Oh Cmoi, I didn't look at your build close enough. Spirit Guards are only for monks. Your Sader's won't be able to benefit from them because Saders don't have Spirit Spenders.

I completely understand your idea about being tanky and such. Unity doesn't really work that well in multibox though. Unity will only spread the damage effectively if it is only 1 character getting hit at a time. If all 4 are getting hit they will share the damage and it will be like all 4 are still taking 100% of the damage. Now on situation that only a single one gets hit then yes the damage splits 4 ways so all 4 take 25% of it.

Unity's biggest flaw is that the damage is calculated on the person hit. The damage number is determined and then it is split and shard to others wearing it. That means all 4 characters wearing unity have nearly identical toughness or the damage sharing become unfair. If a squishy wearing unity gets hit he will share the damage at his mitigation level. Meaning even a full toughness stacked tank would take the same damage as the squishy would. This is why you don't see the 4 person meta using them.

If the dps wear unity and take a hit the ZDPs will take a much larger hit than they would if they had taken the hit directly due to toughness differences.



My way around toughness problems is control. You cite Rift guardians being a problem. If you can manage to apply a 3 second stun/freeze/blind every .9 seconds or a 4 second one every 1.2 seconds, you can permanently CC even Rift Guardians. That is just the way the CC mechanics in this game work in a nutshell (I can explain them in depth if needed, but I have done that in the past in other threads).

In my WD team toughness is given by the Tiki Doc fearing everything that can be feared. This locks down most elite packs. The only challenge is getting to the pack to get it locked down before they activate stuff. Everyone who has played or played with a Fear doc knows they don't do much when it comes to the RG. That is because fear has no effect on bosses.

That is where the new Homonculus mojo comes in and why it is included in my builds on the 3 dps WD's in my team. I won't go over exact details on how it works, because I already did that in another thread. Basically though with that mojo I will be able to cast Sacrifice Black Blood in round robin once every .8 seconds on those three characters. That is enough to permanently stun even a RG. This makes the entire RG fight easy, they literally become a big hp statue you just beat on until dead. This works with only 3 WD's with the new Homonculus mojo.

I know this works because I have done it in season 2 with my Monks (they use blind which has the problem of letting the CC'd mob move a little so you are always having to reposition to keep them in the effect... stun and freeze don't have that problem).


For the Wizards, they use Frost Nova Cold Snap with 53.5% CDR or more. This makes the cooldown of the nova low enough on all 4 characters to be able to cast it every .9 seconds or faster in round robin. Once again it is permanent lock on even RG's. The advantage of the freeze is it works with Ancient Parthan Defender's to provide a large buff to toughness and since nova can be cast while moving it is easier to use than Sacrifice from WD's. The down side is wizards can't completely lock down elite affixes like a Tiki doc can. That is why I use APD's to make up some toughness in all my freeze builds.