Defiant : Yes please for 25 % dmg increase and the dmg reduction is meh but its still a must have. Also increasing dmg when hp go down is ok i guess.
Aftermath  : Main asset of this build. 100% reset cooldown for constant shatter and meteor to the opponent. Also 100% chance to fear and taunt but main focus is dmg and reset cooldown. The fear and taunt does help against some opponents and in emergencies.
Plagued : Extra 3k HP (optional but nothing too special)
Vampiric Touch : Extra 3k Hp, 1% healing which isn’t that relevant and increases bleed by 37.5% and this is a must have since this is a fire and bleed build.
Inferno : To increase fire dmg by 30% yes please and speed up dot per second by 0.3 seconds. 1-0.3=0.7 seconds. This means when fire dot dmg happens, it makes bleed and fire dot deal dmg every 0.7 seconds. Must have for destroying opponent as fast as possible. After 2.1 seconds have passed, dot dmg can be dealt two times under a second.
Cosmic power : Just there on my 5k ED cereberus but better off with affixes like Terrashaper for extra dmg. Also consider an extra inferno because at 4, after 0.6 seconds have passed, it can deal dot dmg 2 times in under a second when it goes to the 1.2 second and 1.8 seconds mark.
Gladiator : Just there and best with bloodless victory for clotting and Ar piercing (eternal trophy version too) . I currently have flawless victory with silence which is all that matters and dispel.
Bombard/Cosmic Orb: Both are good but cosmic orb I prefer since it can travle in distance and attacks every 0.4 seconds I believe. They are must have to deal extra dmg. They activate for 30% proc but increased by 6%. 30%++6=36% chance to activate cosmic orb/bombard.
Vanish: Free 10% Stealth and 10% blind which can be game changing. Stealth doubles dmg so yea. 10%+6% from all procs= 16% free stealth and blind proc
Ruptured: Must have because I would deal 50% more dmg once bleed is applied and I have dealt over 47k bleed dmg at one point.
Energy: Easy mana source because it goes up quite well when you use meteor skill and free 100% (double) dmg but it doesn’t matter whether it’s full or not because you will deal big dmg anyways. Helpful anyway though.
Sanctuary : Must have for backup because you are bound to get one shotted or sometimes mess up. This is like a second chance to strike back and win. Also works well with defiants dmg increase and dmg reduction.High stealth chance will ensure that you can survive longer because it removes dot dmg and lasts for 2 seconds so you can strike back.
2× 1040 (5000) weapon dmg: To increase dmg of special skills on both orb and gauntlet. 15% (50%)Wd% mythstone to increase gauntlets weapon dmg by 15%.
7× 1040 (5000) ED: Big dmg and can be increased by ed% and it’s good with blistering and adding dmg to skills.
2× 28% (200%) Blistering: 56% bleed dmg dealing 56% of the fire dot from immolate and coat proc is what triggers immolate.
2× 24% (100%) ED: Increase the 7 1040+ Ed affixes dmg by 48%. Must have for this elemental build.
2× 3% (10%) all procs: Great 6% extra proc chance and must have for a proc build like this one.
2× 53% (225%) Crit dmg: My build mostly deals dmg in criticals from coat and the crit chance so it is a must have. I put the 2nd one as substitute for rage so I can have a set affix slot for another aftermath.
1× 11% (45%) Crit chance: It is there to increase crit chance by 11% which is ok i guess if coat doesn’t activate yet and it applies for dot dmg, meteor, shatter, cosmic orb and ofc the after effects of shatter and meteor.
2× 1+ (2+) all sets: Increase sets by 2 very helpful indeed for this build. One of them is elixir but it doesn’t matter really.
1× Stun immune: I am immune to stun and it’s so much easier to beat opponents like clogon and emman because i don’t have to use dispel to get rid of stun.
2× 4% (10%) stealth proc: Very helpful. Main proc for survival and double dmg. Also 4%+6= 10% and there are 2 of them for 20% stealth proc. Also 10% from vanish +6%= 16 % stealth proc.
Total stealth proc: 20+16= 36% stealth proc total
1× 9% (25%) Coat proc: 100% crit chance when it activates, 100% elemental critical chance for immolate to happen and then blistering comes along with it and this is also a source of bleed chance and huge critical dmg of everything for each part of an attack. This affects meteor, shatter, fire dot, bleed dmg and cosmic orb/bombard
Total coat proc: 9+6=15% coat proc
8-9% (20-25%)storm proc: Just another proc which is like meteor and useful when it activates.
Total : 8-9%+6%=14-15% storm proc
Sorcery 4 (20): Just there because why not
Wizardy 4 (20): Just there but doesn’t do much of an effect for elemental critical.
Bewilder 4 (20):Just because. Works with cosmic orb and sometimes activates but I dont rely on it,
Fester 4 (20): Just because
**: All six of elements nature with 5% ED. 6 of them is 5×6= easy 30% ED
Meteor: Main skill used for aftermath and big dmg. Deals 750% MH dmg. The highest dmg I have seen with meteor is 25k dmg.
Shatter: Good for getting to opponent and reset cooldown for meteor as well.
Orb: Must have in order to get to opponent. You will be screwed if you use other skills but that depends on how you use it.
This works against any opponent usually.
For blinkers, You can kill them as fast as possible and usually stealth activates fast enough when you teleport because of high chance. Bleed, fire, meteor and shatter with cosmic orb/bombard kills them and it is effective against even high hp hacker blinkers like meepawn which is why I was always 2-3 or 3-2 or 0-3 against him. Sanctuary will be a good backup as well. Coat is useful for this.
For clogon and his clones: Fear and taunt them. Stealth usually activates so its possible. The build will deal big dmg and maybe even one shot them. Sanctuary is also a good backup and the dmg you deal will deal big dmg to them. I rarley lose to clogon now. Coat will help too.
For guidedshot rogues: Just have stealth activate from activating meteor, teleport to them and shatter into them. Let them be helpless from bleed, fire, meteor/shatter and the possible vanish and maybe terrashaper if you have any. Also sanctuary is great as a backup to ensure that they die.
Tank builds: usually wait until energy is charged or so and keep hitting them. Since stealth and coat is quite high, this build can deatroy them no problem. I even tore a 200k tank in just a few seconds.
Flintlock spammers: do same as what you did for guidedshot rogues.
Enigma people: Do same as what you did for blinkstrikers
**: Do NOT copy this build because it wasn’t as good as it used to be but take some ideas and use those affixes/ideas for a 2.1 arena build.
I will show you my youtube uploads demonstrating the builds power before stealth got nerfed. The nerf on stealth ruined the build and the dmg decrease of the offhand. I might as well create new arena build for arena.
This guide is just inspiriation to make similar builds or make a new concept using these previous concepts.
Heres my youtube videos: