Items
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Head
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Shoulders
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Amulet
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Torso
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Wrists
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Hands
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Waist
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Legs
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Feet
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Rings
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Weapon
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Offhand
Kanai's Cube
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Thing of the Deep
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Leoric's Crown
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Ring of Royal Grandeur
Build: These Items are built around survivability and CDR. Use the best of the three rings listed and put the missing one in the cube. There have been a few people that have used a Justice Lantern instead of an Oculus Ring though. You really want a high roll for the reduced melee attacks on the Stormshield. Haunting Girdle or String of Ears is a toss up.
Stat Priorites: CDR and defensive stats. Pay attention to your Armor and Resist All. Ideally you want them around 10:1 with Armor being on top. Any where in the build that it says Intelligence can be substituted with Strength or Dexterity. If you need Resist All you can substitute Armor where you can. For secondary stats either of the Health Globe stats are great.
Skills: Not much variance.
Passives: Not much variance. Your choice for your fifth passive from a Hellfire neck would be Tribal Rites.
Gems: Diamonds in armor pieces. Amethyst in the weapon.
Legendary Gems: Esoteric Alteration, Ice Blink, and Gogok of Swiftness are mandatory. If your group is doing well on damage, but you're getting close to dying you can switch out the Ice Blink for a Mutilation Guard.
Caldesann's Despair: A lot of people save this for their solo GR pushing toon, but if you want it's Vitality.
Paragon Priorities
Core
Movement Speed
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Vitality
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Primary Stat
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Maximum Resource
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Offense
Cooldown Reduction
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Attack Speed
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Critical Hit Chance
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Critical Hit Damage
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Defense
Armor
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Life
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Resist All
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Life Regeneration
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Utility
Resource Cost Reduction
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Life on Hit
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Gold Find
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Area Damage
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Core: Max your movement speed and then pump everything into Vit.
Offense: CDR, Attack Speed, then the other two don't matter much.
Defense: Resist All or Armor depending on your ratio, Life, either Resist All or Armor, and lastly Life Regen.
Utility: Resource Cost Reduction, Lift on Hit, Gold Find, and do NOT put any points in Area Damage.
Build Guide
This build is built around the support WD in four man groups. Most groups add supports in this order: Barb, Monk, and lastly WD for four man groups, but your mileage may vary. Your role in this group is to bring damage buffs, damage debuffs, and to scout for your group.
From gear, skills, and passives you provide the following defensive buffs or debuffs: 25% damage reduction from Locust Swarm, 5% life per second and 20% damage reduction from Big Bad Voodoo, Charmed enemies from Mass Confusion, and 25% damage reduction from Bad Medicine.
From gear, skills, and passives you provide the following offensive buffs and debuffs: 20% damage buff from Helltooth 2pc, 20% damage buff from Haunt, 20% AS from Big Bad Voodoo, 15% damage buff from Piranhas and if you have Ice Blink on 10% CHC, and 30% damage buff from Mass Confusion.
You also provide the following miscellaneous benefits to your group: Grin Reaper's mimics cast your spells more often, you wear Nemesis Bracers for the group, and lastly with Thing of the Deep cubed your pick up radius is huge.
Generally you will scout ahead with Jaunt-Severance to find the next juicy group of mobs or elite pack. Once located your monk will hopefully be first on scene to actually CC the mobs. Once CC is laid down you'll start dropping your buffs and slightly moving around to pick up health globes for your group/wizard. Once the pack starts to dwindle down you'll rinse and repeat.
While I'm not the best player by any stretch of the imagination, I was constantly looking for HC guides when my friends would ask. I have made guides for all four positions in a standard HC group. These guides are based on my research from the top HC groups, their videos and streams, and my own personal experience. Questions and comments are welcome! If you like the build hit the +1!
Additionally here are the links/previews to all four builds:
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