Turn into the physical embodiment of Vengeance for 20 seconds.
Side Guns: Gain 4 additional piercing shots for 60% weapon damage each on every attack. Homing Rockets: Shoot 2 rockets at nearby enemies for 80% weapon damage each on every attack. Vengeance: Gain 40% increased damage.
Reduces the resource cost of Fire skills by 23 - 30%.
+ 3 Random Magic Properties
Cindercoat
Convention of Elements
Legendary Ring
Primary Stats
Critical Hit Chance Increased by 3.5%
Sockets (1)
Secondary Stats
Gain 150 - 200% increased damage to a single element for 4 seconds. This effect rotates through the elements available to your class in the following order: Arcane, Cold, Fire, Holy, Lightning, Physical, Poison.
There are many good options, obviously any of the 4 listed in the guide, then any of the following you can be happy with: Steady aim (probably best for grs) Awareness (if that helps you out), Tactical Advantage (if doing speeds) Blood vengeance can be useful for keyfarming but you shouldn't be running out of resource. Archery gives damage but is usually inferior to Steady Aim.
Which passive to use on Hellfire?
There are many good options, obviously any of the 4 listed in the guide, then any of the following you can be happy with: Steady aim (probably best for grs) Awareness (if that helps you out), Tactical Advantage (if doing speeds) Blood vengeance can be useful for keyfarming but you shouldn't be running out of resource. Archery gives damage but is usually inferior to Steady Aim.
i use awareness its good for me