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Chakram Demon Hunter BiS Gear, Gems, and Paragon Points

Last updated on Jun 14, 2018 at 15:31 by Deadset

Table of Contents

General Information

Below, we detail the items and gems that you should use for your Chakram Demon Hunter in Diablo 3 and why. We also list your paragon points and Kanai's Cube items. Updated for patch 2.6.1 and Season 14.

The other pages of our Chakram Demon Hunter guide can be accessed from the table of contents on the right.

1. Best in Slot Gear and Alternatives

The build relies on the full powers of the Unhallowed Essence set, equipping it in its entirety — which opens up the jewelry slots for the supreme damage multiplication bonuses of the Bastions of Will set. In terms of stat rolls, this is a Chakram Chakram-centric build that requires a modest investment into cooldown reduction, as well as skill and area damage bonuses. To be more specific, you will be trying to reach a minimum of 37% CDR for permanent uptime of the Vengeance Vengeance buff, which is attainable from Paragon points, a Flawless Royal Diamond Flawless Royal Diamond in the helm and 3 other items with max CDR rolls, distributed as you see fit (i.e. on shoulders, gloves and quiver).

The BiS roll for Fiendish Grips Fiendish Grips includes double Crit stats and Cooldown Reduction (though the latter can be moved elsewhere, like rings); a theoretically perfect quadfecta roll would be Crit Chance, Crit Damage, Cooldown Reduction and rolling away the base Dexterity roll for Area Damage — but this is mostly advisable for very high Paragon characters. The Unsanctified Shoulders Unsanctified Shoulders should have both CDR and Area Damage alongside a Dex-Vit base. You should acquire Chakram Chakram skill damage on the helm and boots, accompanying high Dex and Crit Chance on the Accursed Visage Accursed Visage and high toughness stats on the Hell Walkers Hell Walkers. Discipline in the secondary stats is a very important stat for Unhallowed Essence set builds (note the 6-piece bonus), so seek it out in secondaries wherever you can — i.e. on the Cage of the Hellborn Cage of the Hellborn, where it should accompany high toughness primary stats. The Unholy Plates Unholy Plates can be dedicated entirely to toughness.

Not skipping on any of the pieces required to obtain the 6-piece bonus leaves space for a potent combo in the jewelry: the Bastions of Will set, Focus Focus and Restraint Restraint. This ring set adds an impressive 2.25 independent damage multiplier as long as you alternate between a primary and spender attacks; thus, learn to weave frequent Multishot Multishot shots in your Chakram Chakram spam. In the stats, aim for Crit Chance, Crit Damage, average damage and an open Socket.

Completing the jewelry, you have a number of options for the amulet slot. Arguably, your best option would be a well rolled Hellfire Amulet of Dexterity Hellfire Amulet of Dexterity, with a helpful fifth passive like Awareness Awareness or Single Out Single Out. Other variants include the grouping of The Ess of Johan The Ess of Johan to ease AoE, or the ranged damage reduction of Eye of Etlich Eye of Etlich. Regardless of your choice, the desired stats are Crit Chance, Crit Damage, an open Socket, and Physical elemental damage.

With their massive damage reduction basically guaranteed to be up all the time due to the Hatred-generating Chakram Chakram spam, Wraps of Clarity Wraps of Clarity provide an incomparable bonus for the slot. Stat-wise, seek out as close to the 50% damage reduction bonus maximum as you can, alongside high Crit Chance and Physical elemental bonuses.

The best-in-slot belt for the build when pushing Greater Rifts is the glass cannon favorite, The Witching Hour The Witching Hour. What this belt lacks in unique properties, it makes up in unique rolls: it is the only item in the slot that can roll Attack Speed and Critical Damage. Both stats are immensely beneficial to your damage output, so seek as close to the maximum 7 IAS and 50 Crit Damage as you can.

With the universally desired permanence of the Vengeance Vengeance damage and toughness buff and the inability of the Sword of Ill Will Sword of Ill Will to roll Discipline in its secondary stats, Chakram Demon Hunters are essentially locked into using Dawn Dawn in their main hand. This one-handed crossbow makes up for its lower damage range by cutting the coolodown of Vengeance Vengeance by 2/3rds in an optimal roll. The other desired stats are high damage range, high Dexterity, % Damage, Attack Speed and (quite importantly) Discipline in the secondary stats.

Another vital piece for the playstyle, the Spines of Seething Hatred Spines of Seething Hatred is a quiver that turns the default spender nature of Chakram Chakram into a Hatred generator — enabling the use of the Unhallowed Essence and Bastions of Will sets in the first place. An ideal roll would include high Chakram skill damage, Cooldown Reduction, Crit Chance and (again, very important) Discipline in the secondary stats.

Slot Pieces Stat Priority
Head
  1. Dexterity
  2. Socket
  3. Critical Hit Chance
  4. Chakram Chakram %
Shoulders
  1. Dexterity
  2. Area Damage %
  3. Cooldown Reduction
  4. Vitality
Torso
  1. Max Discipline (Secondary stat)
  2. Dexterity
  3. 3 Sockets
  4. Vitality
  5. Reduced damage from Elites
  6. All Resistance
Wrists
  1. Dexterity
  2. Critical Hit Chance
  3. Physical Damage %
  4. Vitality
Hands
  1. Dexterity
  2. Critical Hit Damage
  3. Critical Hit Chance
  4. Cooldown Reduction
  5. Area Damage
Waist
  1. Dexterity
  2. Crit Damage (if The Witching Hour The Witching Hour)
  3. Increased Attack Speed (if The Witching Hour The Witching Hour)
  4. Vitality
  5. All Resistance
Legs
  1. Dexterity
  2. 2 Sockets
  3. Vitality
  4. All Resistance
Feet
  1. Dexterity
  2. Chakram Chakram %
  3. Vitality
  4. All Resistance
Amulet
  1. Critical Hit Damage
  2. Critical Hit Chance
  3. Socket
  4. Physical Damage %
  5. Dexterity
Ring #1
  1. Socket
  2. Critical Hit Damage
  3. Critical Hit Chance
  4. Average Damage
  5. Dexterity
Ring #2
  1. Socket
  2. Critical Hit Damage
  3. Critical Hit Chance
  4. Average Damage
  5. Dexterity
Weapon
  1. Socket (preferably from Ramaladni's Gift Ramaladni's Gift)
  2. Weapon Damage
  3. % Weapon Damage
  4. Max Discipline (Secondary stat)
  5. Increased Attack Speed
Off-hand
  1. Dexterity
  2. Critical Hit Chance
  3. Max Discipline (Secondary stat)
  4. Chakram Chakram %
  5. Cooldown Reduction

2. Paragon Points

Slot Paragon Points
Core
  1. Movement Speed up to 25% cap
  2. Maximum Hatred
  3. Dexterity
  4. Vitality
Offense
  1. Cooldown Reduction
  2. Critical Hit Damage
  3. Critical Hit Chance
  4. Attack Speed
Defense
  1. All Resistance
  2. Life %
  3. Armor
  4. Life Regeneration
Utility
  1. Area Damage
  2. Life on Hit
  3. Resource Cost Reduction
  4. Gold Find

3. Gems

Bane of the Trapped Bane of the Trapped is a potent source of additional damage, as it is its own multiplier in your total damage calculation. The gem will be procced easily and permanently with the wide coverage chilling effect of the Wind Chill Wind Chill rune.

Zei's Stone of Vengeance Zei's Stone of Vengeance is another independent multiplier, whose range-dependent amplification can be easily maxed out by the long reach of Chakram Chakram Razor Disk Razor Disk. The level 25 property will add some minor control and safety to the build, as well as another proc for Bane of the Trapped Bane of the Trapped.

Bane of the Powerful Bane of the Powerful's duration scales very well with levels, and having a low uptime on a decently leveled gem is a telling sign that the rift is unfavorable anyway (winding layout, lacking density, insufficient elites). The gem's default 20% damage increase has been reworked into multiplicative, and the level 25 bonus now increases AND reduces elite damage by 15%, making it a well-rounded choice for many builds. For extremely high-end pushing, swap this gem out for Bane of the Stricken Bane of the Stricken to assist you in taking down the Rift Guardian.

Slot Gems
Jewelry
Helm
Torso and Pants
Weapon

4. Kanai's Cube

Sword of Ill Will Sword of Ill Will is a vital piece of the setup, providing a 245% increase to the damage of your primary damage dealer, Chakram Chakram. Note that the bonus scales with your Hatred reserve, necessitating the focus on Max Hatred in your Primary Paragon section, as well as the pickup of the Blood Vengeance Blood Vengeance passive.

Due to the limited Hatred spending of the build (a Multishot Multishot every 5 seconds, whose expenses are built back up almost immediately with Chakram Chakram spam), you can include the massive damage reduction bonuses of Aquila Cuirass Aquila Cuirass freely into this build.

In GRs, the jewelry slot will be best taken by the pure damage boost of Convention of Elements Convention of Elements, whose rotation of elemental bonuses you will have to keep under close scrutiny. Once the sequence reaches the Physical element, you will enjoy a significant increase to your damage — so try to adopt a strategy of drawing monster attention during the off cycles, and major Chakram Chakram spam during the Physical cycle.

5. Follower

For more information regarding followers, we advise you to read our Follower Guide, which contains detailed advice for choosing the skills and the gear of your follower.

About the Author

This build is presented to you by Deadset, one of the very few professional Diablo 3 players. Deadset regularly publishes video guides on Youtube and streams on Twitch, where you can see how this and other builds play out in practice.

6. ChangeLog

  • 24 Mar. 2018: Added the guide.
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