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Hey everybody, i've been theory crafting for a while on a LON Condemn Crusader
The main point of this build is of course focused around condemn but also equipped Justice Lantern and Akarat's Awakening. and passives+spell effects to reach an effective 100% block chance.
The main point of going with these items is to increase the dmg reduction compared to Unity and additional cooldown reduction from blocks with Akarat's Awakening - downside of the build is the lack of magical resistance - an other alternative was to swap the Coven's Criterion, although that still doesn't increase the survivability from magical damage, but basically makes one immune to any blockable attacks.
I would like to hear the thoughts you guys have on the build and if you guys have any other suggestions to alternative build paths.
Helm: Andariel's Visage
Shoulders: Pauldrons of the Skeleton King
Belt: String of Ears
Pants: Swamp Land Waders
Boots: Illusory Boots
Bracers: Nemesis Bracers
Amulet: Hellfire Amulet of Strength
Ring 1: Justice Lantern
Ring 2: Convention of Elements
Weapon: Blade of Prophecy
Offhand: Frydehr's Wrath
Helm: Flawless Royal Diamond
Legendary 1: Bane of the Trapped
Legendary 2: Bane of the Stricken
Legendary 3: Esoteric Alteration
Weapon: Akarat's Awakening
Armor: Hexing Pants of Mr. Yan
Jewelery: Obsidian Ring of the Zodiac
This build plays upon the strengths of Trag'Oul's 6-Piece set while also granting huge mobility. Every part of this class plays well with each other. Your Bane of the Trapped along with Krysbin's are going to be proc'd heavily due to your constant stuns. Your Lornelle's is going to benefit from the health drain of the Skeleton Mages, who in turn benefit from Trag'Oul's 6-piece set bonus. This is a generator-less class. Your essence will instead come from Devour and picking up health globes. Because of this, it might be suggested to re-roll some of your pieces to increase the range at which you can pick up health globes. All in all, this is a fast trash and elite clearing build that will allow you to speedfarm/speedbounty/speedrift without much trouble. There are lots of trade-offs in damage for increased survivability, speed and mobility. As such, this build is not suitable for GR progression.
Gear And Cube
Weapon: Jesseth Skullscythe
Off Hand: Jesseth Skullshield - We want the set bonus from having both of the Jesseth items equipped. Command Skeletons is going to be your main "attack", as it allows you to focus your pets on a target. Having this set bonus keeps your skeletons commanded as long as there are enemies on the screen, and it powers up your Skeleton Mages.
Belt: Krelm's Buff Belt - For the speed buff. If movement speed is less important to you than damage (for example, if not playing on Season 16), then you can replace this with The Witching Hour.
Wrists: Reaper's Wraps or Nemesis Bracers - The Reaper's Wraps are are craftable. I'd recommend these for running bounties/goblins. For speedrifting, go with the Nemesis Bracers.
Head: Trag'Oul's Guise
Chest: Trag'Oul's Scales
Shoulders: Trag'Oul's Heart
Hands: Tasker and Theo or Trag'Oul's Claws - Use T&T if playing on Season 16, otherwise take the Trag'Oul's.
Legs: Trag'Oul's Hide
Feet: Trag'Oul's Stalwart Greaves
Ring One: Krysbin's Sentence - This will proc nearly all the time with this build. Super powerful ring.
Ring Two: Lornelle's Sunstone - This is an odd take for most builds, but with a good roll, you can get +Int, +CHD, and +CHC as well as pretty great damage reduction on this ring. For that purpose, this ring is mandatory.
Neck: Wisdom of Kalan - This could be substituted for a more damage-focused neck, like The Johnstone or a Hellfire Amulet with good stats and a good passive. The extra 5 stacks of Bone Armor will help our movement speed, however.
Cube Weapon: Scythe of the Cycle - Straight up Skeleton Mage buff.
Cube Armor: Steuart's Greaves - If not playing Season 16, you could put Tasker and Theo here. However, the movement speed buff is incredible.
Cube Jewelery: Circle of Nailuj's Evol - Another big Skeleton Mage buff.
Skills and Runes
Left Click: Bone Armor, with the Dislocation rune.
Right Click: Blood Rush. Rune doesn't matter, since Trag'Oul's will give you all of them.
1: Skeleton Mage, with the Life Support rune.
2: Command Skeletons, with the Frozen Grasp rune.
3: Land of the Dead, with the Frozen Lands rune. I hardly use this in my runs, as it's not really necessary. It's more of an "oh *filtered*!" skill I use in emergencies. That said, this is great against bosses.
4: Devour, with the Devouring Aura rune. Your biggest essence generator. The rune just makes it easy to manage, but if you like pressing buttons constantly, take the Cannibalize rune.
1: Dark Reaping
2: Grisly Tribute
3: Overwhelming Essence
4: Final Service
5: Extended Servitude - Only take this if you've got a Hellfire equipped that gives you one of the above passives.
Int should be your main stat. The following three stats are my recommended priorities in order after Int: +%CHC, +Armor, Gold/Health Pickup range increase
Paragon Priority should be :
Core: Movement Speed > Intelligence > Maximum Essence > Vitality
Offensive: Crit Chance > Crit Damage > Cooldown Reduction > Attack Speed
Defensive: Armor > Resist All > Life Regen > Life
Utility: Life Per Hit > Resource Cost Reduction > Area Damage > Gold Find
Helm - Diamond
Chest - Two Topaz, one Amathyst
Legs - Two Topaz
Weapon - Emerald
Anything not jewelry - Topaz
Jewelry - Bane of the Trapped, Enforcer, Bane of the Powerful
This build has an odd playstyle. Aside from the small output of Bone Armor, you are not going to do any damage directly. You're going to pop Blood Rush as much as you want to zoom around the map. When you encounter enemies, you want to get near them and pop Bone Armor. After that, Command Skeletons to one of the enemies (you can pop this multiple times per encounter. Whoever you target with this will become your damage priority. Then pop exactly 5 Skeleton Mages. While your pets do the work, Blood Rush around the pack of enemies in order to Devour corpses to restore your essence. Pop Bone Armor as it becomes available.
Just do this from pack to pack and you'll be fine. I've been able to clear Act II bounties in less than 7 minutes, a Golbin Farm run in less than 4, and a regular rift in under 2. This is all on T13, by the way. I am Paragon 590 as of the writing of this post.
If you find that you aren't doing enough damage, remember to make sure that your Skeletons are always Commanded. If you don't command them, you're losing out on the damage bonus granted by the Jesseth set. Also, make sure you keep 10 Skeleton Mages up at all times. This equates to casting it 5 times, if you have Nailuj's Evol cubed.
All Shall Burn Build
Level 1 Master of Destruction
level 4 Gluttony
level 7 March of Sin
level 10 Demonic Invasion
level 13 Infused Power
level 16 Battleborn
Level 20 Perishing Flame
straight forward dps build high survivability what you need to do is keep melee heros at range once build is finished they will lose health fast the major idea is to make all shall burn as powerful as possible use ultimate Perishing Flame while cd on all shall burn is active as well as globe of annihilation constantly be moving and you should be all right if health is low disengage when low level on talents and go heal your mana will be burned through quickly so when it's low get out of there and hearth back to base