Rating
+10

[2.6.1] (TXIII) Vyr MH + Cosmic Strand

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Skills

  • Teleport Safe Passage
  • Arcane Torrent Static Discharge
  • Archon Pure Power
  • Magic Weapon Deflection
  • Energy Armor Force Armor
  • Slow Time Stretch Time
  • Illusionist
  • Evocation
  • Paralysis
  • Unstable Anomaly

Items

More Details
  • Legendary Gems

    • Gogok of Swiftness
    • Zei's Stone of Vengeance
    • Bane of the Trapped

Kanai's Cube

  • In-geom
  • The Swami
  • Manald Heal
  • Head: INT / VIT / CHC / Socket (Diamond)
  • Shoulder: INT / VIT / AR / CDR
  • Chest: INT / VIT / +Armor or EliteDmgRed% / Sockets (Topaz)
  • Amulet: CDR or INT / CHC / CHD / Socket
  • Gloves: INT / CDR / CHC / CHD
  • Belt: INT / VIT / Life% / +Armor
  • Bracer: Lightning% / INT / VIT / CHC
  • Pants: INT / VIT / +Armor / Sockets (Topaz or Amethyst)
  • Boots: INT / VIT / AR / +Armor
  • Ring1: CDR / CHC / AS / Socket
  • Ring2: INT / CDR / CHC / CHD / Socket
  • Weapon: %Dmg or INT / CDR / AS / Socket (Emerald)
  • Offhand: INT / CDR / CHC / APoC

CDR is key for gearing. Try and get it on every slot possible. Amulet is also preferred with CDR, but INT would be adequate there. With full gogok stacks, this will help give you very quick Archon resets.

Diamond in helm for CDR. +Max AP on wand / source.

+Pickup radius is very nice for picking up orbs as easily as possible. I recommend at least +8 to start. More would be better of course. Note in the video I even rerolled some of the secondaries on my items to get this. Secondary resists where possible.

APoC on source is fairly required for resource when outside of archon. Make sure you have this roll.

Note AR rolls default for shoulders, which is why I recommend it. While shoulders that could be rolled as Life% might give a slight increase to sheet toughness, striving for that shouldn't matter here. In terms of rerolling for this build, I'd rather roll the CDR on the shoulder to max 8%, or a secondary to +Pickup radius than roll the AR to life%. So AR on shoulder is still a very good, efficient, pick for this build.

We put Lightning % only on bracer to tell Vyr2 which element to deal damage with. It takes your max elemental damage and uses that element type.

If you're feeling low on VIT you can always put Amethyst in pants.

Note that this particular build I've put Zodiac in the ring slot as worn. This is for two reasons. To lower the IAS required for max APS Manald Heal procs, and also because it's much easier to gear for earlier in the season. That said, if you prefer wearing an MH, a trifecta (CDR / CHC / CDR) with a near perfect legendary roll can be worn instead, and you'd cube the zodiac in that case.

In-Geom is better Cubed in my opinion. Having that 10s uptime is more important than losing up to 5% damage per 15 yards on your starfire. That said, if you happen to get a well rolled In-Geom, you can use that weapon over the Starfire.

Cosmic strand is crafted. Until you get one, you can use any other source as a stat stick.

Paragon Priorities

Core

Movement Speed
Primary Stat
Maximum Resource
Vitality

Offense

Cooldown Reduction
Attack Speed
Critical Hit Chance
Critical Hit Damage

Defense

Resist All
Armor
Life
Life Regeneration

Utility

Resource Cost Reduction
Life on Hit
Gold Find
Area Damage

+Max resource is optional from paragon. Early season I'd go without it, but later season I'd roll with it.

I also prefer rolling AS in paragon before CHC and CHD. This is to hit those breakpoints all the much sooner.

RCR is preferred first, however, putting a few points into LoH as you are leveling up does help with recovery.

Build Guide

Main damage comes from MH and supporting multipliers. It's a ranged build, but it still deals quite a bit of damage up close.

Upon entering the rift, you will need to build up stacks to get adequate damage and kill your first elite to get the In-Geom buff going. If you don't happen to kill an elite, do not worry, Zodiac is placed to reduce cooldown as you attack. This is a nice backup, and can also make up for missing CDR on gear, or if you don't have Gogok leveled.

Static Discharge allows us to proc MH when outside of archon. Can finish off elites and is also the spell we use to proc Zodiac.

Use the beam to deal damage. I find aiming at the monster's feet helpful for finding their hitbox. You can also reposition, and edge the cursor in until you hit their hitbox, and proc paralysis and MH on them.

Cosmic Strand make an appearance here, removing the GCD of our Teleport when in archon once every two casts. This increases movement, and reduces clear time, especially on less dense rifts. Note cosmic strand is crafted.

A quick note: Cosmic strand was not my idea this time around, even though I've used it before. Was watching Bluddshed recently (check him out @ https://www.twitch.tv/bluddshed), and one of his supporters suggested it (sorry did not catch your username!). Bluddshed tested it out and it was gold. I agree, really good option for torments.

We also place Illusionist for the increased move speed, and to dodge molten, pick up orbs, death's breaths, and item drops easier.

Use either numlock or scripting to keep archon blast on autocast. The archon blast attack will allow you to get higher Vyr6 stack count by standing near enemies. There used to be a bug where the blast would not freeze. In 2.6.1, Archon's blast attack now freezes, providing some useful CC to the build.

Once you gain enough archon stacks, your AS will hit the 5 APS / 15 Ticks / s cap, which should help proc paralysis and MH more readily. With AS on weapon, paragon, zodiac, gogok, and stretch time, you'll only need 126 archon stacks to hit this breakpoint. This is nice because it allows you proc paralysis and MH more, even on those lower density rifts.

This seems like a low requirement, and you may be thinking these AS buffs are unnecessary, but check out the below value as well.

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While the 15 ticks / s cap can be hit by dynamically being above 4 APS on sheet, beam tick rate ICD breakpoints work differently, requiring 5 APS on sheet at the time archon is cast.

To be clear: Vyr6 beam stack rate is snapshot when entering archon. The Beam stacks faster after having been snapshot at the 12 Frame ICD.

With this in mind, the adjusted stack count value required per rotation adjusts to:

  • 142 stacks to hit 12 Frame ICD (assumes you are wearing a 50 stack fazula).

See below the testing and quote from TinneOnnMuin, where he accounts for the slower stack rate from the beam that we get when snapshotting at lower attack speeds.

It took me a while to figure it out, but I came up with something that fits all my data: for the beam, there is an ICD for the Vyr6 on-hit stacks where ICD=ceiling(60/APS) and it is snapshot when you first enter Archon (includes both Swami stacks + new stacks from Fazula). And you can only gain a stack on a tick from the beam. So you get some desync from the ICD to the beam tick rate.

To read up more on this, see Tinne's Post here.

Seeing as this is a torment build, and there will be many low density rifts given to us, lowering these stack count breakpoints as much as possible is a very nice thing.

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As mentioned in the affixes section, CDR is really important for resetting archon. +Pickup radius is fairly important for this build as well.

Stand in your follower's oculus spawns when possible.

Nemesis bracers allow more elites, more progression.

Use Safe Passage for more DR when resetting archon, and also to preserve your EW damage bonus. Endless Walk gives is a hefty multiplier here.

For defense, archon and the Vyr6 bonus keeps us pretty well defended. However, I've also placed Pinpoint barrier for some increased armor, and deflection for the shielding. Pinpoint barrier is also nice in that it gives CHC.

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Early season swaps:

  • Bane of the Powerful will be the better gem choice over Trapped until you've leveled a trapped gem up past level 50 or so. Powerful is especially good since it's guaranteed from your first greater rift kill.
  • Also consider Boon of the Hoarder for extra gold drops.

Other good Swaps:

  • Drop EW for the utility of Avarice Band. Note this assumes you're also using boon of the hoarder. Can use any amulet.

Alternate options:

  • Arcanot (Familiar) can be a good alternative to Slow time if you're running out of resource.
  • Bane of the Powerful: Great gem when you first get going in season, since it's guaranteed drop from your first Greater rift RG kill. Replace with Trapped when you've leveled up a decent trapped gem.
  • Boon of the Hoarder: Great for gold farming. Replace Trapped.
  • Force Weapon: Alternate rune on magic weapon. Grants 10% more additive damage.
  • Sparkflint: Alternate for increased damage, grants 10% additive damage. Would have to replace Slow time though.
  • Power Hungry: good for the extra damage multiplier. I think Illusionist gives more utility with being to dodge molten and pick up items though.
  • Blur: alternate passive option for defense. Also not needed IMO.
  • Calamity: Alternate rune on teleport. IMO this slows casting of teleport down when used with cosmic strand, and the stun really isn't needed.

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Multipliers:

Additive or CHC buff:

Defense:

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Changelog:

  • (10/17/2017): Edit: added beam rate snapshot mechanic section and link. Edit2: revised beam rate snapshot section, as I misunderstood that the beam stack rate ICD required 5 APS sheet, not 4APS like beam tick rates do.
  • (11/12/2017): Updated build with Force armor instead of the CHC rune, for added defense. Added Familiar (arcanot) as an alternate option for increased resource.


    (7/7/2018): Dropped season specific info, and added possibility of dropping EW for Avarice band if swapping in Boon of the Hoarder.


  • (7/9/2018): Updated archon rune to pure power. Forgot to update this earlier.