Little Supernova - 1000+ Death's Breath per Hour - and more!

Fire damage dealt to enemies applies a burning effect, increasing their chance to be critically hit by 6% for 3 seconds.

When you take more than 15% of your maximum Life in damage within 1 second, the cooldowns on Mirror Image, Slow Time, and Teleport are reset. When you use Mirror Image, Slow Time, or Teleport, your movement speed is increased by 30% for 3 seconds.

Frost Nova no longer freezes enemies, but instead leaves behind a mist of frost that deals 915% weapon damage as Cold over 8 seconds.

Cooldown: 11 seconds Blast nearby enemies with an explosion of ice and freeze them for 2 seconds.

Instead of a single explosion, release a chain of 3 consecutive explosions, each dealing 520% weapon damage as Fire.

Cost: 20 Arcane Power Cooldown: 6 seconds Gather an infusion of energy around you that explodes after 1.5 seconds for 945% weapon damage as Arcane to all enemies within 12 yards.

Reduce the Arcane Power cost of all skills by 9 while Diamond Skin is active.

Cooldown: 15 seconds Transform your skin to diamond for 3 seconds, absorbing up to 40% of your Life in damage from incoming attacks.

Cast a short range Wave of Force upon arrival, dealing 175% weapon damage as Arcane to all nearby enemies and stunning them for 1 second.

Cooldown: 11 seconds Teleport through the ether to the selected location up to 50 yards away.

Increase your movement speed by 25% for 3 seconds when you are hit by melee or ranged attacks.

Cost: 25 Arcane Power Bathe yourself in electrical energy, periodically shocking a nearby enemy for 175% weapon damage as Lightning. Lasts 10 minutes. Only one Armor may be active at a time.

This is a Signature spell. Signature spells are free to cast. Lightning arcs from your fingertips, dealing 138% weapon damage as Lightning. The lightning can jump, hitting up to 2 additional enemies.

When you hit with a resource-generating attack or primary skill, deal 50% increased damage for 5 seconds.

When you hit with a resource-generating attack or primary skill, deal 50% increased damage for 5 seconds.

Attacks increase your damage by 750% for 8 seconds. Arcane, Cold, Fire, and Lightning attacks each add one stack. At 4 stacks, each different elemental attack extends the duration by 2 seconds, up to a maximum of 8 seconds.

Arcane, Cold, Fire, and Lightning attacks each increase all of your resistances by 25% for 8 seconds.

Damaging enemies with Arcane, Cold, Fire or Lightning will cause a Meteor of the same damage type to fall from the sky. There is an 8 second cooldown for each damage type.

Attacks increase your damage by 750% for 8 seconds. Arcane, Cold, Fire, and Lightning attacks each add one stack. At 4 stacks, each different elemental attack extends the duration by 2 seconds, up to a maximum of 8 seconds.

Arcane, Cold, Fire, and Lightning attacks each increase all of your resistances by 25% for 8 seconds.

Damaging enemies with Arcane, Cold, Fire or Lightning will cause a Meteor of the same damage type to fall from the sky. There is an 8 second cooldown for each damage type.

Attacks increase your damage by 2000% for 8 seconds. Arcane, Cold, Fire, and Lightning attacks each add one stack. At 4 stacks, each different elemental attack extends the duration by 2 seconds, up to a maximum of 8 seconds.

Arcane, Cold, Fire, and Lightning attacks each increase all of your resistances by 25% for 8 seconds.

Damaging enemies with Arcane, Cold, Fire or Lightning will cause a Meteor of the same damage type to fall from the sky. There is an 8 second cooldown for each damage type.

Attacks increase your damage by 750% for 8 seconds. Arcane, Cold, Fire, and Lightning attacks each add one stack. At 4 stacks, each different elemental attack extends the duration by 2 seconds, up to a maximum of 8 seconds.

Arcane, Cold, Fire, and Lightning attacks each increase all of your resistances by 25% for 8 seconds.

Damaging enemies with Arcane, Cold, Fire or Lightning will cause a Meteor of the same damage type to fall from the sky. There is an 8 second cooldown for each damage type.

Attacks increase your damage by 750% for 8 seconds. Arcane, Cold, Fire, and Lightning attacks each add one stack. At 4 stacks, each different elemental attack extends the duration by 2 seconds, up to a maximum of 8 seconds.

Arcane, Cold, Fire, and Lightning attacks each increase all of your resistances by 25% for 8 seconds.

Damaging enemies with Arcane, Cold, Fire or Lightning will cause a Meteor of the same damage type to fall from the sky. There is an 8 second cooldown for each damage type.

In the weapon slot its more important to have In Geom than Wand of Woh! If you dont have a Wand of Woh, you can use In Geom in your hand and use Furnace or Shaefers Hammer, you will still be able to do T10, but slower of course.

Never leave Nemesis Bracers out!

Cooldown Reduction should be around 40%, you dont really need that much to keep the Supernova alive!

Cost Reduction is unnecessary in the setup i use and explain in the Video!

With real End Game gear (Ancient Wand with 90%+ EB damage) you can think of removing Bane of the trapped for Toxin Gem. The Toxin will kill all those that you touched slightly but did not kill - even though this is rare

Build Guide

Hey Folks,

Here's the ZERO Paragon Challange. Absolutely no paragon point assigned and still able to clear T10 in decent times - including the full kill of a goblin pack!

this is my updated version of the Death's Breath Farming Build i created a week ago. This one here goes above and beyond of what the other is able to achieve. Its probably the very best way to farm Death's Breaths in the current game!

Meteor Damage and Nilfurs Boast are completely out here, the Monsters are all dead before the Meteors hit the ground!

Watch the Guide, subscribe if you like!

But most of all, enjoy this amazing build and its spectacular looks - its a Supernova after all!

Cheers,

Dunk