Each ally affected by your Mantras increases your damage by 5%, up to a maximum of 20%, and has 5% increased damage.

Cooldown: 30 seconds Active: Your mystic ally has its damage increased by 50% for 10 seconds. Passive: A mystic ally fights by your side. The ally deals 130% of your weapon damage as Physical per swing. When the ally dies, it is reborn after 5 seconds.

Cooldown: 60 seconds Have an Epiphany, increasing your Spirit Regeneration per Second by 20 and enabling your melee attacks to instantly dash to your target for 15 seconds.

Cost: 50 Spirit Active: You and nearby allies gain an additional 20% increased resistance to all elements for 3 seconds. Passive: You and your allies within 60 yards gain 20% increased resistance to all elements. Only one Mantra may be active at a time.

Cooldown: 20 seconds Create a runic circle of protection on the ground for 6 seconds that reduces all damage taken by 55% for all allies inside.

Summon an ancient pillar that deals 635% weapon damage as Lightning, followed by 785% weapon damage as Lightning over 3 seconds to enemies who remain in the area.

Exploding Palm no longer causes the enemy to bleed, but if the enemy dies while affected by Exploding Palm, they explode for 6305% weapon damage as Cold.

Cost: 40 Spirit Cause an enemy to Bleed for 1200% weapon damage as Physical over 9 seconds. If the enemy dies while bleeding, it explodes and deals 2770% weapon damage as Physical damage to all nearby enemies.

Gain the five runed Mystic Allies at all times and your damage is increased by 150% for each Mystic Ally you have out.

Increase the passive effect of your Mystic Ally and the base passive effect of your Mantra by 100%.

Lashing Tail Kick, Tempest Rush, and Wave of Light have their damage increased by 1500% for each stack of Sweeping Wind you have.

Every second Sweeping Wind spawns a decoy next to the last enemy you hit that taunts nearby enemies and then explodes for 1000% weapon damage for each stack of Sweeping Wind you have.

Gain the five runed Mystic Allies at all times and your damage is increased by 150% for each Mystic Ally you have out.

Increase the passive effect of your Mystic Ally and the base passive effect of your Mantra by 100%.

Lashing Tail Kick, Tempest Rush, and Wave of Light have their damage increased by 1500% for each stack of Sweeping Wind you have.

Every second Sweeping Wind spawns a decoy next to the last enemy you hit that taunts nearby enemies and then explodes for 1000% weapon damage for each stack of Sweeping Wind you have.

Lashing Tail Kick, Tempest Rush, and Wave of Light have their damage increased by 1000% for each stack of Sweeping Wind you have.

Every second Sweeping Wind spawns a decoy next to the last enemy you hit that taunts nearby enemies and then explodes for 1000% weapon damage for each stack of Sweeping Wind you have.

Lashing Tail Kick, Tempest Rush, and Wave of Light have their damage increased by 1500% for each stack of Sweeping Wind you have.

Every second Sweeping Wind spawns a decoy next to the last enemy you hit that taunts nearby enemies and then explodes for 1000% weapon damage for each stack of Sweeping Wind you have.

The build centers around the use of the Convention of Elements which out side of F/R is the highest DPS boost ring in the game. Because the naturally rolls main stat, CHD or CHC and a socket and bonus element damage it is very easy to find a "perfect" ring as 3 of the four stats you are looking for are guaranteed. In my opinion this ring is far stronger then any extra you could equip using a RoRG especially when you consider you are gaining either 6% CHC or 50% CHD you could not get from a RoRG.

The build obviously centers around the 4 piece Sunwuko bonus for damage and 2 piece Inna's bonus for added toughness and spirit regen. Crudest boots combined with Inna's instantly solves all your spirit issues so all your skills and passives can be dedicated to either damage or survivability

Build Guide

This build is designed to greatly improve on single target DPS when using a Torch WoL set up. The obvious issue with this build is mobility as you sacrifice dashing strike for Inner Sanctuary - Forbidden Palace for the increased single target DPS. For example Cold Snap took me just over 6 mins to kill on GR 54 where with the 2.1.2 it would be well over a 10 minute battle. The sacrifice in mobility allows for many more RG's to be viable to clear a 50+ GR on time.

While in your Sanctuary w/ Epiphany and well timed pops of your mantra there is very little you can not face tank even on the higher difficulties. Having said that waller/arcane beam are pretty much instant death, for that reason I highly recommend using the Kool-aid potion to quickly escape for wallers.

This build shines when you effectively time your Ep's to corresponded with the ring's cold cycle. I could not find any information to confirm this, but from playing the build it seems that snap shot the EP at the time it was applied not when it explodes making it very easy to magazine your EP damage with the CoE ring (6b Crits).

I personally cleared a GR 53 with over 6 mins spare (first evening playing the build) while being able to face tank Saxtris which I could never do with my Augilds or Inna's torch set up. I think this build has the potential to clear GR 55 maybe even 56 and the addition of Hamlin means that a Grift is never over until there is less then a minute left.

Please note, if you are struggling with survivability you can substitute Dashing Strike - Quick Silver for Inner Sanctuary but you will lose out on single target DPS.

Thanks for viewing and please leave any comments/questions down below!