Last Updated:January 23, 2025|Changelog
Introduction
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With Season 24, Inna's Mantra Set received a rework which removed the generic damage bonus from the (6) Bonus and instead made it into an entirely Mystic Ally focused set. As a result, all the old Inna builds ceased to exist.
While Wave of Light, Tempest Rush and Exploding Palm builds can still be played using other Monk sets, the hybrid Inna/Uliana Seven-Sided Strike build is gone forever because other sets cannot be combined with Uliana's Stratagem (4) Bonus.
It's not all bad news though. Empowered by the reworked Inna's Mantra and buffed The Crudest boots and Bindings of the Lesser Gods, the Inna Mystic Ally build enters the scene.
The build comes in two flavors: Water Ally with large AoE and steady DPS, which is used for speed content, and slow but extremely powerful Earth Ally, which is ideal for Greater Rift pushing. After the nerf in Season 26 patch, Fire Ally briefly fell out of favor, but it was buffed again in Season 27 and it's now roughly equal to Water in speedfarming and to Earth in pushing!
Unlike most other skills, Mystic Ally doesn't have any dedicated Weapons so some of the pushing builds use Shenlong's Spirit Set for its 350% global damage multiplier.
While the build works with Area Damage (AD), Mystic Ally unfortunately procs it at a reduced rate which makes it meaningless. However as they are Pets, Mystic Allies do utilize Attack Speed as a separate damage multiplier among other interactions (see Mechanics). All in all this is a fun and versatile build that excels at any kind of T16 content, although it loses to LoD Wave of Light when it comes to Greater Rifts.
Quite Tanky ✔
Strong Season Starter ✔
Amazing for Speed Content ✔
Endless Tide of Water Allies ✔
❌ Flying Dragon RNG
❌ Dumb Mystic Ally AI
❌ Cooldown Dependent
❌ Area Damage Not Working
Core Setup
Items
- Inna's Mantra provides a massive 9,000% Mystic Ally damage, 50% damage reduction and a bunch of passive effects from Mantras and Mystic Allies, most importantly +80% Life, +40% All Resistance and +56% additive damage.
- The Crudest Boots double the number of your Mystic Allies and triple their damage on top of letting their active effects last longer.
- Bindings of the Lesser Gods provide another 200% increased Mystic Ally damage (or 600% for Fire Ally).
- Other than the set and two Mystic Ally items nothing is really core for the build. Echoing Fury and Flying Dragon are frequently used for extra Attack Speed. Lefebvre's Soliloquy is a popular defensive option. Either Bastions of Will or Endless Walk jewelry set is included for their damage buffs.
Season 34 Sanctified Items
Originated from Season 27, Angelic Crucibles are new consumables that drop anywhere once you're Level 70 in Season 34. Using them on items reforges them into Sanctified Items with Primal Ancient stats, and adds one of three new unique Class Powers listed below. For full details on how they work, check out this Seasonal Guide by Chewingnom!
Unfortunately none of the Class Powers buff our build in a meaningful way, so just use the Angelic Crucibles to get a free Sanctified Primal Ancient with perfect stats.
Since you can only equip one of them, choosing the right item to craft it on matters! Great candidates are Weapons, Offhands, Jewelry or any item with an important multiplier. With that in mind, we recommend Sanctifying one of the following items:
- Shenlong's Relentless Assault
- Inna's Reach
- The Compass Rose
Global Stat Priorities
In push builds only 33% Cooldown Reduction is necessary to cast Mystic Ally on every Convention of Elements cycle. You get that with just the Beacon of Ytar passive and a Flawless Royal Diamond in the helmet. Speed builds prefer to have more CDR (especially Fire Ally builds). Aim to get All Resistance on your Belt, Pants and Boots. Our offensive priorities are: Elemental Damage > Mystic Ally Damage > Critical Hit Chance > Critical Hit Damage ~ Damage Range > Attack Speed. We don't stack Area Damage because Mystic Ally procs it at a reduced rate.
1. Do the Challenge Rift for the materials to cube Legendary Powers. You can complete this once a week for additional resources and we always update the guide for you!
2. Gather 6 pieces of Inna's Mantra set. Each piece can be gambled from Kadala for Bloodshards. Do not salvage any duplicate pieces you find! Instead convert them to another part of the set with Recipe 4 in Kanai's Cube. If you have extra materials you can use Recipe 3 to craft the remaining pieces, but this is expensive and not recommended for new players.
3. Gamble from Kadala in this order:
- Inna's Mantra set pieces
- The Crudest Boots
- Bindings of the Lesser Gods and Nemesis Bracers
- Goldwrap
- Lefebvre's Soliloquy
4. Craft using Recipe 3 in Kanai's Cube in this order:
- Create a level 1 Demon Hunter and upgrade 1-Handed Swords to get In-Geom
- Create a level 1 Witch Doctor and upgrade 1-Handed Maces to get Echoing Fury
- 2-Handed Axes to get Messerschmidt's Reaver
- Rings to get Focus, Restraint and Convention of Elements
- Anything from the Gamble list in Step 3 that you haven't already acquired.
5. Do Bounties to acquire several important items for this build:
- Act 1: Ring of Royal Grandeur
- Act 2: Gloves of Worship (for your follower)
- Act 3: Avarice Band
- Act 4: Can drop any bounty item from any act
- Bounty Turn In: Recipes for Aughild's Authority, Captain Crimson's Trimmings, Sage's Journey and Cain's Destiny sets
6. At this point you can comfortably farm Nephalem Rifts or low GRs where you can find all the remaining items you need for different variants of the build. It's better to spend your mats improving your set pieces, getting ancient weapons etc.
7. Use Primordial Ashes in Kanai's Cube with the new Curiosity of Lorath Nahr recipe to obtain a free Crafted Primal Ancient. Since you can only equip one of them, choosing the right item to focus matters! Great candidates are Weapons, Offhands, Jewelry or any item with an important multiplier. With that in mind, we recommend getting one of the following items:
- Shenlong's Fist of Legend or Shenlong's Relentless Assault
- Inna's Reach
- Squirt's Necklace
SLOT | ITEM | STAT PRIORITY |
Main-Hand | In-geom Shenlong's Relentless Assault Inna's Reach Flying Dragon (Cubed) Messerschmidt's Reaver (Cubed) | 1. Damage Range 2. Socket Ramaladni's Gift 3. Damage % 4. Attack Speed 5. Life per Hit 6. Cooldown Reduction |
Off-Hand | Echoing Fury Shenlong's Fist of Legend | 1. Damage Range 2. Socket Ramaladni's Gift 3. Damage % 4. Attack Speed 5. Life per Hit 6. Cooldown Reduction |
Helm | Inna's Radiance | 1. Critical Hit Chance 2. Socket Flawless Royal Diamond 3. Dexterity 4. Vitality |
Gloves | Inna's Hold Fists of Thunder Frostburn | 1. Critical Hit Chance 2. Critical Hit Damage 3. Attack Speed 4. Cooldown Reduction |
Shoulders | Aughild's Power Lefebvre's Soliloquy Mantle of the Upside-Down Sinners | 1. Mystic Ally Damage 2. Cooldown Reduction 3. Dexterity 4. All Resistance |
Chest | Inna's Vast Expanse Heart of the Crashing Wave | 1. Sockets Flawless Royal Diamond 2. Mystic Ally Damage 3. Dexterity 4. Elite Damage Reduction 5. Vitality |
Pants | Inna's Temperance Scales of the Dancing Serpent Captain Crimson's Thrust | 1. Dexterity 2. Sockets Flawless Royal Diamond 3. All Resistance 4. Vitality |
Boots | Inna's Sandals The Crudest Boots Eight Demon Boots Captain Crimson's Waders | 1. Dexterity 2. All Resistance 3. Vitality 4. Armor |
Ring 1 | Convention of Elements Avarice Band (A3 Bounties) Focus | 1. Socket 2. Critical Hit Chance 3. Damage Range 4. Critical Hit Damage 5. Cooldown Reduction |
Ring 2 | Obsidian Ring of The Zodiac Restraint The Compass Rose Ring of Royal Grandeur (A1 Bounties, Cubed) | 1. Socket 2. Critical Hit Chance 3. Damage Range 4. Critical Hit Damage 5. Cooldown Reduction |
Bracers | Bindings of the Lesser Gods Aughild's Search Spirit Guards Nemesis Bracers Warzechian Armguards | 1. Elemental Damage 2. Critical Hit Chance 3. Dexterity 4. Life per Hit |
Amulet | The Traveler's Pledge Squirt's Necklace | 1. Socket 2. Elemental Damage 3. Critical Hit Damage 4. Critical Hit Chance |
Belt | Inna's Favor Captain Crimson's Silk Girdle Goldwrap | 1. All Resistance 2. Dexterity 3. Vitality 4. Life % |
Potion | Bottomless Potion of the Unfettered | To avoid Crowd Control effects during your DPS phases |
- Enforcer provides 60% pet damage which works with Mystic Ally.
- Bane of the Trapped provides 60% increased damage to slowed enemies.
- Boon of the Hoarder makes monsters spray gold everywhere for our Goldwrap and 30% increased movement speed for T16 content.
- Bane of the Stricken gives up to 2.3% increased damage on successive attacks against the same target. We'll need this gem to kill the Rift Guardian in high Greater Rifts.
- Molten Wildebeest's Gizzard is used in speed GRs to protect our Squirt's Necklace buff with a shield.
- Mystic Ally is our main damage skill. Earth Ally is the highest damage rune used for solo push and RGK version, while Water Ally provides more consistent damage which is excellent for speedfarming.
- Cyclone Strike Implosion is used to group enemies together and to activate Bindings of the Lesser Gods and Lefebvre's Soliloquy bonuses.
- Way of the Hundred Fists Assimilation is the most commonly used generator which gives us Spirit and an additive damage buff.
- Dashing Strike is the core mobility Monk skill that can also provide offensive or defensive bonuses via the Radiance and Blinding Speed runes.
- The two remaining skill slots are free, different variants of the build use different skills there such as Epiphany, Serenity Ascension, Blinding Flash Faith in the Light, Inner Sanctuary Temple of Protection and various Mantras.
- Beacon of Ytar gives 20% Cooldown Reduction.
- Seize the Initiative gives 30% Attack Speed when hitting enemies above 75% health.
- Relentless Assault provides 20% multiplicative damage which is activated by Water Ally or Blinding Flash.
- Near Death Experience provides a cheat death effect.
- The Guardian's Path gives us 35% dodge (or 15% Spirit generation in Bounty variant).
- Other useful defensive passives are Harmony, Sixth Sense and Resolve. Offensive options are comparatively weaker only providing 20% additive damage but if the defense is not needed they can also be used: Unity > Momentum > Determination.
Core | Offensive | Defensive | Utility |
1. Movement Speed | 1. Critical Hit Chance | 1. All Resistance | 1. Life per Hit |
3. Dexterity | 2. Critical Hit Damage | 2. Life % | 2. Resource Cost Reduction |
3. Vitality1 | 3. Attack Speed | 3. Armor | 3. Pickup Radius |
4. Cooldown Reduction | 4. Life Regeneration | 4. Area Damage |
1 Add a bit of Vitality if you feel too squishy (a total of 1,000,000 Life is recommended in Solo Push).
The Altar of Rites is a tree that grants tremendous powers to your entire account in exchange for sacrifices. It requires you to farm Bounties, kill the Ubers, craft the Staff of Herding, and more. Completing all 26 of these tasks, along with sacrificing 6 Primal Ancients grants you extra Damage, Defense, Quality of Life, Increased Drops and 3 Potion Super Powers. Read the full guides on Unlocking the Altar and the Altar Mechanics by Raxxanterax and Chewingnom to learn everything about this fantastic mechanic!
Note: The suggested path assumes you are playing Solo and used the Challenge Rift Cache to help you level up.
Optimal Path
Node 2: Choose Anointed to gain a full set of 70 yellows from level 18-70!
Node 6: Rush to gain double Bounties to help unlock other Nodes in the Altar.
Node 7: Take Vigor to help your build sustain its resources.
Nodes 8-14: These are the last Nodes you can gain until the Challenge Rift resets. Take at least 1 Node at the bottom of each path to unlock all 3 Potion Super Powers. Pick up the Mirror Node at the top for a colossal 41% extra XP all season. Remember to unlock Father once you clear GR70 solo and have your first Primal!
Nodes 15-26: Pick up the final Quality of Life, Damage, and Defense Nodes (in that order) to finish the Altar.
Potion Super Powers: Take Father first, then Mother, and finally Mortal.
Disclaimer: The Mortal and Mother Potions require you to salvage 2 and 3 Primals respectively. Unlock them as soon as you have those materials as they don't cost a point!
Use the Scroll Bar to see Altar Progression
Patch 2.7.0 revamped the follower system giving all 3 hirelings new powers and the emanate system. The first thing you should do is read our complete follower guide and remember the key takeaways:
- The emanation system allows followers to share certain legendary and set powers with you. The most important ones are: The Flavor of Time, Nemesis Bracers, Avarice Band, Sage’s Journey and Cain’s Destiny. Click the guide above for the full list.
- Follower’s powers are based on their main stat (maxed at 25,000, but they have a 2.5x multiplier so you only need 10,000). This means we stack Intelligence on the Enchantress, Dexterity on the Scoundrel and Strength on the Templar.
- Guardian's Jeopardy (3) Bonus works for followers by improving their inherent stat multiplier from x2.5 to x3.5, making it slightly easier to hit the 25,000 main stat threshold if needed.
- Followers share 20% of their Experience, Magic and Gold Find stats with you.
- Legendary gems do not work on followers, except Esoteric Alteration and Mutilation Guard.
- With Enforcer equipped on the player, it is much easier to keep followers alive without immortality relic since the 90% damage reduction works on them.
- Cooldown Reduction does not work for any follower skill except the Templar’s Heal.
- Followers never deal significant damage; you’re on your own to clear the content.
Select Follower
For T16 we recommend this Enchantress setup because she is the only follower that gives Cooldown Reduction, allowing you to spam your abilities more. Since this is T16 content, she’ll stay alive with Esoteric Alteration and Mutilation Guard and use Hand of the Prophet to gain all skills. This will give us Cooldown Reduction, Elemental Damage, Reduced Damage from Ranged Attacks, Armor, Attack Speed, and a Cheat Death.
Stat Priorities:Since we do not have the immortality focus, we need to stack survivability on our Enchantress.
Intelligence > Vitality > Life % > Armor > All Resistance > Life Per Hit > Attack Speed.
Key Items:
- The Flavor of Time: For double duration on Pylons.
- Nemesis Bracers: For extra Elites, Death’s Breaths and In-geom procs.
- Avarice Band: For the insane pickup radius.
- Ring of Royal Grandeur: To complete our sets.
- Gloves of Worship: For 10 Minute Shrine Buffs.
- Sage’s Journey: For double Death’s Breaths.
- Cain’s Destiny: For 25% more Greater Rift Keystones.
For speed Greater Rifts we recommend this Enchantress setup because she is the only follower that gives Cooldown Reduction, allowing you to spam your abilities more. Since this is speed content, she’ll stay alive with Esoteric Alteration and Mutilation Guard and use Hand of the Prophet to gain all skills. This will give us Cooldown Reduction, Elemental Damage, Reduced Damage from Ranged Attacks, Armor, Attack Speed, and a Cheat Death.
This build includes Enforcer, whose secondary 90% damage reduction applies to followers, so it's also possible to use this setup in GR push.
Stat Priorities:Since we do not have the immortality focus, we need to stack survivability on our Enchantress.
Intelligence > Vitality > Life % > Armor > All Resistance > Life Per Hit > Attack Speed.
Key Items:
- The Flavor of Time: For double duration on Pylons.
- Nemesis Bracers: For more progression from Elites.
- Oculus Ring: For 85% increased damage.
- Ice Climbers: To make your follower immune to Freeze and Immobilize effects.
- Hellfire Ring, Leoric's Crown and Cain's Destiny: For more Experience and Attack Speed.
For Squirt's Necklace versions of solo pushing build we recommend this unique Scoundrel setup. With Slipka's Letter Opener he can cast Night's Veil on every rotation if we go to town, giving us free 100% Crit Chance. Not having any other active skills makes him cast Night's Veil faster, which is crucial for Earth Ally build (for Fire you can give him Piercing Shot)
Stat Priorities:
Since we have the immortality token, we do not need to stack survivability on our Scoundrel.
Dexterity > Attack Speed.
Key Items:
- The Flavor of Time: For double duration on Pylons.
- Nemesis Bracers: For more progression from Elites.
- Oculus Ring: For 85% increased damage.
- Unity: For 50% damage reduction if you're also wearing one.
- Blind Faith: For the 40% chance to Blind.
- Cluckeye: For the crowd control from the chickens.
- Ice Climbers: To make your follower immune to Freeze and Immobilize effects.
- Cain's Destiny: For more Experience and Attack Speed.
The overall gameplay for this build is very simple: you use Dashing Strike to teleport forward, cast Cyclone Strike to gather all the mobs together and apply Bindings of the Lesser Gods debuff to them, and finally use Mystic Ally to kill them all. There's just a few things to look out for:
- It's best to sit still for 1-2 seconds after activating Fire Ally to let them explode properly. Teleporting around may confuse their AI.
- In variants with Messerschmidt's Reaver or Obsidian Ring of the Zodiac don't cast your Epiphany more than necessary to avoid wasting procs.
- Always keep attacking and using skills to maximize Flying Dragon uptime. You don't have to hit enemies to activate that effect, so punching air can be a good strategy (for example when the Rift Guardian is spawning).
- On the same note, punching air or Cyclone Striking air can also be necessary to keep up your Spirit Guards and Lefebvre's Soliloquy buffs.
The build can be very tanky and is an excellent choice for hardcore. Use Near Death Experience instead of Relentless Assault or The Guardian's Path. You also have many different ways to boost your toughness by using some defensive active and passive skills (e.g. Harmony and Mantra of Salvation Agility instead of Relentless Assault and Blinding Flash). Check out our dedicated Hardcore Survival Guide to learn more about how to succeed in this game mode!
Variants
Concept
This is one of the best Nephalem Rift builds in the game. We drop Bindings of the Lesser Gods because Bastions of Will and Squirt's Necklace will be more than enough to satisfy all our damage needs. Instead we focus on Cooldown Reduction, Attack Speed and Movement Speed to maximize our mobility. For that we use In-Geom, Messerschmidt's Reaver, Warzechian Armguards and Mantra of Conviction Annihilation. Finally, Goldwrap together with Boon of the Hoarder give us infinite toughness, which is not really needed for this build but it's always a nice thing to have.
Gameplay
In T16 you just have to fly forward using Dashing Strike and Epiphany teleports with Cyclone Strike and watch your tide of mystic allies destroy everything in your path. You can be less conservative with your Water Ally and use it whenever to get more Spirit since its cooldown is very short. Way of the Hundred Fists is only used to crack open elite Primordial Scavengers who can completely ignore Water Ally damage when their armor is up.
Setups
When playing in groups, you need to equip Nemesis Bracers and use Avarice Band and Ring of Royal Grandeur instead of Bastions of Will. This will free up your jewelry slot in Kanai's Cube letting you use both Squirt's Necklace and The Flavor of Time.
At higher paragon when your damage gets too high you can replace Bane of the Trapped and Enforcer with Wreath of Lightning and Gogok of Swiftness.
If you're not afraid to drop Goldwrap, simply use Bounty varinat in Nephalem Rifts.
Concept
The bounty variant combines the Inna's Mantra with the Raiment of a Thousand Storms (4) Bonus, which lets us spam Dashing Strike without cooldown as long as we have enough Spirit. Since mobility is very important in bounties we put some more rolls into Resource Cost Reduction and use The Guardian's Path passive. We also pick up as much Attack Speed as possible to make the Dashing Strike animation shorter.
Gameplay
Spam Dashing Strike to get to the objective. Try to go through mobs to proc Messerschmidt's Reaver. Activate Mystic Ally when your Spirit goes low. Take care to never run out of Dashing Strike charges otherwise you'll have to wait the entire cooldown even if you have plenty of Spirit.
You only need Bindings of the Lesser Gods damage bonus to kill the bosses; outside of that it's sometimes helpful to use Cyclone Strike to group up mobs, but most of the time you should conserve Spirit.
Setups
If you don't have enough damage you have to go back to Nephalem Rift build, it will be a bit slower due to In-Geom dependency but it's still better than almost every other build in the game!
Select Build Version
Concept
In this version we use Inna's Reach with its 120% Mystic Ally damage bonus and put In-Geom into the cube to fly through the rift with Dashing Strike. Since we now have more Inna pieces then needed we replace the gloves with Frostburn for additional 20% Cold damage.
Gameplay
Spam Epiphany, Mystic Ally and Serenity, Dashing Strike forward, Cyclone Strike the enemies and watch your Mystic Allies destroy them. When you are not busy dashing or cycloning, use Way of the Hundred Fists to activate Bastions of Will buff.
With In-geom you want to focus mostly on elites, but since you have Cyclone Strike and excellent AoE damage it's also worth stopping for juicy packs of trash.
Setups
Depending on how you feel about your toughness you can swap some runes and passives around to get more damage or survivability. For offense, use Radiance, Relentless Assault or Unity. For defense - Blinding Speed, Harmony or Near Death Experience.
If you want to do very fast runs in low tiers just to get as much loot as possible, lose Inna's Reach and Frostburn to equip In-Geom and Echoing Fury and put Flying Dragon in the cube. This setup deals less damage (especially against the boss) but with higher Attack Speed all your animations become a bit faster.
Concept
In this version we lose In-Geom to get Flying Dragon which doubles Mystic Ally damage when active. To stay somewhat mobile even without In-Geom, we use Captain Crimson's Trimmings for extra CDR. In total this version can go about 3-4 tiers higher but the runs are 30-45 seconds slower.
Gameplay
Spam Epiphany and Mystic Ally, Dashing Strike forward, Cyclone Strike the enemies and watch your Mystic Allies destroy them. When you are not busy dashing or cycloning, use Way of the Hundred Fists to activate Bastions of Will and maintain Flying Dragon buff.
Without In-Geom your Serenity has a fairly long cooldown so it's better to save it for elite packs instead of constantly spamming it.
Setups
Depending on how you feel about your toughness you can swap some runes and passives around to get more damage or survivability. For offense, use Radiance, Relentless Assault or Unity. For defense - Blinding Speed, The Guardian's Path or Near Death Experience.
Use Molten Wildebeest's Gizzard instead of Bane of the Powerful if you're losing Squirt's Necklace buff too often.
Concept
Compared to Water Ally, Fire is a bit stronger but a lot more difficult to play.
We use the Fire Ally rune together with In-Geom and Messerschmidt's Reaver to activate it as often as possible. We lose a lot of power, exchanging a 4.5x multiplier from Shenlong's Spirit for 75% additive Attack Speed from Echoing Fury, but in return we gain tons of mobility from In-geom and also make the build a lot more consistent. With this version you should be doing 2 minute runs.
Gameplay
Be careful with your Mystic Ally. You should only press it in two situations: when you have an elite pack (so that In-Geom can reset its cooldown) or when you have a large trash pack (so that Messerschmidt's Reaver can reset its cooldown). And, of course, don't forget to use Cyclone Strike before you go boom.
After you blow up a pack of mobs you usually have some allies leftover. To make use of them immediately use Cyclone Strike after dashing forward to vaporize nearby enemies without committing the Mystic Ally cooldown.
Setups
Depending on how you feel about your toughness you can swap some runes and passives around to get more damage or survivability. For offense, use Radiance, Unity or Momentum. For defense - Blinding Speed, The Guardian's Path or Near Death Experience. At low Paragon you can go for an extreme toughness setup by using Spirit Guards and Lefebvre's Soliloquy instead of Aughild's Authority.
Depending on how comfortable you are with the build you can tweak the amount of CDR you run. If you often find yourself waiting for Mystic Ally cooldown, use Gogok of Swiftness instead of Bane of the Powerful. On the contrary, if you have no problems with cooldown at all, you can drop CDR rolls on rings to get Damage Range.
Concept
Compared to Water Ally, Fire is a bit stronger but a lot more difficult to play.
In this version we go for maximum DPS provided by Shenlong's Spirit set and use only Messerschmidt's Reaver to reset our cooldowns. We stack as much CDR as possible (at least 65%) to minimize possible downtimes. Avoid Maximum Spirit stat, as it makes it harder to manage Shenlong's Spirit buff. The runs should be around 2.5-3.5 minutes long.
Gameplay
Here we want every activation of Mystic Ally to kill a lot of enemies, so we need to make sure that we always have all the buffs up. First find a target - an elite pack or a large group of trash. Pull them together with Cyclone Strike and then look at your Shenlong's Spirit buff and at your Spirit. If you have the buff active or you have 25% or more Spirit, activate Mystic Ally. If your Spirit is too low, use Way of the Hundred Fists for 1-2 seconds (depending on your maximum Spirit) and then activate.
Setups
Depending on how you feel about your toughness you can swap some runes and passives around to get more damage or survivability. For offense, use Radiance, Unity or Momentum. For defense - Blinding Speed, The Guardian's Path or Near Death Experience. At low Paragon you can go for an extreme toughness setup by using Spirit Guards and Lefebvre's Soliloquy instead of Aughild's Authority.
If you prefer elite hunting playstyle, use In-Geom instead of Messerschmidt's Reaver in the cube. This setup is a little bit weaker but infinite Dashing Strike makes it easier and more fun to play. With In-Geom you need to go a couple of tiers down to consistently oneshot elite packs but your average run will be faster.
You can replace Mantra of Salvation or Serenity with Epiphany Desert Shroud to get more toughness and mobility. However, your Epiphany will eat a lot of Messerschmidt's Reaver procs so you need to be extra careful with Mystic Ally.
Select Build Version
Concept
This is the basic version of the push build using Fire Ally together with Convention of Elements and Shenlong's Spirit to set up massive explosions.
Gameplay
This build follows a rotation tied to your Convention of Elements. At the start of Physical Cycle look at your Shenlong's Spirit buff. If it's active and your Spirit is low, stop using your generator and Cyclone Strike a few times to let your Spirit hit 0 and start generating it again. 3 seconds into Physical stop moving and use Inner Sanctuary. In the middle of Cold or when you start dying, activate Serenity. Use Cyclone Strike and Mystic Ally as soon as it switches to Fire. To further optimize your damage, open your inventory and look at DPS value to see if Flying Dragon is active. If it's not, delay the explosion by up to 2 seconds to try and proc it before that.
Setups
If you are lacking survivability, change Unity to a defensive passive such as Harmony, Sixth Sense or Near Death Experience. You can also add some more CDR rolls on your gear to let you cast defensive skills more often.
If you don't want to deal with Shenlong's Spirit minigame, you can drop Serenity or Inner Sanctuary for Crippling Wave Rising Tide which will allow you effortlessly proc the set at any moment and keep it up indefinitely.
At high Paragon (4,000+) levels you can drop Spirit Guards and Lefebvre's Soliloquy for Aughild's Authority set for more damage.
Concept
This version abuses Squirt's Necklace and Town Portals with Homing Pads to deal even more damage.
Gameplay
Your rotation starts at 3 seconds into Cold. At this moment you should be standing next to a bunch of mobs with almost fully stacked Squirt's Necklace. Activate Serenity, use Dashing Strike to get in the middle, pull the mobs together with Cyclone Strike. Punch the enemies 3 times with Way of the Hundred Fists and activate Mystic Ally. From this point you have two choices: go to town or stay in the rift. If there's a lot of enemies left and you want to do another rotation, drop Inner Sanctuary and start channeling Town Portal. In town spam left click on a nearby NPC (Tyrael in Act 1 for example) to keep up Flying Dragon and wait for your Squirt's Necklace to stack up. Go back into the rift 1 second into Cold and by the time you load in it will be 3 seconds already and you can begin your next rotation.
When you do this rotation, you only spend 7-8 seconds in the rift and you are invulnerable for the first half of this time and have all your toughness buffs plus Homing Pads for the second half. This makes it very easy to survive in almost every situation. Even if you "die" while teleporting out you still have Fate's Lapse and Near Death Experience to fall back on.
When you reenter the rift you are immune until you take an action, so it's very important that you always start by casting Serenity. This way you will never lose Squirt's Necklace stacks even if there's ground effects stacked under you when you get back in the rift.
If you kill most of enemies just stay in the rift and spend the next 16 seconds running around and building the next pull. You have to rely on movement and dodge chance to keep your Squirts up during this time.
Keep in mind that you lose most Pylon buffs when you enter town, so don't do the Town Portal trick when you have Power Pylon, Shield Pylon or Conduit Pylon active.
During the Rift Guardian fight you have to stay in the rift full time to stack Bane of the Stricken. Many bosses will oneshot you, but you have over 50% dodge, Serenity, double cheat death and extremely high single target damage, so the fight should be pretty short even if you die once or twice.
Setups
You don't really need more than 34-35% CDR so you can drop Beacon of Ytar to get either more damage from Unity or more toughness from Harmony or Sixth Sense. Playing with less CDR won't affect you in the rift but it will make the bossfight even more miserable.
Concept
In this version we use Earth Ally - the highest damage rune which has the most pushing potential. Unfortunately, the AI of Earth Allies is almost entirely based on the idiom "dumb as a rock", which makes this build quite awkward to play. You have to use the weird "TP to town on every rotation" playstyle to make it good.
Gameplay
Your rotation starts at 3 seconds into Lightning. At this moment you should be standing next to a bunch of mobs with almost fully stacked Squirt's Necklace. Activate Serenity, use Dashing Strike to get in the middle, pull the mobs together with Cyclone Strike and activate Mystic Ally. Punch the enemies 3 times with Way of the Hundred Fists and keep an eye out for Oculus Ring. Once it appears, use second charge of Dashing Strike to get into it, cast Cyclone Strike again, drop Inner Sanctuary and start channeling Town Portal. In town spam left click on a nearby NPC (Tyrael in Act 1 for example) to keep up Flying Dragon and wait for your Squirt's Necklace to stack up. Go back into the rift 1 second into Lightning and by the time you load in it will be 3 seconds already and you can begin your next rotation.
When you do this rotation, you only spend 7-8 seconds in the rift and you are invulnerable for the first half of this time and have all your toughness buffs plus Homing Pads for the second half. This makes it very easy to survive in almost every situation. Even if you "die" while teleporting out you still have Fate's Lapse and Near Death Experience to fall back on.
When you reenter the rift you are immune until you take an action, so it's very important that you always start by casting Serenity. This way you will never lose Squirt's Necklace stacks even if there's ground effects stacked under you when you get back in the rift.
If you kill most of enemies and need to move after a rotation, just go back into the rift immediately and you will have about 10 seconds to run around. You have to rely on movement and dodge chance to keep your Squirts up during this time.
When you need to click a Pylon, reenter the rift about 1 second earlier then usual and use that extra second to dash to the Pylon and click it before doing your rotation (if the pull is dangerous you need to cast Serenity first). Keep in mind that you lose Pylon buffs when you enter town so you need to modify your playstyle accordingly. Speed Pylon is the exception to above rule so you can just play normally. Channeling Pylon doesn't give any damage so you can either drop it immediately or completely skip one rotation and use unlimited dashes and Cyclone Strikes to create a big pull. With Shield Pylon and Power Pylon you just have to fight normally without going to town. If you have a door nearby, go to a different floor after your rotation to un-transform your allies.
During the Rift Guardian fight you have to stay in the rift full time to stack Bane of the Stricken. Many bosses will oneshot you, but you have over 50% dodge, Serenity, double cheat death and extremely high single target damage, so the fight should be pretty short even if you die once or twice.
Setups
You don't really need more than 34-35% CDR so you can drop Beacon of Ytar to get either more damage from Unity or more toughness from Harmony or Sixth Sense. Playing with less CDR won't affect you in the rift but it will make the bossfight even more miserable.
Concept
This build is an excellent Rift Guardian Killer (RGK). Similar to solo push build we use Endless Walk, Shenlong's Spirit and Convention of Elements. On top of that we get Aughild's Authority for even more damage. Since supports give us a lot of toughness, we drop Inner Sanctuary to get Breath of Heaven Infused with Light. Finally we use Alacrity passive to stack Bane of the Stricken faster.
Gameplay
The damage rotation on the boss is very simple: you hold down the generator, use Cyclone Strike every 5 seconds and use all the other skills on cooldown. When your Physical Convention of Elements comes up your zBarb should stun the boss to activate Relentless Assault.
In the rift you mostly do nothing because activating Mystic Ally will make all the mobs CC-immune. You can sometimes do some damage to elites when nothing else is left in the pull and you're about to move forward.
Setups
Serenity is not super important for this build so if you're not in danger you can replace it with a skill that's useful for your party such as Mantra of Salvation Agility, Inner Sanctuary or even Mantra of Retribution Transgression. You can also drop Beacon of Ytar for Unity or Resolve if you want more damage or toughness and are willing to deal with long cooldowns.
Concept
This build is for clearing Echoing Nightmares, it can't go very high but it will get you your 125 augments no problem. We use Water Ally build very similar to Speed GR version. We just drop Relentless Assault for Near Death Experience and change Cyclone Strike rune to Eye of the Storm.
Gameplay
Click Speed Pylon as soon as the challenge starts and all the other Pylons at around wave 90. At wave 122 you can stop attacking and run to the corner to let the timer run out.
Spam Serenity as much as possible and dodge Green Meteors after wave 100.
Video Guide
Mechanics
- Uses your own Attack Speed as a separate damage multiplier for both basic attack damage and active ability damage.
- Basic Attack rate is based on player Attack Speed and can be increased by Tasker and Theo.
- Mystic Ally damage on gear acts as a separate damage multiplier.
- 4% chance to proc on any action, including hitting air or even talking to an NPC.
- Double Attack Speed buff lasts for 7 seconds.
- Upon activation the item goes on 5 second Internal Cooldown, meaning there's a 2 second window when it can be reprocced. With 5 APS and Alacrity passive you have roughly 44% chance to reproc it by attacking with a Generator.
- (4) and (6) Bonuses give you passive effects of all Mantras and all Mystic Allies, which are doubled by the (2) Bonus and the Mystic Ally buffs are further doubled by The Crudest Boots. In total you get:
- 56% additive damage (40% buff from Fire Ally and 16% debuff from Mantra of Conviction)
- 40% All Resistance from Mantra of Salvation
- 80% Life from Earth Ally
- 63368(+42% of your LPS) Life per Second from Mantra of Healing and Enduring Ally
- 16 Spirit per Second from Air Ally
- (6) Bonus provides a 900% Mystic Ally damage per each active Mystic Ally.
- Damage bonus stacks additively with itself for a total multiplier of 91x at 10 Allies.
- Extra Allies are summoned per attack per enemy (or object) hit.
- Extra Allies are summoned in their passive form.
- Extra Allies don't provide their passive bonuses.
- Activating Mystic Ally will give you 100 Spirit even if Air Ally rune is not selected, but it will not increase Mystic Ally damage even if no rune is selected.
- The extra ally also provides their passive effect, doubling its magnitude.
- The passive effects granted by Inna's Mantra (6) Bonus are doubled in the same way.
- Also doubles the number of allies you summon with Inna's Mantra (6) Bonus. Effectively, that means you need to hit 4 enemies one time or one enemy 4 times to summon the maximum number of Allies.
- Increases the duration of Water Ally, Earth Ally and unruned Mystic Ally active effects to 30 seconds.
- The bonus Cold Damage applies twice for most Cold pet skills including Mystic Ally Water Ally.
- This lets you get up to 40% Cold Damage from the item making it superior to seemingly equivalent replacements (Blackthorne's Jousting Mail, Andariel's Visage).
Summary
- Put together the core items and acquire the full Inna's Mantra set.
- Stack a bunch of Attack Speed and never stop attacking to proc Flying Dragon.
- With Water Ally only use the active to get rid of blue men.
- With Fire Ally don't pull too many mobs!
Credits
Written by Northwar.
Reviewed by wudijo.