BREAKPOINTS
IAS:
10/37/92 (5 fpa) - Crystal Sword (-20 WSM)
6/23/56/129 (5 fpa) - Warp Blade (-10 WSM)
FBR:
3/7/13/20/32/48/75/129/280 (4 fpa)
FHR:
5/11/20/35/60/109/280 (3 fpa)
When crafting jewels, there are three Rune options to consider for this build:
Ber
+(1 to 2)% Life Stolen per Hit and +(1 to 2)% Mana Stolen per Hit
Nih
+(2 to 8) Life on Attack and +(2 to 8) Mana on Attack
On
+(2 to 4) Life after each Kill and +(2 to 4) Mana after each Kill
All three of these options serve to replenish your Life and Mana, but in different ways.
Life/Mana Leech (Ber) replenishes your resources by returning a certain percentage of the Physical weapon damage you deal as Life/Mana. Works best with Wraithsword and Fusillade since 100% of their damage is Physical.
Pros: Both direct melee hits and the missiles from Wraithsword, Fusillade, and Bladestorm will trigger the effect (though in Bladestorm's case, the effect will be significantly less due to the Physical-to-Magic damage conversion).
Cons: Resources cannot be leeched from anything that's Physical-immune. Also, there are penalties to leech in Terror and Destruction.
Life/Mana on Attack (Nih)Returns a certain number of flat Life/Mana points every time you strike a monster with a melee hit.
Pros: A more utilitarian option, since the amount of Physical damage dealt has no effect on the amount of resources returned and monster immunities are irrelevant. As long as a monster is struck with a melee hit, resources will be replenished.
Cons: LoA only applies to direct melee hits. Wraithsword's and Bladestorm's missiles will not trigger LoA, nor will Fusillade.
Life/Mana after each Kill (On)Returns a certain number of flat Life/Mana points for every monster you kill.
Pros: Does not discriminate when it comes to how you kill a monster, as long as you're the one doing the actual killing. Spells, procs, and missiles from Wraithsword, Bladestorm, and Fusillade can all trigger LaeK/MaeK.
Cons: You actually have to kill a monster for it to work--which means, in some places and during certain fights, all resource regeneration will need to come from other sources.
Here's what you'll need to craft a jewel, as well as what stats to look for:
Base components:
ilvl 99 Jewel (found anywhere in Hell)
Acrane Shards/Arcane Crystals
Rune of your choice
Oil of Craft
Stats to look for:
+2% DEX or +1% All Attributes (required*)
+%IAS/HR/FBR (required, listed in order of priority)
+%AR (highly recommended)
+Life (recommended)
+Poison/Fire Resistance (recommended)
+Lightning/Cold Resistance (nice to have)
+DEX (nice to have)
*Either mod is fine for non-Xis RWs, but only use Jewels with +2% DEX Xis RWs.
To craft a jewel, simply cube a jewel with an Arcane Shard/Arcane Crystal, an Oil of Craft, and the appropriate Rune. This will return a crafted jewel (-%ilvl), Arcane Shards (-1 qty.), and the rune. If the jewel is satisfactory, cube it again with an Oil of Luck to potentially add flat stat mods.
Note:
Because the crafting process reduces a jewel's ilvl by 5%, it's recommended you not craft the same jewel more than 6 times, otherwise the jewel's ilvl will be too low to spawn the necessary mods.
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Copy pasted from the guide.