7*.7)
= 67% reduced

a 10% weapon makes it to a final of 71% reduced

another 10% DW's is 74%

the 10% paragon makes 76.45% that (i think) is the absolute best you can do

or drop 1 ring and amulet for vanilla soj -5 vanilla -5 maras & -5 vanilla DML and that might be about 2 per shot
Edited by zoid#1554 on 3/31/2014 5:33 PM PDT
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thnx for letting me know zoid! i was not aware that reduction was not addictive!
guide also somewhat updated. please keep the information coming, anything that can help people out let me know. Everyone's theorycrafting helps!
Edited by Skyline#1952 on 3/31/2014 6:30 PM PDT
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03/31/2014 06:15 PMPosted by Skyline
thnx for letting me know zoid! i was not aware that reduction was not addictive!

oh it is definitely addictive, but not additive
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haha
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Updated thread to be slightly more in depth.
Edited by Skyline#1952 on 3/31/2014 6:56 PM PDT
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Updated once again-guide should be more clear and accurate.
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this really should be sticky'd
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Updated + Bump.
Edited by Skyline#1952 on 4/1/2014 2:03 AM PDT
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Tagged
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Many updates, sticky would be awesome as well. :)
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