Guides: Season 15 group builds primer (1 Viewer)

Ghist

Clan General
Oct 23, 2017
499
Washington State
Clan Rank
General
General
As season 14 start looms ahead (June 15th) one question on people’s minds is usually group builds and how to play those. In order to support healthy group play, I will break down some of the more popular Meta & experience run combos and needed builds for those. There will be 3 posts total.

Rat Group types

“Rat Runs – Basic form”
This is the only format you will normally encounter in public or Greater Rift/Rath communities. It consist of 3 necromancers (2 Rathma & 1 zDPS Necromancers) and 1 Barbarian. In summary zNecro is the earth, zBarbarian is the moon circling earth and Rathma Necromancers are rogue comets passing near earth.

“Rat Runs – zWiz variant”
This format kills large packs quickly but usually is not used on public runs as it needs a bit more coordination. It consist of either 2 necromancers (1 Rathma & 1 zDPS Necromancers), 1 Barbarian, 1 Wizard or 3 necromancers (2 Rathma & 1 zDPS Necromancers) and 1 Wizard. In summary zNecro is the earth, zBarbarian is the moon circling earth, Rathma Necromancer(s) are rogue comets passing near earth and zWizard is Jupiter pulling things together with gravity ahead of earth and swallowing dangerous space junk.

“Rat Runs – zWiz variant with WoL Monk / Condemn crusader (or any high AD build)”
This format kills pixel pulled packs very quickly but usually is not used on public runs as it needs a bit more coordination and people usually do not want monks or Crusaders in Rat runs. It consist of 2 necromancers (1 Rathma & 1 zDPS Necromancers), 1 Wizard and 1 Monk / Crusader (or any high AD build). In summary zNecro is the earth, Rathma Necromancer / WoL Monk / Condemn Crusader are rogue comets passing near earth and zWizard is Jupiter pulling things together with gravity ahead of earth and swallowing dangerous space junk.



Overall Strategy summary:

  • Rat Necro(s) do all damage. Best consistency by off-synch Simulacrum, so there is always one active
  • Znecro keeps LotD up with in-geom and obsidian, makes globes using devour with “life from death” passive
  • Zbarb gives team movespeed/Toughness and eats every Health globe in sight
  • Zwiz teleports ahead of group, pixel pulls with twister, blackholes affixes, timewarps everywhere for damage and damage reduction.
  • WoL Monk / Condemn Crusader (any other high AD build) focuses on blowing up piles created by zWiz


zNecromancer

Builds: Diablo III Character Planner

All of the builds above run Command Skeletons. Some things you can easily do if you're running Command Skeletons:

  • Put on shrine gear while still having more uptime than the 72% CDR versions.
  • Steuart's Greaves for faster movement through the rift, even when you can't find an elite for an In Geom proc.
  • Dagger weapon for faster APS and higher CL breakpoints.
  • Have Nemesis + Strong Arms equipped simultaneously (usually seen in 2p push builds)
  • More room for toughness gear.
  • Also since you an easily reset the LotD cooldown in a few seconds you will also have extra time to cast CL manually and get your DPS's crit chance on elites up to 100%.

How to play zNecro:

  • SET DEVOUR ON NUM PAD LOCK Link for num pad lock trick: https://www.youtube.com/watch?v=JaAI8s8rft4 or use Devouring Aura
  • Cast Land of the Dead right at the start of rift to get Rat Necro 8-10 mages up quick
  • Cast Bone Spear/Command Skeleton to proc Zodiac ring and reduce Cooldown of Land of the Dead
  • Keep Land of the Dead up as often as possible, don’t cast it only on an elite, have it up as soon as off cooldown
  • Remember you can target cast your corpse lance, and brittle touch rune effect stacks. Allowing Rat Necros to have 100% crit chance against a target. Your 4 piece pestilence will random target enemies, but you can tap corpse lance for like 1 sec onto a yellow and give necro +40% crit chance for 5 seconds.
  • If your group hits a nasty elite or mob and you can’t freeze enemies anymore, move onto the next pack without DR applied. You can always move back to the previous pack after.
  • You are the leader of the Group unless there is zWiz around


Rathma Necromancers:

Rats run either Decrepify + Borrowed Time (CDR) or Frailty + Scent of Blood (+15% damage from pets). With 2 Rathma Necros, both variations should be in group

Builds: https://www.d3planner.com/872732483

When running with wizard, extra AD can be good and if you can’t find Gear with AS, AD is good replacements when running with Wizard. You can also switch Zei’s to BotP if you want, you will lose some damage but gain freedom of positioning rather than trying to be on max range all the time. Also belt has 2 options: Dayntee’s Bindings and Witching hour. For starter I would go with Dayntee’s until you learn to stay alive without 50% reduction you get from Dayntees.

Video: https://www.youtube.com/watch?v=5V78_g4kl6Y

How to play Rathma Necro:

  • Globes are all your damage. If you see a globe that is not picked up your zBarb and you are not full on essence, pick it up
  • Coordinate your singularity uptimes with your partner Rat necro. One Rat necro should always have singularity up
  • Make and try to keep 8-10 mages up at all times
  • Squishy build and not easy to stay alive if mobs become immune to freeze. Don’t get frustrated if you can’t do amazing at first.
  • You can blood rush your mages to your location to get them to new targets quicker and avoid their travel time
  • When you target a mob (elite or boss preferably) and cast Mages, those will attack the target you had when you summoned them allowing you to snipe elites from packs.


zBarbarian:

You are a hungry pacman eating health globes while providing movement speed and toughness to group. Easiest class to play for Rat runs and does not require high paragon level

Builds: https://www.d3planner.com/767142303

How to play zBarb:

  • Cast your warcries and sprint to give your team mobility
  • Without Health globes Rat Necro’s do no damage, you have to eat the health Globes)
  • Rend targets. Rend gives us 10% damage which is nice but not necessary. If you can rend an elite group and still grab globes, do it. Don’t go out of your way to rend a target when there’s 15+ globes around


zWizard:

ZWizard can be used in 2 different setups for Rat runs, either with zBarb, zNecro and 1 Rat Necro (more toughness, faster movement, less damage) or zNecro, 2 Rathma necros (squishier, slower movement, most damage)

Builds: https://www.d3planner.com/646383245

Necklace can be either Rondal’s Locket or any of the immunity ones (fire or lightning are really good)

How to play zWizard:

  • You have to be ahead of the group! Znecro’s Land of the Dead will make pixel pulls impossible with twister. If you jump ahead you can pixel pull things allowing the necro to dash forward and cast mages on the pulled group. Mix this with area damage and you have yourself some beautiful density clear.
  • Cast twister in the correct location…
  • Cast Timewarp on the enemies AND the necros. It gives damage amplification and damage reduction
  • Blackhole enemy affixes, if you see molten, arcane, orbiter, etc., use blackhole to swallow that up. Allows necro’s more safety to stand in oculus circles and not worry so much about positioning


WoL Monk / Condemn Crusader (Any other high AD area damage dealer):

These classes can be used in setup with zNecro, Rat Necro and Wizard or zNecro, Rat Necro and zBarb

Builds: This varies, but generally same as normally with no grouping skills/runes needed

How to play:

  • Cast your highest area Damage skill on pixel pulled piles of mobs.
  • If you can run any group movement speed or toughness increasing skill/runes without sacrificing DPS, you should do it.
  • Ideally you should run AD on Shoulders, Gloves, Weapon, Off-hand/Shield, Rings
 
Last edited:

Ghist

Clan General
Oct 23, 2017
499
Washington State
Clan Rank
General
General
META Group types

“Basic form”
This is what everyone on Greater Rift communities is looking for normally. It consist of 1 zBarb (Puller), 1 zMonk (Healer & grouper), 1 Star Pact Wizard (Trash Clearer) and Corpse Lance Necromancer (Rift Guardian Killer). In general DPS roles need higher paragon level than support roles

“Alternate 1 – Crusader as RGK variant”
This is usually meant for GR 120+ runs as Crusader takes some time to Ramp up, but given they do not die on boss fight, their damage gets really high after 2.5 minutes on the boss. Also Crusader does not suffer heavily from bosses with adds, it actually helps Crusader RGK. It consist of 1 zBarb (Puller), 1 zMonk (Healer & grouper), 1 Star Pact Wizard (Trash Clearer) and Heaven’s Fury Crusader(Rift Guardian Killer). Group in general needs to get to Rift Guardian with at least 3 minutes of time left.

“Alternate 2 – Firebats Witch Doctor as Trash Clearer”
Since this combo has ceiling of about 4 Greater Rift level below Wizard version, it is not used much, but it is more consistent on bad rifts and has no problems of getting stuck on doorways making it a good option of farming mid higher GRs like 110-115. Main difference is the that with large packs witch Doctor lags the game, which can kill party. It consist of 1 zBarb (Puller), 1 zMonk (Healer & grouper), 1 Firebats Witch Doctor (Trash Clearer) and Heaven’s Fury Crusader/Corpse Lance Necromancer(Rift Guardian Killer).

“Alternate 3 – reliable high GR Speed META”
This combo is not really usable until Wizard has at least 2000 paragon levels to be able to put 800-1200 Paragon points to Vitality. This is also good for 1% gem leveling runs due to its reliability. This definitely needs more practice than the standard setup, but is much less prone to getting stuck on mobs. It consist of 1 zBarb (Puller), 1 zMonk (Healer & grouper), 1 Modified Star Pact Wizard (Trash Clearer) and Corpse Lance Necromancer(Rift Guardian Killer).


Overall Strategy summary:

  • Corpse Lance Necromancer/Heaven’s Fury RGK is there to kill the Rift Guardian and tends to do 90-99% of the damage needed to kill it. They will also help to kill elites and champions on the way to Rift Guardian while making sure their cooldowns are available to handle the Rift Guardian. They generally skulk around the pile DPSing bosses as priority targets. Strongest RGK currently is Necromancer, but Crusader is almost as good with more survivability and being more reliable.
  • zBarbarian is there to scout, pull more mobs to the group, provide survivability and speed to party. As puller, zBarb is generally responsible for building density and pulling additional mobs to the pile where Healer and Trash killer have set up a "shop". They usually also debuff mobs and provide needed buffs to rest of the party. This role is very important and many high level groups state that their puller is responsible for their high clears.
  • zMonk if the healer of the group. Healer is responsible for keeping the party and mainly trash clearer (RGK on RG is priority) alive by healing and damage prevention. They also provide damage buffs to party. They also keep the pile together. They have to play well together with Trash killer with some coordinated movements to keep the trash clearer alive. Monk is by far the best class for this role.
  • Star Pact Wizard/Firebats Witch Doctor is the trash Killer. Trash Killer is usually built around Area Damage and has one job. Kill the piles of trash and cause significant damage to bosses while there is trash around them. They have to play well with the healer and coordinate the movement if the current location is getting too hot. This role is almost always played by Star Pact Wizard or Firebats Witch Doctor on some cases.


Corpse Lance Necromancer with Pestilence set

Builds: Diablofans Necro Pestilence RGK build

Gearing for this build is very specific for best results, see the goals you want to achieve for best results below

  • You want to get to 2.02+ attack speed breakpoint for corpse lance and devour frame rate breakpoints.
  • 50% cooldown Reduction is best scenario, which allows you to use your burn every 60 seconds. This however needs CDR on every piece of gear for you. If you are missing CDR on one piece, then you can use your burn phase every 61 seconds. For the 72 second interval, you need 40% or more CDR combined. This means if you have 10% on your weapon, you can be missing 3 pieces of CDR entirely and still achieve this. Missing CDR on weapon +2 would give you a cooldown of 74 seconds allowing once again only two solid pops without missing a 12 second cycle.
  • Weapon stat priority is actually: IAS>Essence>%Damage>Cooldown, if you are missing something that isn't IAS or Essence...INT is fine.
  • Offhand stat priority is actually Essence>Corpse Lance = CDR > Elite Damage.
  • Int Augments on every piece for best results. If all your gear is ancient and you have level 100 Augments on each, it is worth 1300 paragon level of Int stat
  • Equipped ring doesn't matter, Krysbin's rolls with IAS making it a lot easier. Secondary matters the most on these rings. I wouldn't use anything below 196 on COE or 98 on Krysbin's. Damage can replace Cooldown if you have a great ring with damage.
  • It is better to use Early Grave Rune on Frailty than Aura (18% vs 15%)
  • You want to remove Area Damage from your Paragon points

How to play Pestilence Necro RGK:

  • When Land of the Dead and Simulacrum are available and you are at the start of your poison cycle or the very end of your physical, port away to at least 40 yards away from the elite/rift guardian.
  • For rift guardians, tell your support and trash killer 10 seconds before you will do this to stop attacking. Cast Simulacrum into Land of the Dead and spam devour and corpse lance targeted on the elite/boss you wish to kill.
  • when your cooldowns are down, you should be spamming grim scythe and blood rush inside the pack of monsters to spread additional corpses and curses
  • You should also be necro-barbing when required (aka be a puller by body pulling/herding. Example of Necro pulling). Best to designate to be either Front or Back puller
  • You can also give Wizard 100% Crit before he lands Arcane cycle meteor using Corpse Lance - Brittle Touch. This needs communication with Wizard. This is often the key to one shot a boss in pile of mobs up to GR 120.


Heaven’s Fury Crusader RGK “Holy Shotgun”

Builds: With Pigsticker & With Other weapon options

Video guide: Holy Shotgun RGK with video of full GR run

Gearing for this build is very specific for best results, see the goals you want to achieve for best results below

  • You want to get to 3.0410+ or 2.8889 (obtainable with Rings/Gloves/Belt/Pigsticker at 7%) attack speed breakpoint for fastest stacking of Bane of the Stricken gem & Shield of Fury stacks.
  • You will need Resource Cost Reduction.. While Akhan 2 set bonus gives you 50% RCR and also the Laws of Valor gives you another 50% since your only generator is Provoke, you will want a Topaz in the helm and RCR on shoulders
  • Str Augments on every piece for best results. If all your gear is ancient and you have level 100 Augments on each, it is worth 1300 paragon level of Str stat
  • Due to low average damage of Pigsticker, Damage range on Rings is actually really good for this build.
  • In case you do not have good Pigsticker, the weapon slot can be filled with "Golden scourge" which is a 1 handed flail or "skycutter" the one handed sword with high attack speed and most importantly 25% holy damage which both are maxed with 1940 weapon damage compare to 1700 weapon damage on daggers (Pigsticker). Ideal if you happen to find a primal version of these weapons.
  • There is another variation where we can drop obsidian and get over 45% CDR that guarantees up time on our skills. The ring slot can be filled with SOJ for elite damage.
  • You want to remove Area Damage from your Paragon points

How to play Heaven’s Fury Crusader RGK:

  • The main damage dealer is the Shield of fury and the most amount of damage is being dealt during Holy rotation where you want the target to be Blind (Zmonk/Shield Glare), immobilized (Remember bosses are immune to this cc effect) or stunned (Zbarb/Zmonk).
  • Stand as close as possible so all 3 beams of heaven's fury hits the boss and hold down heaven's fury while using Laws of Valor and Provoke on cooldown.
  • Animation cancelling can give you 90% boost on your damage. Stutter-stepping cuts off the end of the animation and allows you to cast again. This is very important for max output and stacking speed
  • Maintain 100% Akarat's Champion's buff by using it before the duration ends
  • You can use Shield Glare just before every holy rotation for the extra 20% damage buff but remember that all mobs and bosses can become immune to cc effects and although the 20% damage increase last 4 sec regardless of the target remains blinded or not having the Bracer of Fury's effects is in a much higher priority that the 20% damage buff. The Judgment/Shield Glare is there for a boost of damage during the rift.
  • Try to use your atk speed law before the trash killer CoE rotation so that he gets the buff at a meaningful time. Even if it's just 8% AS.


zBarbarian puller

Builds: Icy Veins zBarb guide

Video guide: Pull Barb gameplay video

Gearing for this build is very specific for best results, see the goals you want to achieve for best results below

  • CDR on every available piece (60%+ required)
  • Vitality and Life % on every available piece(1-3 million Life and 25%+ Life)
  • All Resist on every available piece
  • As always, Physical resist is always a great secondary roll to have on your gear.
  • Regarding weapons, Istvan's Blades are great choices. But considering how rare they are, most Barbs are better off going with Pig Sticker and Stormshield, which also lets you take advantage of the Sword and Board passive.
  • You want to remove Area Damage from your Paragon points
  • Legendary Potion: Bottomless Potion of Kulle-Aid which helps with wallers to break those allowing better pulling

How to play zBarbarian puller:

  • Buff the group with War Cry and never let it drop. Buff radius is about 2 screens (100 yards)
  • Buff the group with Ignore Pain (Mob Rule) and never let it drop unless dps tells you to do so. Buff radius is about 1 screen with line of sight limitation (50 yards)
  • When you jump into a GR, hit War Cry, pop IP and make sure you're covering your DPS (IP is active in line of sight). Move a little ahead of the group, freezing enemies with Charge, until you find elites in density. Do not stop on lone elites or small groups of trash. You need density, though a lot of the time it's up to you to create density
  • When your zMonk sets up Sanctuary, it's time to go to work. Apply War Cry and IP, Stomp to make (and collect) globes, then start pulling. First, aggro nearby trash and pull. If your DPS aren't taking much damage, go further out in search of more trash and elites. Always aggro first with Charge and Wreath of Lightning. Save spear pulls for crucial moments or long distance pulls. Every few seconds, return to the group to Stomp and make globes.
  • How to reset cooldowns? The answer is to use Spear. Pull far-away mobs into the Witch Doctor (or whatever trash burner is in style). Pull elites in, too. Make sure you get your cooldowns reset but don't make elites and trash CC immune.
  • Note that Spear has a strange interaction with mob hit boxes, so it's going to take some practice to get this right. For the most part, you want to pull in a straight line. Holes in the ground, debris, or corners will obstruct your pulls and detach mobs from your spear, so make sure there's nothing between you, the mobs you're pulling, and the spear's path of travel. Mobs will sometimes get stuck in doorways or on corners, and you may need to get behind them, pull them away from the door at an angle, and then pull them straight through the doorways
  • Note2: Rage Flip can fling mobs and elites away from your group! If you spear mobs that are in close proximity to the DPS--which is where you want them to be--they will be sent flying across the screen, making you work twice as hard to get them grouped all over again. In short, be precise with your pulls, and spend time getting the hang of how far Rage Flip will send certain mob types
  • When your DPS kills elites, gather the globes, apply War Cry for speed, and move on. If your DPS are taking too much damage--like, for instance, if you've grouped together several packs of Arcane Desecrators, don't go very far to pull. Instead, stay close to them, generate globes and apply IP.
  • Scout and call-out Pylons, then pop them at the appropriate times. Remember that you can also despawn pylons which is quite important. For example you get to end of the rift where there is a pylon spawn spot and it is empty, there is however large pack of trash along with bosses that the rest of the party is in process of setting up to kill. Buff your party quickly and then zone to next level and despawn the pylon by uncovering the map for next pylon location, in general getting a pylon right at the start of the Rift level is bad, unless it is a rift you want to skip entirely like “Act 5 Spaghetti map”.
  • If you run with Pixel Pull Star Pact Wizard, then you should not charge the packs much. In this case you also want to run Sprint - Forced March


zMonk healer

Builds: Icy Veins zMonk guide & Diablofans zMonk guide

Video guide: Heal Monk Guide by IveGottenSoLucky & Heal Monk example clear for GR 145

Gearing for this build is very specific for best results, see the goals you want to achieve for best results below

  • CDR on every available piece
  • Vitality and Life % on every available piece
  • Enough Attack Speed for 5 Attacks per second with Flying Dragon active
  • All Resist on every available piece
  • Consider some Intelligence augments. You need minimum 2500 intelligence for this build
  • Health Globe Bonus is Nearly Mandatory secondary stat (aim for minimum of 180k total)
  • As always, Resists are always a great secondary roll to have on your gear.
  • Your gear should not have any "chance to..." You don't want any Stuns/Blinds/Slow/Freeze etc when you can’t control when it happens
  • Amulet choice: Ideally you want Hellfire Amulet with one of the following: Chant of Resonance (only with Time of Need mantra), Resolve, Unity, Near Death Experience, Beacon of Ytar. If you can’t get good Hellfire amulet, you can also use one of the following Immunity amulets in priority order: The Star Of Azkaranth (fire), Countess Julia's Cameo (arcane), Mara's Kaleidoscope (poison), Talisman of Aranoch (cold). NOTE: Easiest useful amulet to get with good stats is probably Rakoff's Glass of Life. You can probably get a perfect one from a clan mate as almost nobody uses it.
  • Gems: Diamond in gear for resists, Diamond in helm for CDR & Purple in weapons for LoH
  • In regards to the rune used for Inner Sanctuary, you can run either Temple of Protection (good in case Barbarian is unable to keep Ignore Pain) or Safe Haven (Best choice if barbarian is able to keep up Ignore Pain and it also increases the value of Life per Second on your gear. Having this and Mantra of Healing – Time of Need makes Life per Second important stat. On higher paragon level you can drop Vitality for this for example as your paragon points will cover the lost Vitality)
  • In regards to the rune used on Cyclone Strike, you can run either Soothing Breeze (healing) or Implosion (larger pull range). In 4 man groups, your Barbarian is throwing mobs at you with Ancient Spear, so you don't really need the extended range because of the density, and you need to keep your group alive with the healing. For 2/3 man groups you can run Implosion because you will have to do the grouping yourself.
  • You really have 2 choices on Mantras: 1. Mantra of Salvation – Agility (You need to hit this skill every 3 seconds to keep it up all the time) or 2. Mantra of Healing – Time of Need (This mantra does not have a cooldown, and you want to spam this ability as much as you can, because it can and will save the lives of the people in your group countless times, You need to pick up Chant of Resonance when you use this Mantra. You can also have more Life per Second on gear when using this Mantra, it is quite noticeable)
  • You want to remove Area Damage from your Paragon points
  • Legendary Potion: Bottomless Potion of Kulle-Aid which helps with wallers to break those allowing better pulling

How to play zMonk Healer:

  • Your main job is to provide damage reduction via Inner Sanctuary and heal the DPS with focus on Trash Clearer during Rift and RGK once group reaches Rift Guardian
  • You are keeping mobs grouped for Trash clearer to kill them. Try to group mobs around elites that qualify all of following: melee, small-size (< 6 yards), non-teleport. You should wait wiz to get close to the elite, then group, otherwise wiz will get stuck. Only exception for this is when Wizard is running Pixel pull variation, in that case you want to use Cyclone Strike very sparingly, not to put mobs on CC cooldown
  • Always reposition your Inner Sanctuary to be under Trash clearer. Wizard often can not get to where you placed the Sanctuary in the first place, especially if they get wormholed out of the pile.
  • Pull mobs to walls and escort your DPS
  • If in the meta with a necro RGK, only use your primary for 2 hits, wait 1 second, then repeat until he/she is launches Land of The Dead and starts actually attacking. The necro will be stacking stricken on the Rift Guardian. During that time, you should not be spamming your swords. If you have 65% cooldown, you can keep the sanctuary up, and do the 1, 2....wait 1 second then 1, 2 on the Crippling wave-Tsunami to prevent the RG from getting immune to stuns. When the necro attracts-put your sanctuary on them, and go to them to provide area protection until they are done with the cast, then back to the Rift Guardian when they go back”.
  • If you are playing with a RGK Crusader, the Crusader should tell you when to blind. They have to have blind during their holy cycle.
  • If you are playing with Pixel Pull Star Pact Wizard, you must have good gear (max IAS, CDR, HGB) and use Mantra of Agility, Resolve, STI, Zephyr (over blind) etc. The monk needs max CDR and has to run Gogok to bridge Epiphany and sanc without Zodiac procs. The Gogok IAS is also really good for increased heals. Gogok can go in over Esoteric on zMonk when they are well geared with high paragon, otherwise sub out Toxin. The zMonk also needs to be ready to shift to wiz position, especially when twisters start vortexing and the wiz may reposition
  • Lag management : Sometimes very large packs of small monsters that stack well together tend to lag the game. If this happens you can REMOVE some mobs with cyclone on the edge of the pack, thus reducing lag
  • When moving from partially killed pack to new one: don't recyclone the pack, it will cause DR and the zBarb won't be able to pull elites or mobs you wanna kill towards next pile location without having to wait.


Star Pact Wizard

Builds: Multiple variant builds & Diablofans Star Pact Wizard guide

Video guide: Start Pact Wizard guide by Dropaduski & Star Pact Pixel Pull example run on GR 124

Gearing for this build is very specific for best results, see the goals you want to achieve for best results below

  • Area Damage on every possible gear piece except Necklace
  • % Arcane Damage on Bracers and Necklace
  • Crit & Crit Damage on Every piece possible
  • Attack Speed has 3 choices: 1. No additional attack speed 2. 2 pieces with 7% AS, 3. 3 pieces with 7% AS on weapon and another gear piece with 5%+ on the last one). Items you can afford to have AS are Weapon, Gloves and Bracers (Lacuni Prowlers)
  • Int Augments on every piece for best results. If all your gear is ancient and you have level 100 Augments on each, it is worth 1300 paragon level of Int stat
  • As always, Resists are always a great secondary roll to have on your gear. If you can, prioritize Physical resistance.
  • Ranged or Melee (to a lesser degree) Damage reduction is great secondary stat to have and if possible, should be prioritized over small Int or Vit stat gain
  • Your gear should not have any "chance to..." You don't want any Stuns/Blinds/Slow/Freeze etc when you can’t control when it happens. Otherwise you may have to stop attacking Rift Guardian before Necro/Crusader damage cycles.
  • If you want to play Pixel Pull Star Pact Wizard, you will want minimum 2000 paragon levels and put most of those points to Vitality to be able to survive without Halo of Karini. You will replace Magic Weapon – Ignite with Energy Twister – Gale Force and Storm Armor – Scramble with Black Hole – Spellsteal. In Cube you will replace Halo of Karini with Ring of Royal Grandeur and Firebirds Shoulders with Mantle of Channeling. You will also need cooperation from rest of your group to do some changes to their builds and playstyle, but if done properly, you will be able to reliably run GR120-130 depending on your Paragon level. When practicing this build you will end up dying a lot.
  • Legendary Potion: Bottomless Potion of Amplification can help to keep you alive well but upping the healing you are receiving.

How to play Star Pact Wizard:

  • This build is NOT the most beginner friendly build out there. Nobody plays this build perfectly legit without macros, Rotation timing is inhuman to execute manually on 100% accuracy.
  • While on the move: In narrow passages, monk and wiz go different roadsides. Barb shall avoid charge mobs too much in case monk needs to pull them
  • While on the move: If you got stuck, monk leaves (DO NOT heal wiz). Let your HP drop to under 50%, which triggers Mutilation Guard allowing you to run through mobs. It is also good idea for Barb to stun the pack when you get under 50% health
  • During DPS phase: Wait till 30+ stacks of WoF. First 2 SP must be in arcane COE. Then, if enough mobs (more than 20 or targets almost dead), continue rotation, otherwise wait for next COE or go.
  • During DPS phase: DO NOT focus on giant elite. If you can, land SP right next to them on smaller trash instead of on them
  • During DPS phase: Stay away from “Helicopters”, those have your numbers and will make you permanent floor texture all the time. Barb should help here to pull those away
  • During DPS phase with Pixel pull: Use Twisters in fire/lightning phase (sometimes 2-3), then black hole, which ramps CC so the twisters won't pull things out again, then a buffed pact will land in arcane. Outside of Arcane, avoid twisters so that CC resist resets, and often spend time assist pulling
  • Basic DPS rotation: Ignite elites, meanwhile not to ignite too much mobs. 4 electrocute, WoF, wait till arcane COE, SP, several electrocutes (depends on APS), channel until SP lands, WoF, electro till full AP, next round.


Firebats Witch Doctor

Builds: Icy Veins FB WD Guide & Diablofans Firebats Witch Doctor guide

Video guide: Tips for running FB WD in groups

Gearing for this build is very specific for best results, see the goals you want to achieve for best results below

  • Area Damage on every possible gear piece except Necklace
  • % Fire Damage on Bracers and Necklace
  • Crit & Crit Damage on Every piece possible
  • Int Augments on every piece for best results. If all your gear is ancient and you have level 100 Augments on each, it is worth 1300 paragon level of Int stat
  • As always, Resists are always a great secondary roll to have on your gear. If you can, prioritize Physical resistance.
  • Ranged or Melee (to a lesser degree) Damage reduction is great secondary stat to have and if possible, should be prioritized over small Int or Vit stat gain
  • Your gear should not have any "chance to..." You don't want any Stuns/Blinds/Slow/Freeze etc when you can’t control when it happens. Otherwise you may have to stop attacking Rift Guardian before Necro/Crusader damage cycles.
  • Legendary Potion: Bottomless Potion of Amplification can help to keep you alive well but upping the healing you are receiving.

How to play Firebats Witch Doctor:

  • Keep HEX up at all times. End goal is to keep 5 mobs in a pack hexed at all times, but main priority is to have the buff up. It is better to pop the buff on a few, than to wait for all 5
  • Keep HAUNT buff up on as many mobs as possible - Haunt will be one of the main sources of mana regeneration and the Ring of Emptiness causes you to do 300% more damage to enemies which are debuffed by both Haunt and Locust Swarm.
  • Cast, Locust Swarm into the grouped up mobs in order to let it spread with the pestilence rune granted by the Vile Hive. This will trigger the second requirement for your Ring of Emptiness. As a bonus effect, the free pestilence rune allows us to take Cloud of Insects, decreasing the damage of all enemies under its effects.
  • Keep Soul Harvest stack up at 10 to increase your intellect and Armor
  • Use spirit Walk as defensive cooldown and to bypass corridors and doors blocked by mobs
  • Avoid getting too large packs as firebats apply their damage per tick which will cause some lag often when group sizes get large.
 
Last edited:

Ghist

Clan General
Oct 23, 2017
499
Washington State
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General
General
3 Player Group types

“Highest META 3-Man”
This is what everyone on Greater Rift communities is looking for normally. It is effectively same as 4 man combo but without Barbarian. It consist of 1 zMonk (Healer & grouper), 1 Star Pact Wizard (Trash Clearer) and Corpse Lance Necromancer (Rift Guardian Killer). In general DPS roles need higher paragon level than support roles. Notice that Wizard usually on this group combo replaces Arcane Torrent Flame Ward with Disintegrate – Convergence for better pulling ability and also gets Unwavering Will passive. All builds are otherwise practically same as 4 man versions.

“META 3-Man Alternative”
This is what everyone on Greater Rift communities is looking for normally. It is effectively same as 4 man combo but without Barbarian. It consist of 1 zBarb (Puller), 1 zMonk (Healer & grouper), 1 Star Pact Wizard (Trash Clearer with Bane of the Stricken). Rift Guardian killing takes long time compared to having dedicated RGK. In general DPS roles need higher paragon level than support roles. All builds are otherwise practically same as 4 man versions.

”Barb & 2 Necros”
This combo takes the Rift Guardian Killer, doubles it and add zBarb to mix to effectively have 2 copies of best necro solo Builds (Same as 4-Man Meta but replaces Curse with Land of the Dead) and gives them barbarian for movement speed and survivability. In this group combo Barbarian is using 4 man META build, but instead of grouping mobs together, he tries to get bosses and elites separated from the trash and alone for Necros to easily burn those down. It consist of 1 zBarb (Puller & buffer), 2 Pestilence Necromancers. This group generally plays like Elite hunters as it is not really effective against large groups. Very strong combo for killing Rift Guardian.

“Scaled down Rat run”
This is easy to play combo as it is just like Rat run. It consist of 1 zBarb (Globe picker), 1 zNecro (Globes), Rathma Necromancer(Trash & Boss killer). Same builds as Rat runs for each class.

“Scaled down Rat run Alternative – All Necro”
This is easy to play combo as it is just like Rat run. It consist of 1 zNecro (Globes), 2 Rathma Necromancers(Trash & Boss killer). Necros will have to pick up their own globes. It will help a lot of zNecro has large Pickup Radius. Same builds as Rat runs for each class.

“1 support and 2 DPS combo”
This combo capitalizes on Area Damage. It consist of 1 support character (Grouper), 2 high DPS with at least one having high Area Damage and other one having high single target damage. Common combos usually have either zMonk or zWiz (Pixel pull is amazing for this) as support, but any other support or even dps character with strong grouping ability will do. On DPS side Area Damage dealer is usually either Condemn Crusader or WoL Monk. For Boss Killer any high Damage boss killer will work and this includes WoL Monk and Condemn Crusader as well. Main builds are essentially same as either best Solo builds or 4 man builds listed on previous post. Strategy is very simple with support grouping up mobs for AD char to blow up.


2 Player Group types

“Highest META 2-Man”
This is what most people on Greater Rift communities is looking for normally. It consist of 1 zMonk (Healer & grouper), 1 Star Pact Wizard (Trash Clearer with Bane of the Stricken for Rift Guardian). In general DPS roles need higher paragon level than support roles. Notice that Wizard usually on this group combo replaces Arcane Torrent Flame Ward with Magic Missile – Conflagrate or Spectral Blades – Flame Blades for better pulling ability and also gets Unwavering Will passive. Monk will also use Temple of Protection rune for Inenr Sanctuary. All builds are otherwise practically same as 4 man versions.

”2-man scaled down Rat run”
This is easy to play combo as it is just like Rat run. It consist of 1 zNecro (Globes), 1 Rathma Necromancer(Trash & Boss killer). Necros will have to pick up their own globes. It will help a lot of zNecro has large Pickup Radius. Same builds as Rat runs for each class.

“1 grouper and 1 DPS combo”
This combo capitalizes on Area Damage. It consist of 1 support character (Grouper), 2 high DPS with at least one having high Area Damage and other one having high single target damage. Common combos usually have either zMonk or zWiz (Pixel pull is amazing for this) as support, but any other support or even dps character with strong grouping ability will do. On DPS side Area Damage dealer is usually either Condemn Crusader or WoL Monk. Main builds are essentially same as either best Solo builds or 4 man builds listed on previous post. Strategy is very simple with support grouping up mobs for AD char to blow up.

NOTE: These are not the only ones out there, but considering effectiveness these should cover most of the combos that are known well.
 
Last edited:

Lycan

Clan Member
Dec 28, 2017
32
Fort Myers, FL
Clan Rank
Sergeant Major of the Army
Sergeant Major

Of the Army
Thanks for your time and details on gameplay before season 14. This may make me think about doing something different.
 

Ghist

Clan General
Oct 23, 2017
499
Washington State
Clan Rank
General
General
2 and 3 person groups added. No separate section on playstyle or builds, but I have added notes on groups if there are common modifications to 4 man builds or playstyle
 

Entropian1960

Clan General
Jan 26, 2018
121
Lincoln NE
Clan Rank
Brigadier General
Brig General
Ghist - Violet was talking about zwiz in discord and talked about it being a build to run with monk. I'll look at your build above along with the zbarb globe build and get them setup soonest. vacation starting on Friday may slow me down a bit until I get back around the 21st of July.
 

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