Crusader Draw and Quarter Build Guide for Solo Farming and Bounties
This build is designed to fit most PvE content done by a soloing Crusader, allowing you to trample your enemies at a relentless pace — combining kill speed with movement efficacy. While the build does not entirely rely on specific legendary powers, certain items will greatly assist its performance over others. The build massively benefits from legendaries that alter damaging skills into "auras" around the Crusader, allowing you to fully focus on maneuvering around the battlefield.
If you are interested in approaching a different type of content, please see our other Crusader builds below.
The rotation is roughly split into two phases. Phase one is powering up, where you unleash either(for general AoE trash killing) or (when you anticipate harder fights like Elites and bigger densities). You can also pop both for a massive spike of damage; of course, with considerable downtime to follow. Phase two combines mobility with damage dealing, as you mount up with and Strike left and right with your replacement Primary Attack (courtesy of the skill itself), while the aforementioned AoE skills follow you around and ensure mass destruction. There is a third, smaller connective phase, where you minimize mobility downtime with the use of , surging forward to the next fight while the steed recharges.
Skills and Alterations
Primary Skill:is a single target-oriented Primary Attack whose notable aspect is the increased Block Chance, as blocking attacks mitigates 20% of the damage dealt — a noticeable impact when facing hard-hitting bosses in Challenge Rifts and the Helliquary. This skill will be used to fill in the downtime when all of your other abilities are on cooldown.
Main Damage Dealer / Primary Mobility:is the focal point of Crusader builds and an integral part of mastering the class. Timing your cooldown use, particularly of skills that buff you up passively or whose effect follows you around, is essential — you will otherwise interrupt your mounted duration and lose valuable time. It is equally — if not more! — important to pay heed to crowd control effects, dodging any potential hampering of the uptime. While it is active, your Primary Attack is replaced by a skill-specific "Strike" — for all statistical purposes, this counts as a Primary Attack and should be factored in when choosing gear. Spam this Strike for additional damage while charging around.
Secondary Damage Dealer:is one of the hardest-hitting single target skills in the Crusader arsenal, with additional AoE utility provided by supporting legendary items. It is among the most modifiable abilities in your toolset, and you will alter its default state into a spiraling trajectory that is useful for farming. Make sure its charges are used when facing a tougher encounter, and not frivolously spammed.
Tertiary Damage Dealer:is among the most threatening of the Crusader area-of-effect cooldowns, and is a staple inclusion in farming builds for the class. One of its most valuable augmentations is the ability to follow you around, courtesy of the helm.
Secondary Mobility:falls into the category of Dashing skills, but its delayed nature and multi-stage effect make the skill more nuanced and interesting — at the cost of pure mobility effectiveness. is most effective as an opener or closer in battle, allowing you to reposition and lock down the enemy forces according to your needs.
Equipment is split into Primary (right side of character screen) and Secondary (left side).
Primary equipment includes the Main-hand, Off-hand, Head, Shoulders, Chest, and Legs slots of your character sheet. These slots can — and should — be filled by Legendary items, since their legendary powers and ability to be socketed with Legendary gems vastly overpowers lower tier gear. Of course, these slots will be temporarily filled with Common (Grey), then Magic (Blue), and then Rare (Yellow) gear, before graduating into Legendaries (Golden).
The suggested Legendaries for Draw and Quarter Solo Crusaders are:
- Main-hand: — This legendary sword alters the mechanics of , swapping its deliberately paced default leap for a much more convenient and utility-driven forward surge; the generous triple charges provided by the item offer great repositioning potential.
- Off-hand: — This legendary shield changes the pattern of , replacing its default boomerang behavior for a spiraling power that encircles the Crusader upon use. This power forms one half of your AoE damage potential.
- Head: — This legendary helm forces the effect of to follow you around instead of applying to a fixed area. This power forms the other half of your AoE damage potential.
- Shoulders: — These legendary shoulders provide a very simple, straightforward, yet undeniably valuable effect — extending the duration of by 30%. They can be further awakened to cut the cooldown of the skill by 10%, single-handedly improving the uptime of your most valuable skill in the rotation.
- Chest: — This legendary chest drops bombardment volleys on top of nearby enemies as you through them, adding an autonomous damage dealer to the build.
- Legs: — These legendary pants remove the crowd control aspect of , but trades it for a powerful burning effect that all but guarantees the destruction left in your wake.
Secondary equipment includes the Amulet, Rings, Hands, Waist, and Feet slots of your character sheet. These slots can — and should — be filled with Set items, since the bonuses they form once completed vastly overpowers lower tier gear. Of course, these slots will be temporarily filled with Common (Grey), then Magic (Blue), and then Rare (Yellow) gear, before graduating into Sets (Green). Secondary equipment can only be socketed with Normal gems.
The recommended set for Draw and Quarter Crusaders is, which increases movement speed and scales damage accordingly, enhancing the sprinting prowess of the -focused build. The set consists of:
- Destruction's End in Difficulty Hell I and above. (Waist) — Farmed at
- Kikuras Rapids in Difficulty Hell I and above. (Feet) — Farmed at
- Tomb of Fahir in Difficulty Hell II and above. (Hands) — Farmed at
- Forgotten Tower in Difficulty Hell II and above. (Neck) — Farmed at
- Mad King's Breach in Difficulty Hell IV and above. (Ring 1) — Farmed at
- Pit of Anguish in Difficulty Hell IV and above. (Ring 2) — Farmed at
The set bonuses ofare as follows:
- 2-piece Set Bonus: Gain Thousand Winds, increasing your Movement Speed by 15%. Thousand Winds deactivates for 3 seconds if you take damage.
- 4-piece Set Bonus: Increases your damage done by 20% while Thousand Winds is active.
- 6-piece Set Bonus: Gain a shield that makes you immune to damage 5 times while Thousand Winds is active. Cannot gain this shield more often than once every 40 seconds.
Improving your attributes in Diablo Immortal generally revolves around increasing the total amount of Combat Rating, or CR. Every primary attribute point (Strength, Fortitude, Vitality, Willpower, and Intelligence) grants you 1 point of CR.
The priority attribute for Crusaders is Strength, which gives +0.3 Damage per point; given otherwise identical options, use the one with higher Strength to increase your DPS. Second in the priority order is Fortitude, which adds to your Armor Penetration — indirectly increasing damage dealt by also improving your crit chance. This attribute suffers from diminishing returns due to crit caps, but is still quite valuable. Third in the priority order is Vitality, which simply increases your Life total; the longer you can stave off death, the better.
Stat priority order and stat benefits for Crusaders are as follows:
- 1. Strength — Grants +0.3 Damage to Crusaders, and +1 to your total CR.
- 2. Fortitude — Grants +0.1 Armor Penetration, which affects your crit chance. It also grants +0.1 Armor; Armor increases your Block chance, and blocking attacks mitigates 20% of the damage dealt. More mitigation is never amiss, and even more so when dealing with riskier content like the Helliquary. It also adds +1 to your total CR.
- 3. Vitality — Grants +3 Life; the more you can add to your total health pool, the better. This is especially true for melee classes like the Crusader, as they are frequently in the thick of the fight and endure hits head on. This attribute also adds +1 to your total CR.
- 4. Willpower — Grants +0.1 Potency and 0.1 Resistance. Potency increases the duration of harmful effects that you inflict on your foes. Resistance lowers the duration of harmful effects inflicted by your enemies on you. This attribute also adds +1 to your total CR.
- 5. Intelligence — Grants +1 CR. This attribute does nothing else for Crusaders, and should be avoided as much as possible.
Secondary (Special) Attributes
You should not put an emphasis on Special Attributes when considering between gear pieces. This is due to the overpowering importance of Primary Attributes and your ORDR total. That being said, the better Special Attributes are the two Crit Stats (Critical Hit Chance and Critical Hit Damage), Cooldown Reduction, Beneficiary Effect Duration, and Movement Speed. You can also consider Increased Damage to Players for PvP gear.
Pieces of Primary Gear that you upgrade at the Blacksmith attain up to three additional Bonus Attributes for Reforging at Ranks 6, 11, and 16. These Bonus Attributes belong to "families" (outlined and ranked below); a Family Bonus can be unlocked if all three Bonus Attributes are from the same family. Multiple Primary Gear pieces can have the same Family Bonus to improve your proc chance. The process of Reforging is done with the Reforge Stone consumable. Note that only Primary Gear pieces can be reforged; Secondary Gear pieces cannot.
- 1. is the most valuable bonus for general content, as its Family Bonus adds a crowd control proc and extra damage to your Primary Attacks.
- 2. brings a single target-oriented Family Bonus that becomes increasingly important as you push the difficulty of the content you are doing, i.e. Challenge Rifts. Enhance your progression-oriented Primary Skill, , to have a chance at finishing off Challenge Rift Boss fights within the timer.
- 3. is mostly valuable due to its innate attributes, as it brings valuable Critical Hit Chance to the table. The Hydra summon from the Family Bonus is mostly an extra minion to soak up damage.
- 4. has a Family Bonus that brings some much needed mitigation to Crusaders, a class that face-tanks all of its damage. The absorption shield is paired with some excellent innate attributes like Damage Taken Decreased and Block Chance, which further reduce incoming hurt.
- 5. offers situationally valuable bonuses; it has Beneficial Effect Duration Increased as an innate attribute, which is decent for groups, and a Cheat Death proc which is never amiss when soloing content. Its Family Bonus brings soft CC to attackers, which is decent mostly for PvP.
- 6. offers a summoner-oriented innate attributes that is quite useless to Crusaders, as their only minion comes from the legendary proc of . Its Family Bonus requires enemies to be slain to proc, significantly diminishing its usefulness when doing progression content like Challenge Rift bosses and Helliquary.
Normal and Legendary Gems
As per tradition for Diablo games, socketed gear allows you to insert beneficial gems according to your needs. In Diablo Immortal, gems are divided between Normal Gems (socketable in Secondary Gear) and Legendary Gems (socketable in Primary Gear).
Normal Gems can only be socketed in Secondary Gear. Normal gems are divided into Red, Blue and Yellow sockets, and their priority is listed below. Priority-wise, gems are decent power increases to your character, but should never come at the cost of Primary Attributes and your ORDR score. Go for Red and Blue gems over Yellow if possible, as they provide a stronger bonus overall.
- Red Sockets: Prioritize Tourmaline as it provides a straight Damage increase. Ruby is also decent for the Life increase, but only if you lack Tourmalines.
- Blue Sockets: Prioritize Sapphire, which increases your Armor Penetration, and your Critical Hit Chance stat as a result. Note that Crit Chance provided from Sapphires has diminishing returns, capping out at 33%; when benefits from ArPen get too insignificant, swap to Aquamarine. Aquamarine provides Armor, which is a decent source of damage mitigation.
- Yellow Sockets: Prioritize Citrine for the Potency gains, increasing the duration of harmful effects you inflict on enemies; however small its benefits, they trump the Resistance effects provided from Topaz.
Legendary Gems can only be socketed in Primary Gear. They provide unique and very powerful bonuses on top of a robust stack of stat increases. Legendary Gems are found in Elder Rifts enhanced by the Crest consumables, as well as through crafting at the Jeweler in Westmarch.
Early on in Crusader character progression, you should use common, 1- and 2-Star Legendary Gems like:
- — Can be obtained from the Battle Pass, saving you some Crests. Provides a stacking damage increase against a target with successive attacks; great for single target damage.
- — With an increase to all damage dealt as well as extra damage dealt to Elites once it reaches Rank 3, this legendary gem provides a solid starter bonus for the paltry requirement of killing an Elite monster once every 60 seconds — trivial during farming PvE content.
- — For the mere cost of a critical hit, this gem inflicts a considerable DoT and an Attack Speed increase to boot. Even at a low quality, this gem starts off with incredible stats and fits nicely from the get-go.
- — This is a great early game gem, especially during farming where you usually pull hordes of enemies to maximize your AoE skills. It amplifies your damage the more enemies you fight, encouraging chaining fights together.
- — Despite its low proc chance, this damage-dealing gem can wipe out entire packs when activated, or focus down a larger foe, making it a decent addition to you legendary gem lineup.
- — This gem increases damage dealt at the cost of an increase in damage taken. For most of the farming PvE content, this is a reasonable trade-off that you can feasibly mitigate with the Crusaders's strong sources of shielding.
When perfecting your character for endgame content, the 5-Star Best-in-Slot Legendary Gems for Crusaders include:
- — With its Damage and Movement Speed increases, it is largely considered to be the best legendary gem in the game for pretty much all forms of content.
- — The value of this gem scales with the number of attacks you inflict, fitting well into Crusader setups that spam and . With a considerable damage proc and a spreading effect, it is one of the best additions to your legendary gem lineup.
- Frozen Hearth — With percentage-based mitigation against ranged damage, this is one of the strongest defensive legendary gems you can support your character with.
- — Crusaders thrive at melee ranges and sustain a lot of attacks, making the retaliation proc of this gem quite valuable. Note its scaling off maximum Life, which turns the Sader's considerable health pool into a makeshift nuke.
- Chip of Stone Flesh — This is a PvP powerhouse of a gem, inflicting hard CC and increasing damage dealt on affected targets. It also provides decent value for progression content.
- — Triggered off Primary Attacks (including the Strike from ), this legendary gem supplements the lacking reach of most Crusader builds with a hard-hitting ranged proc.
Paragon Points are character-specific progression system that allows you to advance in power after you reach maximum level. Each level gives you a Paragon point to spend into currently available nodes on the five Paragon Trees. While Paragon Trees are specialized for certain tasks, you should always keep in mind the tenets of character building — increasing damage and mitigation as much as you can. With that in mind, focus down the Vanquisher tree first, pick up the experience bonus from the Treasure Hunter tree, pick up whatever is useful from the Gladiator tree, and finish off with the group powerhouse of the Soldier tree. Always keep in mind that the (circular) Persistent Attributes are always active once leveled, but the (square) Specialization Skills are only applied when their respective Paragon Tree is active.
- Vanquisher Tree: The offense focus of this tree makes it the best starting point for all characters. It is recommended that you start with the middle row, maxing out Damage and picking up Zeal. Go down the bottom row, maxing out Damage and picking up Wrath. Finally, go along the top row, maxing out Potency, putting the point in Exorcism, and finishing off with Deeper Pockets and Heart of Wrath. This puts you at Paragon level 49.
- Treasure Hunter Tree: This tree unlocks at Paragon 50 and focuses on rewarding you more for your grinding efforts, making it an attractive mid-progression pickup. Go through the middle row, maxing Armor to attain Swift Learner. Then go on straight by maxing out the Damage node. This puts you at Paragon 70.
- Go back to the Vanquisher Tree. Max out the Life nodes in the mid row that follow Zeal, and put one point in Judgment to finish off that row. Then, go to the bottom row and put 3 points into Armor Penetration, which puts you exactly at Paragon 99.
- Right around this point, you have a decision to make. If you focus on PvE content, you should divert your attention back to the Survivor Tree — the other tree unlocked by default. Start out by maxing Life, picking up a point in Unyielding and progressing downwards. Max out Armor, then through the middle row — taking Escape Artist, additional Life, and Precognition along the way. Finish off with the coveted Damage increase. If you focus on PvP content, you should focus on the Gladiator Tree instead; this tree unlocks at Paragon 100, and offers brawling-oriented bonuses. Start off with maxing Armor Penetration, picking Uncontrollable right after it and continuing upwards. Max out Life, attain Quick Witted, and go into maxing Resistance and the second Life node. Get the Cheat Death right above the Life node. Finish with the consistently desirable Damage.
- At this point, you are hovering around the Paragon 180-185 point. One thing to consider is going back to the Vanquisher Tree to finish off the bottom right Armor Penetration node. You can also divert to the Treasure Hunter Tree to grab Gold Find and its subsequent Armor Penetration node. Alternatively, if you group up a lot, you can tab over to the Soldier Tree. This tree unlocks at Paragon 150 and is focused on grouping bonuses and provides tremendous utility for most modes of play. Take Hold Formation and head down to Resistance, then even further down into Damage. Attain the full bottom row — Battle Morale into Armor Penetration into Sacrifice. Then, finish off the middle row with Combat Veteran and Potency. Finally, go through the top row of Life and First Aid.
It is important to reiterate that your utmost priority is picking up all the damage nodes you can, deviating into one tree or another only to further that goal. Secondary valuable pickups are found in Armor Penetration and Life nodes. Once you are done with leveling all the Damage nodes, you are free to fill out Paragon trees as you see fit, as well as to activate specific Trees for the needs of the content you are doing.
When you turn in Bestiary pages, you will receive a class-specific consumable. For Crusaders, this item is the, which increases all damage done by yourself and your nearby allies by 10% for 20 minutes. Be generous with its use, especially in party content; buffs like these are what make the Crusader an invaluable member of the group.
- 30 May 2022: Guide created.
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