HOW WE GEAR
Gearing for all three full set bonuses pretty much locks in all the pieces except for the bracers, weapon(s), and one ring. The exception to this rule is if you use Inna's Reach as your 2H. Doing so frees up the helm for one of the many sweet spirit stones or makes it so you aren't married to Sunwuko's Shine as the amulet. For this reason, I feel Inna's reach is BiS 2H just for the build diversity it allows. (More on this below.)
As mentioned, the best second ring is a %Holy SoJ. There are multiple good bracers which will work with this build, my favorites being Strongarms for damage (in profile) Reapees Wraps for spirit or the Warzechian Armguards for speed. The choice of weapon is build-dependent. (More below.)
HOW WE KILL STUFF
Quite a lot of damage comes from the SWK clones. As such, Cyclobe Strike: Soothing Mist becomes mandatory. From here the next choice for a skill is Exploding Palm: Strong Spirit. Both are spenders to proc clones and both exploit the pull-palm interaction. Fortunately, both runes are holy which work with our elemental damage. There is room for one flex skill and as you can see from my build I went with SSS: Fulminating Onslaught. This skill is a fit since it's both a spender for our clones and interacts favorably with the CDR we'll be stacking. To make it viable, Flow of Eternity becomes the weapon of choice since without it or the Sustained Attack rune, the uptime isn't enough to justify the slot. (SSS: SA + Inna's Reach + Madstone may be better here but I don't have the gear to test it.)
There are other spender/weapon pairings that could work well here in place of SSS such as WoL, BF, BoH or even LTK. What draws me to SSS is how it attacks on a different angle from pull-bomb (especially useful when playing defensively against RGs and Yellows), puts our CDR to work and does a good job cleaning up after a clone explosion. That said I feel SA rune, FoE or a nutty amount of CDR are required to make it useful.
HOW WE GENERATE SPIRIT
Because we want to be spending spirit to do our damage it makes sense to go with a no-generator build (ironic!) This makes Epiphany mandatory, with Desert Shroud or Inner Fire being the rune of choice depending on how squishy we feel. Mystic Ally: Air Ally is another generator if choice since we want to stack spirit per second. Since both of these skills effectively covert CDR into spirit, we have more synergy with CDR and the Crimson bonus. In game we want to cycle between these two as necessary, favoring Epiphany when time permits.
The next piece of the generation puzzle is Sweeping Wind: Inner Storm. Inna's 3pc allows us to keep max. stacks for free; the incidental damage and barrel smashing is gravy. The final active skill is the aforementioned Exploding Palm: Strong Spirit, which does a good job of keeping the globe full when the mobs are thick.
Passives are another way of generating sprit and Guardian's Path is what we want here as it's always working with our SpS and Air Ally activations. I was able to drop Exalted Soul in live and may even be able to drop Guardian's Path after the new SpS buffs hit. For now, it stays.
HOW WE BUFF
The STI in the profile will be Harmony post 2.1 to combat squishiness. Hopefully it will interact favorably with the 20% AR bonus which we will get for free from Inna's 4pc. Speaking of which, Unity is also a mandatory passive since Inna's 4pc + Air Ally + a follower lock in a 20% damage bump (also free). Lastly, Beacon of Ytar is a lock because CDR.
HOW WE STAY ALIVE
Cyclone Strike provides a lot of sustain from the Soothing Mist rune. Desert Shroud also provides a good amount of defense and SSS gives some short invulnerability which can give you the time needed to plan an escape route from some hairy ground affixes. In testing on live my toon is too squishy on higher torments where ground affixes are in play though I feel 2.1 will address that.
Main stat should be on most items that will have it. Holy % is a big priority on the few items that will have it (another reason IR is good as it allows for a Holy Andy's helm).. CDR should be stacked as high as possible without sacrificing itemization. Next priority is CHC/CHD. Area damage is excellent to have when possible. Attack speed is very low priority as the choke points for our damage are Spirit and CDR. Furthermore, ApS has anti-synergy with SpS when all our attacks are spenders. Similarly, some incidental RCR isis not o the worst but is definitely low priority.
HOW WE SWITCH IT UP
While I'm most interested in what the community has to add in the comments, I would point out that this build could be modified for dual wielding with Skycutter for the +Holy% and one other weapon (Sunkeeper/Fist of Az/???). Doing so would mean dropping Guardian's Path (for Exalted Soul perhaps) and stitching to Sustained Attack for SSS or swapping out the skill entirely. I plan on testing it once the patch goes live and I can compare to a fully buffed daibo.
That's all! Hope you enjoy the build and leave your ideas/feedback in the comments.