Rating
+3

The MN Wild Lightning Ninja (Season 10 - Impale/Fan of Knives)

Seasonal
Hybrid
BBCode Link
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Skills

  • Marked for Death Contagion
  • Impale Ricochet
  • Fan of Knives Pinpoint Accuracy
  • Vault Rattling Roll
  • Shadow Power Shadow Glide
  • Vengeance Seethe
  • Ambush
  • Steady Aim
  • Cull the Weak
  • Awareness

Items

More Details
  • Legendary Gems

    • Bane of the Trapped
    • Bane of the Powerful
    • Gogok of Swiftness

Kanai's Cube

  • Karlei's Point
  • Visage of Gunes

Cooldown Reduction is the most important attribute for your gear as this build doesn't use Dawn in the cube to keep Vengeance up, but with a decent level of CDR and the Obsidian Ring of the Zodiac in the cube (which Diablofans wouldn't let me put in there) you'll have no trouble keeping Vengeance up.


BOTT- increased damage, plus the aoe centric slow effect procs our Cull of the Weak for an extra 20% damage.

BOTP - increased damage after killing an elite, extra damage to kill the elite, and less incoming damage from an elite. This works well in an elite hunting style of play such as this build.

GoS - the CDR really helps us lock in the perma Vengeance, but the IAS helps our dps, and the dodge helps us mitigate.


Helm: Diamond

Weapon: Emerald

Chest/Pants: Emerald/Diamond (diamond is useful when pushing higher gr's giving us more res, but emerald really shines adding more dex increasing dps/armor)


Link to the D3planner Page for the Build - Make sure to open in a 2nd window.

Paragon Priorities

Core

Movement Speed
Primary Stat
Vitality
Maximum Resource

Offense

Cooldown Reduction
Attack Speed
Critical Hit Chance
Critical Hit Damage

Defense

Life
Armor
Resist All
Life Regeneration

Utility

Area Damage
Resource Cost Reduction
Life on Hit
Gold Find

Get movement speed up to 25% via boots and skills (we've rerolled MS off the Compass Rose), with perma Shadow Power using all the runes (your rune choice will be a matter of picking what color you like better) you'll have 55% movement speed when all said and down.


Otherwise in Core, dump into DEX. Sub Paragon 800, finish CDR first, otherwise its preference.

Build Guide

Greetings,

What we have today is a modification of the standard Shadow's Mantle Impale build making use of the new season 10 legendary affix on Holy Point Shot to throw 2 additional impales, this makes Impale as long as your hitting a target refund quite a bit of hatred, allowing us to largely disregard a primary generator (Vengeance Seethe and Templar Loyalty also plays into that equation).


One of the glaring differences to this build from a majority of Shadow's Mantle's builds is the inclusion of Fan of Knives. In play as FoK:PinpointAccuracy the CD is ~6.5-6.75 seconds depending on your CDR, reducing it from the increased 15 seconds that the Pinpoint Accuracy Rune gives us. Given that we've cubed an Obsidian Ring of the Zodiac, the actual CD will be about half of that making us able to use FoK every ~3.5 seconds due to our impales helping reducing the CD. Because of either using a Lord Greenstone's Fan or having one cubed we gain upto a 6,000% increase to our FoK damage. In practice however, we'll be seeing closer to an 800% increase assuming we cast FoK every 4 seconds. Realistically though you won't be casting it if the density isn't there, so it will continue to ramp up for you. This damage increase is amazing, to the point that in simulation FoK ends up doing approximately 80% of our damage, with impale taking the last 20%.


For extra damage we have Marked for Death: Contagion. You mark one target kill it, and the next three closest targets are automatically marked and it can continue to chain. For a 15% damage increase to a marked target for 30 seconds, this absolutely makes more sense to me than Animal Companion: Wolf's 10 second buff. For 3 Discipline per usage, you should have no problems managing your discipline pool for marking.


Why? Because you are Vaulting for free due to Chain of Shadows and your impales. Each impale resets the 2 second buff of free vaulting, and you'll be using multiple impales per second assuming you have some density and not stuck in a cave tunnel or hallway with nothing. The Rattling Roll rune also allows you to use either Strongarm bracers or APD due to its knockback and stun


Vengeance. You want to shoot for 50-52.05% CDR, pairing with your Obsidian Ring of the Zodiac, and throwing our impales you'll have perma Vengeance without Dawn. Seethe is your normal go to rune for hatred regen, Dark Heart is 50% damage reduction. It is possible to play without Seethe just using Dark Heart and freeing up the armor slot in Kanai's Cube. Some have been using Aquila Cuirass in place, and on high enough difficulties where things aren't being 1 shot, this works fairly well, albeit AC occasionally drops in between using impale and the hatred return from Karei's Point. If you wanted to try this alternative, some itesm worth mentioning for Kanai's would be: an additional bracer from one above that your not wearing (Nemesis Bracers, Ancient Pathan Defenders, Strongarm Bracers), Beckon Sail (for an extra safety net), or possibly something to tweak the playstyle such as using a Goldwrap here and socketing a Boon of the Hoarder or using Frostburn and changing the lightning element damage to cold along with FoK and Impale). Personally, I think Vengeance: Seethe with a cubed Visage of Gunes will help someone get used to the build and playstyle, but might be swapped out as the player becomes comfortable or is seeking more DR for higher grifts.


DH's survivability is typically an issue. This build as with all Shadow's Mantle's builds makes the DH more tanky. Perma Shadowform gives us all the runes (Gloom 35% damage reduction, Blood Moon - double Life/hit) really help keep us up. Endless Walk set gives us up to 50% damage reduction while moving. Vengeance Dark Heart gives us 50% damage reduction. Clicking Shadowform for an extra 60% damage reduction for 8 seconds due to Elusive Ring help as well. Vault:Rattling Roll on our free vaults thanks to Chain of Shadows allows us to reposition ourselves and stun enemies in the process. Lastly, Awareness gives us a 2nd chance in the event we were going to die.


A note on the damage reduction incase you're thinking 35+50+50+60 = 195% Damage reduction and you've somehow unlocked God Mode, you'd be wrong. The damage reduction is multiplicative and seems to be affected by some dimishing returns so we end up with a max of 93.5 damage reduction. This is still really good, but also its still really possible for you to die, so that's why things like Vault, Awareness, health pots and support characters/follower can really be helpful.


Link to the D3planner Page for the Build, open this link in a new window for the D3planner build, there you'll see the build with perfect ancient items with lvl 70 Caldesann's Despair augmentations, with legendary gems at lvl 75. You'll see some simulation data as well. Realistically, you'll never have perfect items, but I suppose with the possibility of primal ancients, that's why the build has those stats. You can adjust the augmentations, legendary gem, and paragon levels, but I picked values typically around the middle tier of seasonal player. I suppose that counteracts the perfect stats on the gear, but its more for speculative number crunching than anything and seeing about how much damage this thing could potentially do. A potential 12.2 trillion points of damage during fan of knives is pretty insane, but mathematically its possible, just statistically very unlikely to see.


Best of luck in S10.