SMALL UPDATE - Reflex bow now has 10 wsm, down from 20 wsm. This puts back us in the game. Now it has the same wsm as stag bow. This also means we got slightly buffed because reflex bow has more base damage but most importantly, askarbydd is now 10wsm and we can easily get 6 frames on this. Despite the physical damage nerf on askarbydd, we attack with it faster, so we're basically back to square one with this bow. So we're going to use reflex bow as our main craft instead of stag bow. I still don't have time to update the guide at the moment and I might play another class next season, so everything in this guide still applies but we just need to use reflex bow instead of stag bow. That's all.
Orb of brutality - from 4% deadly strike to 3% deadly strike. Most of our deadly strike came from this orb. Now, it's easily a 3% deadly strike nerf on +3sk amulets. This is not that bad.
Regarding temporary deletion
I temporarily deleted this guide because I didn't feel it was fair for players since it's semi false advertisement as this build can run lab, but it is definitely not one of the best builds for lab. Yes, you can run tier 14 with good gear, but you need to take things extremely slow since our build doesn't scale hit points really well due to paragon being kinda of a hard cap for this build and cannot be increased by % vit or the life by % life. I apologize to the people that were still following it. It's still a decent early-mid game guide and you can definitely complete most stuff up to fauzt including very easy fauzt farming. However, hellreach is slightly better at farming fauztinvile. However, hellreach is slightly worse in labyrinths due to not being able to scale defensive stuff properly (we get both max res and hp from gems with paragon, so that's convenient for us, even if we cap at something like 16-18k hp).
Anyway, I quit the mod mostly because devs don't bother to balance the classes between seasons at all, other than introducing a broken build every now and then. It's not even a meta shift at this point, it's just throwing shit at a wall and seeing what sticks. Slightly numerical changes while the most broken builds receive soft nerfs and are still able to clear high lab tiers easily, while builds that literally can't run the lab remain untouched. I hope I'll find the time to update this guide to 1.3 with some better endgame options (at least theoretically). Stuff like arrogance can prove better than petulant. Not by much, all the while being extremely expensive because drops are pure garbage. So if you want to get to high tier labs and don't nolife this mod 24/24, prepare to pay for some tg.
Introduction
Decided to create this guide because I enjoy playing bowzon a lot and I have seen people who doesn't know how to itemize properly. This guide is focused at providing a character that can run and potentially complete all the tiers of the dimensional labyrinth, as well as all the possible ubers. Keep in mind that some item choices may be objective and there may be other choices I am not aware of. If you think I'm mistaken regarding a bis item for example, don't hesitate to give your input. This build is a work in progress and this guide is pretty much the skeleton for that build.
The build itself relies on stacking physical damage rather than elemental, so many items such as
Hellreach
will not be tackled in this guide. However, hellreach is indeed a very good option, but it's not for us since we'll be stacking physical damage and we'll require a gear overhaul to fit it otherwise.
Hellreach
Long War Bow (Sacred)
Two-Hand Damage: (182 - 210) to (305 - 387)
Required Level: 100
Required Dexterity: 650
Item Level: 105
Dexterity Damage Bonus: (0.17 per Dexterity)%
Adds 150% of Your Fire Spell Damage as Bonus Weapon Physical Damage
Adds 150% of Your Physical/Magic Spell Damage as Bonus Weapon Physical Damage
2% Chance to cast level 50 Drakemaw on Striking
2% Chance to cast level 50 Flamefront on Striking
+(160 to 200)% Enhanced Damage
+(100 to 150) to Maximum Damage
Maximum Fire Resist +4%
Cannot Be Frozen
Socketed (6)
Long War Bow (Sacred)
Two-Hand Damage: (182 - 210) to (305 - 387)
Required Level: 100
Required Dexterity: 650
Item Level: 105
Dexterity Damage Bonus: (0.17 per Dexterity)%
Adds 150% of Your Fire Spell Damage as Bonus Weapon Physical Damage
Adds 150% of Your Physical/Magic Spell Damage as Bonus Weapon Physical Damage
2% Chance to cast level 50 Drakemaw on Striking
2% Chance to cast level 50 Flamefront on Striking
+(160 to 200)% Enhanced Damage
+(100 to 150) to Maximum Damage
Maximum Fire Resist +4%
Cannot Be Frozen
Socketed (6)
Pros:
-one of the best farmers in the game
-easy to play
-very cheap to start off
-can complete most ubers
Cons:
-some ubers are impossible or extremely hard to complete
-slightly expensive to get bis gear
-mechanically difficult to complete some ubers
Stats
Everything in dexterity. You should have enough strength to wear most of your equipment if you have all the stat charms, but you may require to dump a few points in strength to use some pieces unless you have great rolls on umbaru treasure and vizjun charm.
Breakpoints
There are two things to consider here. Firstly, the amazon specific bows provide more damage per point of dexterity than regular bows, so you may want to aim for the attack speed cap for those for lategame. Secondly, Best non specific amazon bow is the short war bow which has more base damage than all the other bows (except long war bow), but also has a reasonably low base attack speed modifier.
Short war bow - 240% attack speed
Stag bow - 292% attack speed
Reflex bow - 456% attack speed
Ideally, you will want to use a stag bow because reflex bow is only marginally better in damage, but as you can see it requires an absurd amount of attack speed.
Skill points
How you spend your points is not necessarily fixed. Also, keep in mind that some skills provide bonus per two base points, so if you plan to supermax that skill, you should end up with an even number of skill points into it rather than going over (for example, I have 30 points in wyrmshot because the 31st point provides nothing except more mana cost). That being said, I allocate my skill points in the following fashion:
Bow tree
Trinity Arrow - supermax - even number of skill points. This will provide search range to wyrmshot.
Barrage - 6 points - this is an extremely useful skill that will help you in many situations and it's your single target damage if you can facetank the enemy
Phalanx - 1-enough to get rid of cooldown. This is a good option for killing bosses if you don't have askarbydd and in certain situations, it may prove to be better (for example xazax). You will want take away points from estatic frenzy to put here, but you can also take points from wyrmshot / trinity arrow if you plan on killing bosses strictly and want the maximum damage possible
Dragonlore - supermax - our main physical resist source
Wyrmshot - supermax - even number of skill points
Neutral tree
Wild and free - 1-10 points - depending on your preference. Later on, you will have to choose between dumping points into this and estatic frenzy and ef is usually a better choice, unless you're speed farming k3k
Summon fire elementals - 1 point - it's enough for those to help us at certain uberquests until we get edyrems
Balance - 1 point - we have no use for this since we'll be using estatic frenzy
Estatic frenzy - supermax - it's usually the last skill you will max
Defensive harmony - 1 point - we have no use for the slow attacker, but the uninterruptible attack is one point wonder
Rewards
War spirit - 1 point - crushing blow is useless when it should matter the most and the active part doesn't scale with hard points
Spellbind - 1 point - if we have enough skill level bonuses, the duration will become longer than the cooldown
Paragon - supermax - I prefer to supermax this since ehp is extremely important in labyrinth and other high end ubers. You may choose to supermax this or estatic frenzy first, but at level 140, I have just enough points for both
Curare - we don't use this because our skills have low weapon damage modifier and because we deal damage with lots of small hits, rather than slow big ones. Yes, dragonlore also lowers poison resistance, but even then this is a bad choice for this build because we wouldn't have enough ehp for basically any high level content. However, curare can work in k3k, but you wouldn't want to go in duncraig with curare and faustinvile is significantly harder without paragon
Spirit of vengeance - A worse version of paragon for this build, basically. We have no use for the spell damage
NOTICE - the vitality bonus from paragon cannot be increased by %vitality, nor is it boosted by %maximum life bonuses (or -%maximum life decreases)
Gear
Gems
► Show Spoiler
For general farming, you want to use Perfect Amethysts in all armor pieces and either Perfect skulls or Jah runes in weapon. However, I suggest the perfect skulls since it's a safer option and you will not be able to tank in faustinville without them unless you have really good gear.
For the labyrinth, you'll need to socket your gear with Perfect Bloodstones, Perfect Ambers and Perfect Onyxes for additional maximum resistances. More details in the labyrinth uberquest section.
For the labyrinth, you'll need to socket your gear with Perfect Bloodstones, Perfect Ambers and Perfect Onyxes for additional maximum resistances. More details in the labyrinth uberquest section.
Mystic Orbs
► Show Spoiler
Early game to mid game, you want to have capped resists when you get to hell. Up to hell, you need resists against a few specific monsters such as pit knights in act 2 which deal a lot of fire damage and may one shot you if your resists are negative, as well as moon knights in travincal. An easy way to cap your resists is with ring/amulet/quiver specific mystic orbs, since you have a lot of space on those early on and not a lot of options. For armor pieces, you want dexterity, flat weapon damage, strength (or -requirements) if needed. You can fill the remaining space with magic find and hit recovery if you need it.
Mid to late game, the same rule still applies. However, your shouldn't have any problems capping resistances only from charms and quiver. Despite items that have double mystic orb bonuses, you want to use dexterity and weapon damage mystic orbs on your gear unless you're very rich and can fill everything with
Mid to late game, the same rule still applies. However, your shouldn't have any problems capping resistances only from charms and quiver. Despite items that have double mystic orb bonuses, you want to use dexterity and weapon damage mystic orbs on your gear unless you're very rich and can fill everything with
Marksman's Eye
. More mystic orb details for each slot is detailed in the endgame section.
Marksman's Eye
Mystic Orb
Cube Reagent
Cube with Item to Add Bonus
5% Attack Speed
+3 to Minimum Damage
10% Bonus to Attack Rating
2% Bonus to Dexterity
+10 Required Level
Mystic Orb
Cube Reagent
Cube with Item to Add Bonus
5% Attack Speed
+3 to Minimum Damage
10% Bonus to Attack Rating
2% Bonus to Dexterity
+10 Required Level
Early game
► Show Spoiler
Weapon:
Firstly, I must preface this by saying that 7 frames per attack (attack speed cap for bows) is the most important aspect you want to aim for, due to quality of life and damage overall. 8 frames is also not bad and if you use certain bows like
There isn't one best bow for leveling, but I prefer to rely on runewords early on. Other than runewords, you can use
For runewords,
Quiver:
Rare quiver with attack speed (if needed) or one that provides any of the following: maximum damage, life, proc on striking, amazon skills etc. You basically equip what you can find since getting a good quiver isn't important at this stage.
Helm:
Gloves:
Boots:
Belt:
Chest:
Amulet:
Getting a good amulet isn't important early on, especially due to the lack of good unique ones, but your best choice is
Rings:
Again, getting good rings early on is extremely difficult and you'll probably wear
Firstly, I must preface this by saying that 7 frames per attack (attack speed cap for bows) is the most important aspect you want to aim for, due to quality of life and damage overall. 8 frames is also not bad and if you use certain bows like
Flowerspring
, it will be harder to cap for 7 frames early on.
Flowerspring
Stag Bow (4)
(Amazon Only)
Required Level: 6
Required Dexterity: 78
Item Level: 10
2% Chance to cast level 6 Lifeblood on Kill
5% Chance to cast level 12 Death Blossom on Kill
Adds 8-14 fire damage
Adds 6-8 lightning damage
Adds 6-8 cold damage
(7 to 10)% to Dexterity
+6 Life Regenerated per Second
Elemental Resists +(11 to 15)%
Socketed (2)
(Amazon Only)
Required Level: 25
Required Dexterity: 118
Item Level: 27
3% Chance to cast level 12 Lifeblood on Kill
10% Chance to cast level 20 Death Blossom on Kill
Adds 20-36 fire damage
Adds 12-16 lightning damage
Adds 12-16 cold damage
(15 to 18)% to Dexterity
+9 Life Regenerated per Second
Elemental Resists +(21 to 25)%
Socketed (4)
(Amazon Only)
Required Level: 43
Required Dexterity: 231
Item Level: 48
4% Chance to cast level 18 Lifeblood on Kill
15% Chance to cast level 35 Death Blossom on Kill
Adds 66-98 fire damage
Adds 36-48 lightning damage
Adds 36-48 cold damage
(23 to 26)% to Dexterity
+12 Life Regenerated per Second
Elemental Resists +(31 to 35)%
Socketed (5)
(Amazon Only)
Required Level: 52
Required Dexterity: 457
Item Level: 83
4% Chance to cast level 21 Lifeblood on Kill
20% Chance to cast level 50 Death Blossom on Kill
Adds 204-292 fire damage
Adds 144-192 lightning damage
Adds 144-192 cold damage
(27 to 30)% to Dexterity
+15 Life Regenerated per Second
Elemental Resists +(36 to 40)%
Socketed (6)
Stag Bow (4)
(Amazon Only)
Required Level: 6
Required Dexterity: 78
Item Level: 10
2% Chance to cast level 6 Lifeblood on Kill
5% Chance to cast level 12 Death Blossom on Kill
Adds 8-14 fire damage
Adds 6-8 lightning damage
Adds 6-8 cold damage
(7 to 10)% to Dexterity
+6 Life Regenerated per Second
Elemental Resists +(11 to 15)%
Socketed (2)
(Amazon Only)
Required Level: 25
Required Dexterity: 118
Item Level: 27
3% Chance to cast level 12 Lifeblood on Kill
10% Chance to cast level 20 Death Blossom on Kill
Adds 20-36 fire damage
Adds 12-16 lightning damage
Adds 12-16 cold damage
(15 to 18)% to Dexterity
+9 Life Regenerated per Second
Elemental Resists +(21 to 25)%
Socketed (4)
(Amazon Only)
Required Level: 43
Required Dexterity: 231
Item Level: 48
4% Chance to cast level 18 Lifeblood on Kill
15% Chance to cast level 35 Death Blossom on Kill
Adds 66-98 fire damage
Adds 36-48 lightning damage
Adds 36-48 cold damage
(23 to 26)% to Dexterity
+12 Life Regenerated per Second
Elemental Resists +(31 to 35)%
Socketed (5)
(Amazon Only)
Required Level: 52
Required Dexterity: 457
Item Level: 83
4% Chance to cast level 21 Lifeblood on Kill
20% Chance to cast level 50 Death Blossom on Kill
Adds 204-292 fire damage
Adds 144-192 lightning damage
Adds 144-192 cold damage
(27 to 30)% to Dexterity
+15 Life Regenerated per Second
Elemental Resists +(36 to 40)%
Socketed (6)
There isn't one best bow for leveling, but I prefer to rely on runewords early on. Other than runewords, you can use
Deadly Hunter
. Despite the low damage, it has up to 25% deadly strike on tier 4, which is basically a 25% more multiplier on top of all your damage. It also has 5 wsm, so you only need 240 total attack speed to reach breakpoint. It also provides 100% attack speed, which in itself is enough with estatic frenzy. 
Deadly Hunter
Hunter's Bow (4)
Two-Hand Damage: (4 - 5) to (16 - 17)
Required Level: 1
Required Dexterity: 27
Item Level: 3
Dexterity Damage Bonus: (0.17 per Dexterity)%
100% Attack Speed
+(31 to 50)% Enhanced Damage
Adds 1-10 damage
+(101 to 150)% Damage to Demons
(6 to 10)% Deadly Strike
+(1 to 5) to Arrow Swarm
+20 Life Regenerated per Second
Socketed (2)
Two-Hand Damage: (17 - 19) to (40 - 43)
Required Level: 20
Required Dexterity: 51
Item Level: 22
Dexterity Damage Bonus: (0.17 per Dexterity)%
100% Attack Speed
+(61 to 80)% Enhanced Damage
Adds 1-20 damage
+(151 to 200)% Damage to Demons
(11 to 15)% Deadly Strike
+(6 to 10) to Arrow Swarm
+30 Life Regenerated per Second
Socketed (4)
Two-Hand Damage: (39 - 43) to (75 - 80)
Required Level: 39
Required Dexterity: 109
Item Level: 43
Dexterity Damage Bonus: (0.17 per Dexterity)%
100% Attack Speed
+(91 to 110)% Enhanced Damage
Adds 1-30 damage
+(201 to 250)% Damage to Demons
(16 to 20)% Deadly Strike
+(11 to 15) to Arrow Swarm
+40 Life Regenerated per Second
Socketed (5)
Two-Hand Damage: (56 - 61) to (106 - 112)
Required Level: 48
Required Dexterity: 221
Item Level: 75
Dexterity Damage Bonus: (0.17 per Dexterity)%
100% Attack Speed
+(121 to 140)% Enhanced Damage
Adds 1-40 damage
+(251 to 300)% Damage to Demons
(21 to 25)% Deadly Strike
+(16 to 20) to Arrow Swarm
+50 Life Regenerated per Second
Socketed (6)
Hunter's Bow (4)
Two-Hand Damage: (4 - 5) to (16 - 17)
Required Level: 1
Required Dexterity: 27
Item Level: 3
Dexterity Damage Bonus: (0.17 per Dexterity)%
100% Attack Speed
+(31 to 50)% Enhanced Damage
Adds 1-10 damage
+(101 to 150)% Damage to Demons
(6 to 10)% Deadly Strike
+(1 to 5) to Arrow Swarm
+20 Life Regenerated per Second
Socketed (2)
Two-Hand Damage: (17 - 19) to (40 - 43)
Required Level: 20
Required Dexterity: 51
Item Level: 22
Dexterity Damage Bonus: (0.17 per Dexterity)%
100% Attack Speed
+(61 to 80)% Enhanced Damage
Adds 1-20 damage
+(151 to 200)% Damage to Demons
(11 to 15)% Deadly Strike
+(6 to 10) to Arrow Swarm
+30 Life Regenerated per Second
Socketed (4)
Two-Hand Damage: (39 - 43) to (75 - 80)
Required Level: 39
Required Dexterity: 109
Item Level: 43
Dexterity Damage Bonus: (0.17 per Dexterity)%
100% Attack Speed
+(91 to 110)% Enhanced Damage
Adds 1-30 damage
+(201 to 250)% Damage to Demons
(16 to 20)% Deadly Strike
+(11 to 15) to Arrow Swarm
+40 Life Regenerated per Second
Socketed (5)
Two-Hand Damage: (56 - 61) to (106 - 112)
Required Level: 48
Required Dexterity: 221
Item Level: 75
Dexterity Damage Bonus: (0.17 per Dexterity)%
100% Attack Speed
+(121 to 140)% Enhanced Damage
Adds 1-40 damage
+(251 to 300)% Damage to Demons
(21 to 25)% Deadly Strike
+(16 to 20) to Arrow Swarm
+50 Life Regenerated per Second
Socketed (6)
Buriza-Do Tsuru
is also a good choice since you can cap your attack speed easily. 
Buriza-Do Tsuru
Short Battle Bow (4)
Required Level: 5
Required Dexterity: 63
Item Level: 8
10% Chance to cast level 10 Countdown on Kill
15% Attack Speed
Adds 18-24 lightning damage
Adds (4 to 7)-(7 to 9) cold damage
-(11 to 13)% to Enemy Cold Resistance
Socketed (2)
Required Level: 24
Required Dexterity: 97
Item Level: 27
12% Chance to cast level 20 Countdown on Kill
25% Attack Speed
Adds 36-48 lightning damage
Adds (21 to 25)-(31 to 35) cold damage
-(16 to 18)% to Enemy Cold Resistance
Socketed (4)
Required Level: 42
Required Dexterity: 193
Item Level: 46
14% Chance to cast level 30 Countdown on Kill
35% Attack Speed
Adds 108-144 lightning damage
Adds (81 to 100)-(111 to 140) cold damage
-(21 to 23)% to Enemy Cold Resistance
Socketed (5)
Required Level: 52
Required Dexterity: 382
Item Level: 82
16% Chance to cast level 40 Countdown on Kill
40% Attack Speed
Adds 432-576 lightning damage
Adds (181 to 200)-(251 to 280) cold damage
-(23 to 25)% to Enemy Cold Resistance
Socketed (6)
Short Battle Bow (4)
Required Level: 5
Required Dexterity: 63
Item Level: 8
10% Chance to cast level 10 Countdown on Kill
15% Attack Speed
Adds 18-24 lightning damage
Adds (4 to 7)-(7 to 9) cold damage
-(11 to 13)% to Enemy Cold Resistance
Socketed (2)
Required Level: 24
Required Dexterity: 97
Item Level: 27
12% Chance to cast level 20 Countdown on Kill
25% Attack Speed
Adds 36-48 lightning damage
Adds (21 to 25)-(31 to 35) cold damage
-(16 to 18)% to Enemy Cold Resistance
Socketed (4)
Required Level: 42
Required Dexterity: 193
Item Level: 46
14% Chance to cast level 30 Countdown on Kill
35% Attack Speed
Adds 108-144 lightning damage
Adds (81 to 100)-(111 to 140) cold damage
-(21 to 23)% to Enemy Cold Resistance
Socketed (5)
Required Level: 52
Required Dexterity: 382
Item Level: 82
16% Chance to cast level 40 Countdown on Kill
40% Attack Speed
Adds 432-576 lightning damage
Adds (181 to 200)-(251 to 280) cold damage
-(23 to 25)% to Enemy Cold Resistance
Socketed (6)
Flowerspring
is also a decent option since it provides us with much needed resistances, but also has pretty decent damage.
Flowerspring
Stag Bow (4)
(Amazon Only)
Required Level: 6
Required Dexterity: 78
Item Level: 10
2% Chance to cast level 6 Lifeblood on Kill
5% Chance to cast level 12 Death Blossom on Kill
Adds 8-14 fire damage
Adds 6-8 lightning damage
Adds 6-8 cold damage
(7 to 10)% to Dexterity
+6 Life Regenerated per Second
Elemental Resists +(11 to 15)%
Socketed (2)
(Amazon Only)
Required Level: 25
Required Dexterity: 118
Item Level: 27
3% Chance to cast level 12 Lifeblood on Kill
10% Chance to cast level 20 Death Blossom on Kill
Adds 20-36 fire damage
Adds 12-16 lightning damage
Adds 12-16 cold damage
(15 to 18)% to Dexterity
+9 Life Regenerated per Second
Elemental Resists +(21 to 25)%
Socketed (4)
(Amazon Only)
Required Level: 43
Required Dexterity: 231
Item Level: 48
4% Chance to cast level 18 Lifeblood on Kill
15% Chance to cast level 35 Death Blossom on Kill
Adds 66-98 fire damage
Adds 36-48 lightning damage
Adds 36-48 cold damage
(23 to 26)% to Dexterity
+12 Life Regenerated per Second
Elemental Resists +(31 to 35)%
Socketed (5)
(Amazon Only)
Required Level: 52
Required Dexterity: 457
Item Level: 83
4% Chance to cast level 21 Lifeblood on Kill
20% Chance to cast level 50 Death Blossom on Kill
Adds 204-292 fire damage
Adds 144-192 lightning damage
Adds 144-192 cold damage
(27 to 30)% to Dexterity
+15 Life Regenerated per Second
Elemental Resists +(36 to 40)%
Socketed (6)
Stag Bow (4)
(Amazon Only)
Required Level: 6
Required Dexterity: 78
Item Level: 10
2% Chance to cast level 6 Lifeblood on Kill
5% Chance to cast level 12 Death Blossom on Kill
Adds 8-14 fire damage
Adds 6-8 lightning damage
Adds 6-8 cold damage
(7 to 10)% to Dexterity
+6 Life Regenerated per Second
Elemental Resists +(11 to 15)%
Socketed (2)
(Amazon Only)
Required Level: 25
Required Dexterity: 118
Item Level: 27
3% Chance to cast level 12 Lifeblood on Kill
10% Chance to cast level 20 Death Blossom on Kill
Adds 20-36 fire damage
Adds 12-16 lightning damage
Adds 12-16 cold damage
(15 to 18)% to Dexterity
+9 Life Regenerated per Second
Elemental Resists +(21 to 25)%
Socketed (4)
(Amazon Only)
Required Level: 43
Required Dexterity: 231
Item Level: 48
4% Chance to cast level 18 Lifeblood on Kill
15% Chance to cast level 35 Death Blossom on Kill
Adds 66-98 fire damage
Adds 36-48 lightning damage
Adds 36-48 cold damage
(23 to 26)% to Dexterity
+12 Life Regenerated per Second
Elemental Resists +(31 to 35)%
Socketed (5)
(Amazon Only)
Required Level: 52
Required Dexterity: 457
Item Level: 83
4% Chance to cast level 21 Lifeblood on Kill
20% Chance to cast level 50 Death Blossom on Kill
Adds 204-292 fire damage
Adds 144-192 lightning damage
Adds 144-192 cold damage
(27 to 30)% to Dexterity
+15 Life Regenerated per Second
Elemental Resists +(36 to 40)%
Socketed (6)
For runewords,
Hornet
-> 
Hornet
Bows
'Lum'
Runeword Level: 37
5% Movement Speed
+(58 to 86)% Enhanced Damage
Adds 7-13 damage
Adds 13-25 poison damage over 1 seconds
+(3 to 7) to Arrow Swarm
15% to Dexterity
10% Magic Find
Bows
'Lum'
Runeword Level: 37
5% Movement Speed
+(58 to 86)% Enhanced Damage
Adds 7-13 damage
Adds 13-25 poison damage over 1 seconds
+(3 to 7) to Arrow Swarm
15% to Dexterity
10% Magic Find
Balance
-> 
Balance
Bows
'Um'
Runeword Level: 47
+(58 to 86)% Enhanced Damage
Enhanced Weapon Damage +(41 to 50)%
15% to Strength
15% to Dexterity
5% to Energy
15% to Vitality
+45 to Strength
+60 to Dexterity
+45 to Vitality
Total Character Defense (11 to 15)%
Bows
'Um'
Runeword Level: 47
+(58 to 86)% Enhanced Damage
Enhanced Weapon Damage +(41 to 50)%
15% to Strength
15% to Dexterity
5% to Energy
15% to Vitality
+45 to Strength
+60 to Dexterity
+45 to Vitality
Total Character Defense (11 to 15)%
Phantom
is a nice progression you can aim for.
Phantom
Bows
'Nas'
Runeword Level: 87
25% Chance to cast level 30 Frozen Soul on Striking
+(144 to 171)% Enhanced Damage
+10% to Summoned Minion Life
+(51 to 100) to all Attributes
Maximum Mana 50%
Cannot Be Frozen
Bows
'Nas'
Runeword Level: 87
25% Chance to cast level 30 Frozen Soul on Striking
+(144 to 171)% Enhanced Damage
+10% to Summoned Minion Life
+(51 to 100) to all Attributes
Maximum Mana 50%
Cannot Be Frozen
Quiver:
Rare quiver with attack speed (if needed) or one that provides any of the following: maximum damage, life, proc on striking, amazon skills etc. You basically equip what you can find since getting a good quiver isn't important at this stage.
Hanabigami
is also decent early - midgame if you can cap your attack speed through other means.
Hanabigami
Arrow Quiver
Hanabigami
Required Level: 60
Item Level: 80
1% Chance to cast level 36 Forked Lightning on Striking
1% Chance to cast level 36 Flamefront on Striking
1% Chance to cast level 36 Ice Lance on Striking
Adds 25-50 fire damage
Adds 25-50 lightning damage
Adds 25-50 cold damage
-(1 to 10)% to Enemy Elemental Resistances
-15 to Vitality
Arrow Quiver
Hanabigami
Required Level: 60
Item Level: 80
1% Chance to cast level 36 Forked Lightning on Striking
1% Chance to cast level 36 Flamefront on Striking
1% Chance to cast level 36 Ice Lance on Striking
Adds 25-50 fire damage
Adds 25-50 lightning damage
Adds 25-50 cold damage
-(1 to 10)% to Enemy Elemental Resistances
-15 to Vitality
Helm:
Auriel's Halo
is a decent choice, but 
Auriel's Halo
Tiara (4)
Defense: 31 to 67
Required Level: 8
Required Dexterity: 21
Item Level: 13
+1 to All Skills
Adds (6 to 10)-(11 to 15) fire damage
Adds (6 to 10)-(11 to 15) cold damage
Cold Resist +(11 to 15)%
Fire Resist +(11 to 15)%
Socketed (2)
Defense: 86 to 162
Required Level: 25
Required Dexterity: 43
Item Level: 29
+1 to All Skills
Adds (21 to 25)-(26 to 35) fire damage
Adds (21 to 25)-(26 to 35) cold damage
Cold Resist +(21 to 25)%
Fire Resist +(21 to 25)%
Socketed (2)
Defense: 180 to 322
Required Level: 43
Required Dexterity: 103
Item Level: 50
+(1 to 2) to All Skills
Adds (61 to 90)-(101 to 140) fire damage
Adds (61 to 90)-(101 to 140) cold damage
Cold Resist +(31 to 35)%
Fire Resist +(31 to 35)%
Socketed (3)
Defense: 247 to 437
Required Level: 51
Required Dexterity: 220
Item Level: 85
+2 to All Skills
Adds (101 to 140)-(241 to 280) fire damage
Adds (101 to 140)-(241 to 280) cold damage
Cold Resist +(36 to 40)%
Fire Resist +(36 to 40)%
Socketed (4)
Tiara (4)
Defense: 31 to 67
Required Level: 8
Required Dexterity: 21
Item Level: 13
+1 to All Skills
Adds (6 to 10)-(11 to 15) fire damage
Adds (6 to 10)-(11 to 15) cold damage
Cold Resist +(11 to 15)%
Fire Resist +(11 to 15)%
Socketed (2)
Defense: 86 to 162
Required Level: 25
Required Dexterity: 43
Item Level: 29
+1 to All Skills
Adds (21 to 25)-(26 to 35) fire damage
Adds (21 to 25)-(26 to 35) cold damage
Cold Resist +(21 to 25)%
Fire Resist +(21 to 25)%
Socketed (2)
Defense: 180 to 322
Required Level: 43
Required Dexterity: 103
Item Level: 50
+(1 to 2) to All Skills
Adds (61 to 90)-(101 to 140) fire damage
Adds (61 to 90)-(101 to 140) cold damage
Cold Resist +(31 to 35)%
Fire Resist +(31 to 35)%
Socketed (3)
Defense: 247 to 437
Required Level: 51
Required Dexterity: 220
Item Level: 85
+2 to All Skills
Adds (101 to 140)-(241 to 280) fire damage
Adds (101 to 140)-(241 to 280) cold damage
Cold Resist +(36 to 40)%
Fire Resist +(36 to 40)%
Socketed (4)
Haareis
provides more, including strength for other gear, life steal and some vitality, despite having slightly lower elemental damage. 
Haareis
Diadem (4)
Defense: 36 to 80
Required Level: 10
Required Dexterity: 28
Item Level: 17
1% Chance to cast level 1 Shackles of Ice on Melee Attack
(4 to 5)% Bonus to Buff/Debuff/Cold Skill Duration
Adds 10-13 cold damage
(2 to 4)% Life stolen per Hit
(4 to 6)% to Strength
(4 to 6)% to Dexterity
(4 to 6)% to Vitality
Cold Resist +(16 to 25)%
Socketed (2)
Defense: 103 to 194
Required Level: 28
Required Dexterity: 57
Item Level: 32
2% Chance to cast level 5 Shackles of Ice on Melee Attack
(8 to 9)% Bonus to Buff/Debuff/Cold Skill Duration
Adds 35-40 cold damage
(8 to 10)% Life stolen per Hit
(7 to 9)% to Strength
(7 to 9)% to Dexterity
(7 to 9)% to Vitality
Cold Resist +(36 to 45)%
Socketed (2)
Defense: 215 to 386
Required Level: 46
Required Dexterity: 137
Item Level: 53
3% Chance to cast level 9 Shackles of Ice on Melee Attack
(12 to 13)% Bonus to Buff/Debuff/Cold Skill Duration
Adds 110-130 cold damage
(14 to 16)% Life stolen per Hit
(10 to 12)% to Strength
(10 to 12)% to Dexterity
(10 to 12)% to Vitality
Cold Resist +(56 to 65)%
Socketed (3)
Defense: 296 to 523
Required Level: 54
Required Dexterity: 294
Item Level: 90
4% Chance to cast level 11 Shackles of Ice on Melee Attack
(14 to 15)% Bonus to Buff/Debuff/Cold Skill Duration
Adds 350-380 cold damage
(17 to 19)% Life stolen per Hit
(13 to 15)% to Strength
(13 to 15)% to Dexterity
(13 to 15)% to Vitality
Cold Resist +(66 to 75)%
Socketed (4)
Diadem (4)
Defense: 36 to 80
Required Level: 10
Required Dexterity: 28
Item Level: 17
1% Chance to cast level 1 Shackles of Ice on Melee Attack
(4 to 5)% Bonus to Buff/Debuff/Cold Skill Duration
Adds 10-13 cold damage
(2 to 4)% Life stolen per Hit
(4 to 6)% to Strength
(4 to 6)% to Dexterity
(4 to 6)% to Vitality
Cold Resist +(16 to 25)%
Socketed (2)
Defense: 103 to 194
Required Level: 28
Required Dexterity: 57
Item Level: 32
2% Chance to cast level 5 Shackles of Ice on Melee Attack
(8 to 9)% Bonus to Buff/Debuff/Cold Skill Duration
Adds 35-40 cold damage
(8 to 10)% Life stolen per Hit
(7 to 9)% to Strength
(7 to 9)% to Dexterity
(7 to 9)% to Vitality
Cold Resist +(36 to 45)%
Socketed (2)
Defense: 215 to 386
Required Level: 46
Required Dexterity: 137
Item Level: 53
3% Chance to cast level 9 Shackles of Ice on Melee Attack
(12 to 13)% Bonus to Buff/Debuff/Cold Skill Duration
Adds 110-130 cold damage
(14 to 16)% Life stolen per Hit
(10 to 12)% to Strength
(10 to 12)% to Dexterity
(10 to 12)% to Vitality
Cold Resist +(56 to 65)%
Socketed (3)
Defense: 296 to 523
Required Level: 54
Required Dexterity: 294
Item Level: 90
4% Chance to cast level 11 Shackles of Ice on Melee Attack
(14 to 15)% Bonus to Buff/Debuff/Cold Skill Duration
Adds 350-380 cold damage
(17 to 19)% Life stolen per Hit
(13 to 15)% to Strength
(13 to 15)% to Dexterity
(13 to 15)% to Vitality
Cold Resist +(66 to 75)%
Socketed (4)
Snakehair
is also a good item with slightly more survivabilty. The choice is yours. However, you want to get 
Snakehair
Cervelliere (4)
Defense: (43 - 50) to (66 - 76)
(Amazon Only)
Required Level: 5
Required Strength: 39
Item Level: 8
1% Chance to cast level 7 Arachnomancy on Striking
(3 to 5)% Life stolen per Hit
-(6 to 8)% to Enemy Poison Resistance
+(12 to 29)% Enhanced Defense
+(11 to 15) to Strength
+(11 to 15) to Dexterity
+50 to Life
Socketed (1)
Defense: (185 - 205) to (242 - 268)
(Amazon Only)
Required Level: 23
Required Strength: 57
Item Level: 26
1% Chance to cast level 16 Arachnomancy on Striking
(6 to 10)% Life stolen per Hit
-(11 to 13)% to Enemy Poison Resistance
+(47 to 63)% Enhanced Defense
+(21 to 25) to Strength
+(21 to 25) to Dexterity
+100 to Life
Socketed (3)
Defense: (486 - 529) to (628 - 683)
(Amazon Only)
Required Level: 40
Required Strength: 120
Item Level: 46
1% Chance to cast level 32 Arachnomancy on Striking
(11 to 15)% Life stolen per Hit
-(16 to 18)% to Enemy Poison Resistance
+(81 to 97)% Enhanced Defense
+(31 to 35) to Strength
+(31 to 35) to Dexterity
+150 to Life
Socketed (4)
Defense: (734 - 793) to (936 - 1012)
(Amazon Only)
Required Level: 49
Required Strength: 250
Item Level: 82
1% Chance to cast level 40 Arachnomancy on Striking
(16 to 20)% Life stolen per Hit
-(18 to 20)% to Enemy Poison Resistance
+(98 to 114)% Enhanced Defense
+(36 to 40) to Strength
+(36 to 40) to Dexterity
+200 to Life
Socketed (4)
Cervelliere (4)
Defense: (43 - 50) to (66 - 76)
(Amazon Only)
Required Level: 5
Required Strength: 39
Item Level: 8
1% Chance to cast level 7 Arachnomancy on Striking
(3 to 5)% Life stolen per Hit
-(6 to 8)% to Enemy Poison Resistance
+(12 to 29)% Enhanced Defense
+(11 to 15) to Strength
+(11 to 15) to Dexterity
+50 to Life
Socketed (1)
Defense: (185 - 205) to (242 - 268)
(Amazon Only)
Required Level: 23
Required Strength: 57
Item Level: 26
1% Chance to cast level 16 Arachnomancy on Striking
(6 to 10)% Life stolen per Hit
-(11 to 13)% to Enemy Poison Resistance
+(47 to 63)% Enhanced Defense
+(21 to 25) to Strength
+(21 to 25) to Dexterity
+100 to Life
Socketed (3)
Defense: (486 - 529) to (628 - 683)
(Amazon Only)
Required Level: 40
Required Strength: 120
Item Level: 46
1% Chance to cast level 32 Arachnomancy on Striking
(11 to 15)% Life stolen per Hit
-(16 to 18)% to Enemy Poison Resistance
+(81 to 97)% Enhanced Defense
+(31 to 35) to Strength
+(31 to 35) to Dexterity
+150 to Life
Socketed (4)
Defense: (734 - 793) to (936 - 1012)
(Amazon Only)
Required Level: 49
Required Strength: 250
Item Level: 82
1% Chance to cast level 40 Arachnomancy on Striking
(16 to 20)% Life stolen per Hit
-(18 to 20)% to Enemy Poison Resistance
+(98 to 114)% Enhanced Defense
+(36 to 40) to Strength
+(36 to 40) to Dexterity
+200 to Life
Socketed (4)
Siegfried
as soon as you can afford to since it's the best until your endgame item.
Siegfried
Amazon Helms
'Jah'
Runeword Level: 65
40% Attack Speed
Adds 84-250 fire damage
Adds 84-250 lightning damage
Adds 84-250 cold damage
5% Chance of Crushing Blow
+(1 to 8) to Vanquish
+(87 to 115)% Enhanced Defense
+50 to Dexterity
Elemental Resists +(21 to 25)%
Amazon Helms
'Jah'
Runeword Level: 65
40% Attack Speed
Adds 84-250 fire damage
Adds 84-250 lightning damage
Adds 84-250 cold damage
5% Chance of Crushing Blow
+(1 to 8) to Vanquish
+(87 to 115)% Enhanced Defense
+50 to Dexterity
Elemental Resists +(21 to 25)%
Gloves:
Toorc's Gift
- this is pretty much the best gloves we can get due to insane flat cold damage and attack speed which helps us to reach attack speed cap.
Toorc's Gift
Heavy Gloves (4)
Defense: (15 - 18) to (30 - 34)
Required Level: 3
Required Strength: 24
Item Level: 5
2% Chance to cast level 1 Glacial Nova on Melee Attack
5% Attack Speed
Stun Attack
+(12 to 29)% Enhanced Defense
Cold Resist +(11 to 15)%
Socketed (1)
Defense: (129 - 143) to (160 - 177)
Required Level: 20
Required Strength: 35
Item Level: 24
3% Chance to cast level 2 Glacial Nova on Melee Attack
15% Attack Speed
Adds (21 to 30)-(31 to 50) cold damage
Stun Attack
+(47 to 63)% Enhanced Defense
Cold Resist +(21 to 25)%
Socketed (2)
Defense: (376 - 409) to (448 - 488)
Required Level: 38
Required Strength: 74
Item Level: 44
4% Chance to cast level 3 Glacial Nova on Melee Attack
25% Attack Speed
Adds (71 to 90)-(91 to 125) cold damage
Stun Attack
+(81 to 97)% Enhanced Defense
Cold Resist +(31 to 35)%
Socketed (3)
Defense: (568 - 614) to (685 - 740)
Required Level: 46
Required Strength: 154
Item Level: 77
5% Chance to cast level 3 Glacial Nova on Melee Attack
30% Attack Speed
Adds (161 to 200)-(201 to 250) cold damage
Stun Attack
+(98 to 114)% Enhanced Defense
Cold Resist +(36 to 40)%
Socketed (4)
Heavy Gloves (4)
Defense: (15 - 18) to (30 - 34)
Required Level: 3
Required Strength: 24
Item Level: 5
2% Chance to cast level 1 Glacial Nova on Melee Attack
5% Attack Speed
Stun Attack
+(12 to 29)% Enhanced Defense
Cold Resist +(11 to 15)%
Socketed (1)
Defense: (129 - 143) to (160 - 177)
Required Level: 20
Required Strength: 35
Item Level: 24
3% Chance to cast level 2 Glacial Nova on Melee Attack
15% Attack Speed
Adds (21 to 30)-(31 to 50) cold damage
Stun Attack
+(47 to 63)% Enhanced Defense
Cold Resist +(21 to 25)%
Socketed (2)
Defense: (376 - 409) to (448 - 488)
Required Level: 38
Required Strength: 74
Item Level: 44
4% Chance to cast level 3 Glacial Nova on Melee Attack
25% Attack Speed
Adds (71 to 90)-(91 to 125) cold damage
Stun Attack
+(81 to 97)% Enhanced Defense
Cold Resist +(31 to 35)%
Socketed (3)
Defense: (568 - 614) to (685 - 740)
Required Level: 46
Required Strength: 154
Item Level: 77
5% Chance to cast level 3 Glacial Nova on Melee Attack
30% Attack Speed
Adds (161 to 200)-(201 to 250) cold damage
Stun Attack
+(98 to 114)% Enhanced Defense
Cold Resist +(36 to 40)%
Socketed (4)
Boots:
Death Spur
- easily the best choice. The bonus strength will allow us to wear more strength demanding gear, while the dexterity and maximum damage will boost our damage greatly.
Death Spur
Heavy Boots (4)
Defense: 27 to 39
Required Level: 3
Required Strength: 28
Item Level: 5
1% Chance to cast level 6 Spike Nova on Kill
(0 to 40)% Movement Speed
+0.09375 to Maximum Damage (Based on Character Level)
+(11 to 15) to Strength
+(11 to 15) to Dexterity
Socketed (1)
Defense: 109 to 141
Required Level: 20
Required Strength: 41
Item Level: 24
1% Chance to cast level 10 Spike Nova on Kill
(0 to 40)% Movement Speed
+0.15625 to Maximum Damage (Based on Character Level)
+(21 to 25) to Strength
+(21 to 25) to Dexterity
Socketed (2)
Defense: 248 to 310
Required Level: 38
Required Strength: 87
Item Level: 44
1% Chance to cast level 14 Spike Nova on Kill
(0 to 40)% Movement Speed
+0.21875 to Maximum Damage (Based on Character Level)
+(31 to 35) to Strength
+(31 to 35) to Dexterity
Socketed (3)
Defense: 346 to 427
Required Level: 46
Required Strength: 179
Item Level: 77
1% Chance to cast level 16 Spike Nova on Kill
(0 to 40)% Movement Speed
+0.25 to Maximum Damage (Based on Character Level)
+(36 to 40) to Strength
+(36 to 40) to Dexterity
Socketed (4)
Heavy Boots (4)
Defense: 27 to 39
Required Level: 3
Required Strength: 28
Item Level: 5
1% Chance to cast level 6 Spike Nova on Kill
(0 to 40)% Movement Speed
+0.09375 to Maximum Damage (Based on Character Level)
+(11 to 15) to Strength
+(11 to 15) to Dexterity
Socketed (1)
Defense: 109 to 141
Required Level: 20
Required Strength: 41
Item Level: 24
1% Chance to cast level 10 Spike Nova on Kill
(0 to 40)% Movement Speed
+0.15625 to Maximum Damage (Based on Character Level)
+(21 to 25) to Strength
+(21 to 25) to Dexterity
Socketed (2)
Defense: 248 to 310
Required Level: 38
Required Strength: 87
Item Level: 44
1% Chance to cast level 14 Spike Nova on Kill
(0 to 40)% Movement Speed
+0.21875 to Maximum Damage (Based on Character Level)
+(31 to 35) to Strength
+(31 to 35) to Dexterity
Socketed (3)
Defense: 346 to 427
Required Level: 46
Required Strength: 179
Item Level: 77
1% Chance to cast level 16 Spike Nova on Kill
(0 to 40)% Movement Speed
+0.25 to Maximum Damage (Based on Character Level)
+(36 to 40) to Strength
+(36 to 40) to Dexterity
Socketed (4)
Belt:
Wormtongue
- again, best choice. Lots of dexterity, much needed life steal and the attack rating is very important early on.
Wormtongue
Light Belt (4)
Defense: (53 - 58) to (71 - 78)
Required Level: 3
Required Strength: 27
Item Level: 5
(31 to 50)% Bonus to Attack Rating
Adds 5-13 poison damage over 2 seconds
(2 to 4)% Life stolen per Hit
+(18 to 29)% Enhanced Defense
+(11 to 15) to Dexterity
Socketed (1)
Defense: (214 - 231) to (259 - 279)
Required Level: 21
Required Strength: 40
Item Level: 24
(71 to 90)% Bonus to Attack Rating
Adds 19-50 poison damage over 2 seconds
(8 to 10)% Life stolen per Hit
+(41 to 52)% Enhanced Defense
+(21 to 25) to Dexterity
Socketed (2)
Defense: (544 - 581) to (649 - 693)
Required Level: 38
Required Strength: 83
Item Level: 45
(111 to 130)% Bonus to Attack Rating
Adds 75-150 poison damage over 2 seconds
(14 to 16)% Life stolen per Hit
+(64 to 75)% Enhanced Defense
+(31 to 35) to Dexterity
Socketed (2)
Defense: (801 - 851) to (946 - 1006)
Required Level: 46
Required Strength: 173
Item Level: 77
(131 to 150)% Bonus to Attack Rating
Adds 100-250 poison damage over 2 seconds
(17 to 19)% Life stolen per Hit
+(75 to 86)% Enhanced Defense
+(36 to 40) to Dexterity
Socketed (2)
Light Belt (4)
Defense: (53 - 58) to (71 - 78)
Required Level: 3
Required Strength: 27
Item Level: 5
(31 to 50)% Bonus to Attack Rating
Adds 5-13 poison damage over 2 seconds
(2 to 4)% Life stolen per Hit
+(18 to 29)% Enhanced Defense
+(11 to 15) to Dexterity
Socketed (1)
Defense: (214 - 231) to (259 - 279)
Required Level: 21
Required Strength: 40
Item Level: 24
(71 to 90)% Bonus to Attack Rating
Adds 19-50 poison damage over 2 seconds
(8 to 10)% Life stolen per Hit
+(41 to 52)% Enhanced Defense
+(21 to 25) to Dexterity
Socketed (2)
Defense: (544 - 581) to (649 - 693)
Required Level: 38
Required Strength: 83
Item Level: 45
(111 to 130)% Bonus to Attack Rating
Adds 75-150 poison damage over 2 seconds
(14 to 16)% Life stolen per Hit
+(64 to 75)% Enhanced Defense
+(31 to 35) to Dexterity
Socketed (2)
Defense: (801 - 851) to (946 - 1006)
Required Level: 46
Required Strength: 173
Item Level: 77
(131 to 150)% Bonus to Attack Rating
Adds 100-250 poison damage over 2 seconds
(17 to 19)% Life stolen per Hit
+(75 to 86)% Enhanced Defense
+(36 to 40) to Dexterity
Socketed (2)
Chest:
The War Cloak
is easily the best offensive option since it provides a lot of flat damage, but also enhanced weapon damage, which we don't have a lot early on. 
The War Cloak
Quilted Armor (4)
Defense: (28 - 30) to (59 - 64)
Required Level: 1
Required Strength: 10
Item Level: 1
Adds 5-9 damage
2% Life stolen per Hit
Enhanced Weapon Damage +(11 to 25)%
+(18 to 29)% Enhanced Defense
+20 Life Regenerated per Second
Socketed (2)
Defense: (149 - 161) to (224 - 241)
Required Level: 18
Required Strength: 19
Item Level: 20
Adds 10-14 damage
3% Life stolen per Hit
Enhanced Weapon Damage +(26 to 50)%
+(41 to 52)% Enhanced Defense
+40 Life Regenerated per Second
Socketed (4)
Defense: (403 - 430) to (572 - 610)
Required Level: 35
Required Strength: 40
Item Level: 41
Adds 15-18 damage
4% Life stolen per Hit
Enhanced Weapon Damage +(51 to 75)%
+(64 to 75)% Enhanced Defense
+60 Life Regenerated per Second
Socketed (5)
Defense: (595 - 632) to (834 - 887)
Required Level: 44
Required Strength: 83
Item Level: 73
Adds 20-25 damage
5% Life stolen per Hit
Enhanced Weapon Damage +(76 to 100)%
+(75 to 86)% Enhanced Defense
+80 Life Regenerated per Second
Socketed (6)
Quilted Armor (4)
Defense: (28 - 30) to (59 - 64)
Required Level: 1
Required Strength: 10
Item Level: 1
Adds 5-9 damage
2% Life stolen per Hit
Enhanced Weapon Damage +(11 to 25)%
+(18 to 29)% Enhanced Defense
+20 Life Regenerated per Second
Socketed (2)
Defense: (149 - 161) to (224 - 241)
Required Level: 18
Required Strength: 19
Item Level: 20
Adds 10-14 damage
3% Life stolen per Hit
Enhanced Weapon Damage +(26 to 50)%
+(41 to 52)% Enhanced Defense
+40 Life Regenerated per Second
Socketed (4)
Defense: (403 - 430) to (572 - 610)
Required Level: 35
Required Strength: 40
Item Level: 41
Adds 15-18 damage
4% Life stolen per Hit
Enhanced Weapon Damage +(51 to 75)%
+(64 to 75)% Enhanced Defense
+60 Life Regenerated per Second
Socketed (5)
Defense: (595 - 632) to (834 - 887)
Required Level: 44
Required Strength: 83
Item Level: 73
Adds 20-25 damage
5% Life stolen per Hit
Enhanced Weapon Damage +(76 to 100)%
+(75 to 86)% Enhanced Defense
+80 Life Regenerated per Second
Socketed (6)
Albrecht's Revenge
is a better defensive option because it provides reanimates that will tank for us. The flat cold damage and arrow proc will not make up for the damage lost from the war cloak, but it will bring us close.
Albrecht's Revenge
Chain Mail (4)
Defense: (138 - 150) to (279 - 305)
Required Level: 4
Required Strength: 41 to 43
Item Level: 7
5% Chance to cast level 1 Arrow on Striking
Adds (3 to 7)-(11 to 13) cold damage
+(18 to 29)% Enhanced Defense
Cold Resist +(21 to 25)%
(3 to 4)% Reanimate as: Returned Archer
+(10 to 15) Life after each Demon Kill
Requirements -(11 to 15)%
Socketed (2)
Defense: (437 - 471) to (798 - 860)
Required Level: 22
Required Strength: 54 to 56
Item Level: 26
6% Chance to cast level 1 Arrow on Striking
Adds (13 to 25)-(26 to 50) cold damage
+(41 to 52)% Enhanced Defense
Cold Resist +(31 to 35)%
(5 to 6)% Reanimate as: Returned Archer
+(25 to 33) Life after each Demon Kill
Requirements -(21 to 25)%
Socketed (4)
Defense: (1038 - 1107) to (1843 - 1967)
Required Level: 39
Required Strength: 98 to 104
Item Level: 46
7% Chance to cast level 1 Arrow on Striking
Adds (51 to 100)-(101 to 200) cold damage
+(64 to 75)% Enhanced Defense
Cold Resist +(41 to 45)%
(7 to 8)% Reanimate as: Returned Archer
+(43 to 60) Life after each Demon Kill
Requirements -(31 to 35)%
Socketed (5)
Defense: (1513 - 1608) to (2670 - 2838)
Required Level: 49
Required Strength: 188 to 200
Item Level: 81
8% Chance to cast level 1 Arrow on Striking
Adds (101 to 200)-(201 to 400) cold damage
+(75 to 86)% Enhanced Defense
Cold Resist +(46 to 50)%
(9 to 10)% Reanimate as: Returned Archer
+(76 to 90) Life after each Demon Kill
Requirements -(36 to 40)%
Socketed (6)
Chain Mail (4)
Defense: (138 - 150) to (279 - 305)
Required Level: 4
Required Strength: 41 to 43
Item Level: 7
5% Chance to cast level 1 Arrow on Striking
Adds (3 to 7)-(11 to 13) cold damage
+(18 to 29)% Enhanced Defense
Cold Resist +(21 to 25)%
(3 to 4)% Reanimate as: Returned Archer
+(10 to 15) Life after each Demon Kill
Requirements -(11 to 15)%
Socketed (2)
Defense: (437 - 471) to (798 - 860)
Required Level: 22
Required Strength: 54 to 56
Item Level: 26
6% Chance to cast level 1 Arrow on Striking
Adds (13 to 25)-(26 to 50) cold damage
+(41 to 52)% Enhanced Defense
Cold Resist +(31 to 35)%
(5 to 6)% Reanimate as: Returned Archer
+(25 to 33) Life after each Demon Kill
Requirements -(21 to 25)%
Socketed (4)
Defense: (1038 - 1107) to (1843 - 1967)
Required Level: 39
Required Strength: 98 to 104
Item Level: 46
7% Chance to cast level 1 Arrow on Striking
Adds (51 to 100)-(101 to 200) cold damage
+(64 to 75)% Enhanced Defense
Cold Resist +(41 to 45)%
(7 to 8)% Reanimate as: Returned Archer
+(43 to 60) Life after each Demon Kill
Requirements -(31 to 35)%
Socketed (5)
Defense: (1513 - 1608) to (2670 - 2838)
Required Level: 49
Required Strength: 188 to 200
Item Level: 81
8% Chance to cast level 1 Arrow on Striking
Adds (101 to 200)-(201 to 400) cold damage
+(75 to 86)% Enhanced Defense
Cold Resist +(46 to 50)%
(9 to 10)% Reanimate as: Returned Archer
+(76 to 90) Life after each Demon Kill
Requirements -(36 to 40)%
Socketed (6)
Amulet:
Getting a good amulet isn't important early on, especially due to the lack of good unique ones, but your best choice is
Athulua's Oracle
. Alternatively, you can use a rare amulet that provides attack speed (if needed) and most importantly, flat physical damage. Rare amulets can also spawn with up to 400 life, which is huge.
Athulua's Oracle
Amulet
Athulua's Oracle
Required Level: 60
Item Level: 60
+(1 to 2) to All Skills
40% Attack Speed
(150 to 250)% Bonus to Attack Rating
Cannot Be Frozen
(15 to 20)% Chance of Uninterruptable Attack
Amulet
Athulua's Oracle
Required Level: 60
Item Level: 60
+(1 to 2) to All Skills
40% Attack Speed
(150 to 250)% Bonus to Attack Rating
Cannot Be Frozen
(15 to 20)% Chance of Uninterruptable Attack
Rings:
Again, getting good rings early on is extremely difficult and you'll probably wear
Ring of Regha
s until you can afford 2x
Ring of Regha
Ring
Ring of Regha
Item Level: 1
Adds 3-5 damage
+5% to Spell Damage
+(5 to 15) to Strength
+(5 to 15) to Dexterity
Elemental Resists +10%
Ring
Ring of Regha
Item Level: 1
Adds 3-5 damage
+5% to Spell Damage
+(5 to 15) to Strength
+(5 to 15) to Dexterity
Elemental Resists +10%
Ripstar
, our best choice for early - midgame. Good rare rings will provide flat damage and some life.
Ripstar
Ring
Ripstar
Required Level: 60
Item Level: 60
+0.625 to Maximum Damage (Based on Character Level)
+20 Life on Attack
Ring
Ripstar
Required Level: 60
Item Level: 60
+0.625 to Maximum Damage (Based on Character Level)
+20 Life on Attack
Mid game
► Show Spoiler
Weapon:
A decently crafted intimidating or abandoned bow.
Quiver:
A good rare or
Helm:
Body Armor:
Belt:
At this point, you should be able to craft an abandoned belt that's better than
Boots:
An abandoned crafted boots should be a possible option at this point. Otherwise,
Gloves:
Rings:
Amulet:
A decently crafted intimidating or abandoned bow.
Horned Hunter
is also a really solid choice, but a great craft will outclass it. 
Horned Hunter
Stag Bow (Sacred)
(Amazon Only)
Required Level: 100
Required Dexterity: 557
Item Level: 105
50% of Dexterity Added as Tri-Elemental Damage to Weapon
3% Chance to cast level 20 Spiral Dance on Kill
7% Chance to cast level 10 Arrow on Striking
+3 to Amazon Skill Levels
Adds 175-250 fire damage
Adds 175-250 lightning damage
Adds 175-250 cold damage
-(22 to 28)% to Enemy Elemental Resistances
10% Chance of Crushing Blow
+1 to Familiar
(21 to 25)% to Dexterity
Socketed (6)
Stag Bow (Sacred)
(Amazon Only)
Required Level: 100
Required Dexterity: 557
Item Level: 105
50% of Dexterity Added as Tri-Elemental Damage to Weapon
3% Chance to cast level 20 Spiral Dance on Kill
7% Chance to cast level 10 Arrow on Striking
+3 to Amazon Skill Levels
Adds 175-250 fire damage
Adds 175-250 lightning damage
Adds 175-250 cold damage
-(22 to 28)% to Enemy Elemental Resistances
10% Chance of Crushing Blow
+1 to Familiar
(21 to 25)% to Dexterity
Socketed (6)
Askarbydd
is also a solid clearing bow due to having great damage.
Askarbydd
Reflex Bow (Sacred)
Two-Hand Damage: (230 - 311) to (330 - 455)
(Amazon Only)
Required Level: 100
Required Dexterity: 1020
Item Level: 105
Dexterity Damage Bonus: (0.25 per Dexterity)%
50% Attack Speed
+(140 to 200)% Enhanced Damage
Adds (70 to 110)-(150 to 230) damage
15% Life stolen per Hit
+(1 to 10) to Rapid Wyrmshot
Maximum Poison Resist +2%
Poison Length Reduced by 25%
Requirements +50%
Socketed (6)
Reflex Bow (Sacred)
Two-Hand Damage: (230 - 311) to (330 - 455)
(Amazon Only)
Required Level: 100
Required Dexterity: 1020
Item Level: 105
Dexterity Damage Bonus: (0.25 per Dexterity)%
50% Attack Speed
+(140 to 200)% Enhanced Damage
Adds (70 to 110)-(150 to 230) damage
15% Life stolen per Hit
+(1 to 10) to Rapid Wyrmshot
Maximum Poison Resist +2%
Poison Length Reduced by 25%
Requirements +50%
Socketed (6)
Quiver:
A good rare or
Hanabigami
. Quiver isn't too important at this stage and you can use a rare one with attack speed to help you cap for 7 frames if you haven't already capped your attack speed. It's important to pick up all the rare quivers you can find and judge their usefulness based on what you need. Generally, you want maximum damage and flat dexterity, in addition to whatever else you can get.
Hanabigami
Arrow Quiver
Hanabigami
Required Level: 60
Item Level: 80
1% Chance to cast level 36 Forked Lightning on Striking
1% Chance to cast level 36 Flamefront on Striking
1% Chance to cast level 36 Ice Lance on Striking
Adds 25-50 fire damage
Adds 25-50 lightning damage
Adds 25-50 cold damage
-(1 to 10)% to Enemy Elemental Resistances
-15 to Vitality
Arrow Quiver
Hanabigami
Required Level: 60
Item Level: 80
1% Chance to cast level 36 Forked Lightning on Striking
1% Chance to cast level 36 Flamefront on Striking
1% Chance to cast level 36 Ice Lance on Striking
Adds 25-50 fire damage
Adds 25-50 lightning damage
Adds 25-50 cold damage
-(1 to 10)% to Enemy Elemental Resistances
-15 to Vitality
Helm:
Siegfried
is still a good helm for us in the midgame. You may want to craft a few decent ohm or ber jewels (ohm runes provide a bit of damage, while ber runes will help you with your mana problems, if you have any) to fill the slots in this runeword. 
Siegfried
Amazon Helms
'Jah'
Runeword Level: 65
40% Attack Speed
Adds 84-250 fire damage
Adds 84-250 lightning damage
Adds 84-250 cold damage
5% Chance of Crushing Blow
+(1 to 8) to Vanquish
+(87 to 115)% Enhanced Defense
+50 to Dexterity
Elemental Resists +(21 to 25)%
Amazon Helms
'Jah'
Runeword Level: 65
40% Attack Speed
Adds 84-250 fire damage
Adds 84-250 lightning damage
Adds 84-250 cold damage
5% Chance of Crushing Blow
+(1 to 8) to Vanquish
+(87 to 115)% Enhanced Defense
+50 to Dexterity
Elemental Resists +(21 to 25)%
Trang-Oul's Breath
is a good helm until you get a lacuni with some 
Trang-Oul's Breath
Mask (Sacred)
Defense: 940 to 1004
Required Level: 100
Required Strength: 540
Item Level: 105
+(0 to 2) to All Skills
Adds (150 to 250)-(300 to 400) magic damage
Adds (150 to 250)-(300 to 400) fire damage
Adds (150 to 250)-(300 to 400) lightning damage
Adds (150 to 250)-(300 to 400) cold damage
(5 to 10)% Mana stolen per Hit
Physical Resist (1 to 10)%
Socketed (4)
Mask (Sacred)
Defense: 940 to 1004
Required Level: 100
Required Strength: 540
Item Level: 105
+(0 to 2) to All Skills
Adds (150 to 250)-(300 to 400) magic damage
Adds (150 to 250)-(300 to 400) fire damage
Adds (150 to 250)-(300 to 400) lightning damage
Adds (150 to 250)-(300 to 400) cold damage
(5 to 10)% Mana stolen per Hit
Physical Resist (1 to 10)%
Socketed (4)
Crystal of Tears
in it since it provides more immediate damage and some physical resist.
Crystal of Tears
Mystic Orb
Cube Reagent
Cube with Any Armor to Add Bonus
Adds 7-12 Damage
-2% to Maximum Life
+10 Required Level
Mystic Orb
Cube Reagent
Cube with Any Armor to Add Bonus
Adds 7-12 Damage
-2% to Maximum Life
+10 Required Level
Body Armor:
The War Cloak
is still an extremely good option until we can find something to replace this with. 
The War Cloak
Quilted Armor (4)
Defense: (28 - 30) to (59 - 64)
Required Level: 1
Required Strength: 10
Item Level: 1
Adds 5-9 damage
2% Life stolen per Hit
Enhanced Weapon Damage +(11 to 25)%
+(18 to 29)% Enhanced Defense
+20 Life Regenerated per Second
Socketed (2)
Defense: (149 - 161) to (224 - 241)
Required Level: 18
Required Strength: 19
Item Level: 20
Adds 10-14 damage
3% Life stolen per Hit
Enhanced Weapon Damage +(26 to 50)%
+(41 to 52)% Enhanced Defense
+40 Life Regenerated per Second
Socketed (4)
Defense: (403 - 430) to (572 - 610)
Required Level: 35
Required Strength: 40
Item Level: 41
Adds 15-18 damage
4% Life stolen per Hit
Enhanced Weapon Damage +(51 to 75)%
+(64 to 75)% Enhanced Defense
+60 Life Regenerated per Second
Socketed (5)
Defense: (595 - 632) to (834 - 887)
Required Level: 44
Required Strength: 83
Item Level: 73
Adds 20-25 damage
5% Life stolen per Hit
Enhanced Weapon Damage +(76 to 100)%
+(75 to 86)% Enhanced Defense
+80 Life Regenerated per Second
Socketed (6)
Quilted Armor (4)
Defense: (28 - 30) to (59 - 64)
Required Level: 1
Required Strength: 10
Item Level: 1
Adds 5-9 damage
2% Life stolen per Hit
Enhanced Weapon Damage +(11 to 25)%
+(18 to 29)% Enhanced Defense
+20 Life Regenerated per Second
Socketed (2)
Defense: (149 - 161) to (224 - 241)
Required Level: 18
Required Strength: 19
Item Level: 20
Adds 10-14 damage
3% Life stolen per Hit
Enhanced Weapon Damage +(26 to 50)%
+(41 to 52)% Enhanced Defense
+40 Life Regenerated per Second
Socketed (4)
Defense: (403 - 430) to (572 - 610)
Required Level: 35
Required Strength: 40
Item Level: 41
Adds 15-18 damage
4% Life stolen per Hit
Enhanced Weapon Damage +(51 to 75)%
+(64 to 75)% Enhanced Defense
+60 Life Regenerated per Second
Socketed (5)
Defense: (595 - 632) to (834 - 887)
Required Level: 44
Required Strength: 83
Item Level: 73
Adds 20-25 damage
5% Life stolen per Hit
Enhanced Weapon Damage +(76 to 100)%
+(75 to 86)% Enhanced Defense
+80 Life Regenerated per Second
Socketed (6)
Hratli's Craft
is a good option since it provides a bit of damage (however, less than the cloak), but also provides much needed physical resist at this stage and the magic find will help you greatly in finding better gear. 
Hratli's Craft
Ring Mail (Sacred)
Defense: (6628 - 7311) to (7292 - 8043)
Required Level: 100
Required Strength: 307
Item Level: 105
+1 to All Skills
25% Cast Speed
50% Hit Recovery
+(41 to 50)% to Summoned Minion Life
+(172 to 200)% Enhanced Defense
+75 to Dexterity
Physical Resist 10%
40% Magic Find
Requirements -40%
Repairs 1 Durability in 25 Seconds
Socketed (6)
Ring Mail (Sacred)
Defense: (6628 - 7311) to (7292 - 8043)
Required Level: 100
Required Strength: 307
Item Level: 105
+1 to All Skills
25% Cast Speed
50% Hit Recovery
+(41 to 50)% to Summoned Minion Life
+(172 to 200)% Enhanced Defense
+75 to Dexterity
Physical Resist 10%
40% Magic Find
Requirements -40%
Repairs 1 Durability in 25 Seconds
Socketed (6)
Scales of the Serpent
is a decent option that goes well with curare if you decide to pick that ultimate skill. However, it requires a bit of strength you may not have.
Scales of the Serpent
Gothic Plate (Sacred)
Defense: (6800 - 7552) to (8249 - 9162)
Required Level: 100
Required Strength: 614
Item Level: 105
15% Chance to cast level 40 Arachnomancy on Melee Attack
4% Chance to cast level 12 Time Strike on Striking
+150% Damage to Undead
Adds 200-300 poison damage over 2 seconds
-35% to Enemy Poison Resistance
5% Chance of Crushing Blow
Enhanced Weapon Damage +(41 to 50)%
+(144 to 171)% Enhanced Defense
+100 to Strength
+50 Life on Attack
(31 to 40)% Chance of Uninterruptable Attack
Socketed (6)
Gothic Plate (Sacred)
Defense: (6800 - 7552) to (8249 - 9162)
Required Level: 100
Required Strength: 614
Item Level: 105
15% Chance to cast level 40 Arachnomancy on Melee Attack
4% Chance to cast level 12 Time Strike on Striking
+150% Damage to Undead
Adds 200-300 poison damage over 2 seconds
-35% to Enemy Poison Resistance
5% Chance of Crushing Blow
Enhanced Weapon Damage +(41 to 50)%
+(144 to 171)% Enhanced Defense
+100 to Strength
+50 Life on Attack
(31 to 40)% Chance of Uninterruptable Attack
Socketed (6)
Belt:
At this point, you should be able to craft an abandoned belt that's better than
Wormtongue
. 
Wormtongue
Light Belt (4)
Defense: (53 - 58) to (71 - 78)
Required Level: 3
Required Strength: 27
Item Level: 5
(31 to 50)% Bonus to Attack Rating
Adds 5-13 poison damage over 2 seconds
(2 to 4)% Life stolen per Hit
+(18 to 29)% Enhanced Defense
+(11 to 15) to Dexterity
Socketed (1)
Defense: (214 - 231) to (259 - 279)
Required Level: 21
Required Strength: 40
Item Level: 24
(71 to 90)% Bonus to Attack Rating
Adds 19-50 poison damage over 2 seconds
(8 to 10)% Life stolen per Hit
+(41 to 52)% Enhanced Defense
+(21 to 25) to Dexterity
Socketed (2)
Defense: (544 - 581) to (649 - 693)
Required Level: 38
Required Strength: 83
Item Level: 45
(111 to 130)% Bonus to Attack Rating
Adds 75-150 poison damage over 2 seconds
(14 to 16)% Life stolen per Hit
+(64 to 75)% Enhanced Defense
+(31 to 35) to Dexterity
Socketed (2)
Defense: (801 - 851) to (946 - 1006)
Required Level: 46
Required Strength: 173
Item Level: 77
(131 to 150)% Bonus to Attack Rating
Adds 100-250 poison damage over 2 seconds
(17 to 19)% Life stolen per Hit
+(75 to 86)% Enhanced Defense
+(36 to 40) to Dexterity
Socketed (2)
Light Belt (4)
Defense: (53 - 58) to (71 - 78)
Required Level: 3
Required Strength: 27
Item Level: 5
(31 to 50)% Bonus to Attack Rating
Adds 5-13 poison damage over 2 seconds
(2 to 4)% Life stolen per Hit
+(18 to 29)% Enhanced Defense
+(11 to 15) to Dexterity
Socketed (1)
Defense: (214 - 231) to (259 - 279)
Required Level: 21
Required Strength: 40
Item Level: 24
(71 to 90)% Bonus to Attack Rating
Adds 19-50 poison damage over 2 seconds
(8 to 10)% Life stolen per Hit
+(41 to 52)% Enhanced Defense
+(21 to 25) to Dexterity
Socketed (2)
Defense: (544 - 581) to (649 - 693)
Required Level: 38
Required Strength: 83
Item Level: 45
(111 to 130)% Bonus to Attack Rating
Adds 75-150 poison damage over 2 seconds
(14 to 16)% Life stolen per Hit
+(64 to 75)% Enhanced Defense
+(31 to 35) to Dexterity
Socketed (2)
Defense: (801 - 851) to (946 - 1006)
Required Level: 46
Required Strength: 173
Item Level: 77
(131 to 150)% Bonus to Attack Rating
Adds 100-250 poison damage over 2 seconds
(17 to 19)% Life stolen per Hit
+(75 to 86)% Enhanced Defense
+(36 to 40) to Dexterity
Socketed (2)
The Endless Loop
is also a decent option if you have one lying around. 
The Endless Loop
Light Belt (Sacred)
Defense: 1101 to 1143
Required Level: 100
Required Strength: 490
Item Level: 105
40% Combat Speeds
+(10 to 19) to Charged Strike
Slow Target 10%
+50 to all Attributes
+50 Life Regenerated per Second
+(0 to 1) Mana on Striking
Socketed (2)
Light Belt (Sacred)
Defense: 1101 to 1143
Required Level: 100
Required Strength: 490
Item Level: 105
40% Combat Speeds
+(10 to 19) to Charged Strike
Slow Target 10%
+50 to all Attributes
+50 Life Regenerated per Second
+(0 to 1) Mana on Striking
Socketed (2)
Lilith's Temptation
is very important as well. If you can get one, I suggest you use it to farm k3k and duncraig with since the magic find it provides is huge.
Lilith's Temptation
Plated Belt (Sacred)
Defense: (3680 - 4089) to (4031 - 4479)
Required Level: 100
Required Strength: 0
Item Level: 105
3% Chance to cast level 2 Time Strike on Striking
+(170 to 200)% Enhanced Defense
-25 to all Attributes
(60 to 100)% Magic Find
Requirements -100%
Socketed (2)
Plated Belt (Sacred)
Defense: (3680 - 4089) to (4031 - 4479)
Required Level: 100
Required Strength: 0
Item Level: 105
3% Chance to cast level 2 Time Strike on Striking
+(170 to 200)% Enhanced Defense
-25 to all Attributes
(60 to 100)% Magic Find
Requirements -100%
Socketed (2)
Boots:
An abandoned crafted boots should be a possible option at this point. Otherwise,
Death Spur
will provide almost as much damage as a decently crafted boots. I suggest you get a death spur with 35% movement speed or more until you find a good craft. 
Death Spur
Heavy Boots (4)
Defense: 27 to 39
Required Level: 3
Required Strength: 28
Item Level: 5
1% Chance to cast level 6 Spike Nova on Kill
(0 to 40)% Movement Speed
+0.09375 to Maximum Damage (Based on Character Level)
+(11 to 15) to Strength
+(11 to 15) to Dexterity
Socketed (1)
Defense: 109 to 141
Required Level: 20
Required Strength: 41
Item Level: 24
1% Chance to cast level 10 Spike Nova on Kill
(0 to 40)% Movement Speed
+0.15625 to Maximum Damage (Based on Character Level)
+(21 to 25) to Strength
+(21 to 25) to Dexterity
Socketed (2)
Defense: 248 to 310
Required Level: 38
Required Strength: 87
Item Level: 44
1% Chance to cast level 14 Spike Nova on Kill
(0 to 40)% Movement Speed
+0.21875 to Maximum Damage (Based on Character Level)
+(31 to 35) to Strength
+(31 to 35) to Dexterity
Socketed (3)
Defense: 346 to 427
Required Level: 46
Required Strength: 179
Item Level: 77
1% Chance to cast level 16 Spike Nova on Kill
(0 to 40)% Movement Speed
+0.25 to Maximum Damage (Based on Character Level)
+(36 to 40) to Strength
+(36 to 40) to Dexterity
Socketed (4)
Heavy Boots (4)
Defense: 27 to 39
Required Level: 3
Required Strength: 28
Item Level: 5
1% Chance to cast level 6 Spike Nova on Kill
(0 to 40)% Movement Speed
+0.09375 to Maximum Damage (Based on Character Level)
+(11 to 15) to Strength
+(11 to 15) to Dexterity
Socketed (1)
Defense: 109 to 141
Required Level: 20
Required Strength: 41
Item Level: 24
1% Chance to cast level 10 Spike Nova on Kill
(0 to 40)% Movement Speed
+0.15625 to Maximum Damage (Based on Character Level)
+(21 to 25) to Strength
+(21 to 25) to Dexterity
Socketed (2)
Defense: 248 to 310
Required Level: 38
Required Strength: 87
Item Level: 44
1% Chance to cast level 14 Spike Nova on Kill
(0 to 40)% Movement Speed
+0.21875 to Maximum Damage (Based on Character Level)
+(31 to 35) to Strength
+(31 to 35) to Dexterity
Socketed (3)
Defense: 346 to 427
Required Level: 46
Required Strength: 179
Item Level: 77
1% Chance to cast level 16 Spike Nova on Kill
(0 to 40)% Movement Speed
+0.25 to Maximum Damage (Based on Character Level)
+(36 to 40) to Strength
+(36 to 40) to Dexterity
Socketed (4)
Titan's Steps
is ok until you find a really good craft since it provides rainbow damage and some life.
Titan's Steps
Heavy Boots (Sacred)
Defense: (1322 - 1531) to (1400 - 1621)
Required Level: 100
Required Strength: 492
Item Level: 105
(0 to 40)% Movement Speed
Adds 40-50 magic damage
Adds 40-50 fire damage
Adds 40-50 lightning damage
Adds 40-50 cold damage
5% Chance of Crushing Blow
+(90 to 120)% Enhanced Defense
+200 to Life
Elemental Resists +10%
+(40 to 50) Life after each Kill
10% Weapon Damage Taken Restores Mana
Socketed (4)
Heavy Boots (Sacred)
Defense: (1322 - 1531) to (1400 - 1621)
Required Level: 100
Required Strength: 492
Item Level: 105
(0 to 40)% Movement Speed
Adds 40-50 magic damage
Adds 40-50 fire damage
Adds 40-50 lightning damage
Adds 40-50 cold damage
5% Chance of Crushing Blow
+(90 to 120)% Enhanced Defense
+200 to Life
Elemental Resists +10%
+(40 to 50) Life after each Kill
10% Weapon Damage Taken Restores Mana
Socketed (4)
Gloves:
Toorc's Gift
is still great at this point in the game. Alternatively, you can use an abandoned crafted pair of gloves, but this is the last slot you want to use your shrines on. So save your shrines for other slots and wear a 
Toorc's Gift
Heavy Gloves (4)
Defense: (15 - 18) to (30 - 34)
Required Level: 3
Required Strength: 24
Item Level: 5
2% Chance to cast level 1 Glacial Nova on Melee Attack
5% Attack Speed
Stun Attack
+(12 to 29)% Enhanced Defense
Cold Resist +(11 to 15)%
Socketed (1)
Defense: (129 - 143) to (160 - 177)
Required Level: 20
Required Strength: 35
Item Level: 24
3% Chance to cast level 2 Glacial Nova on Melee Attack
15% Attack Speed
Adds (21 to 30)-(31 to 50) cold damage
Stun Attack
+(47 to 63)% Enhanced Defense
Cold Resist +(21 to 25)%
Socketed (2)
Defense: (376 - 409) to (448 - 488)
Required Level: 38
Required Strength: 74
Item Level: 44
4% Chance to cast level 3 Glacial Nova on Melee Attack
25% Attack Speed
Adds (71 to 90)-(91 to 125) cold damage
Stun Attack
+(81 to 97)% Enhanced Defense
Cold Resist +(31 to 35)%
Socketed (3)
Defense: (568 - 614) to (685 - 740)
Required Level: 46
Required Strength: 154
Item Level: 77
5% Chance to cast level 3 Glacial Nova on Melee Attack
30% Attack Speed
Adds (161 to 200)-(201 to 250) cold damage
Stun Attack
+(98 to 114)% Enhanced Defense
Cold Resist +(36 to 40)%
Socketed (4)
Heavy Gloves (4)
Defense: (15 - 18) to (30 - 34)
Required Level: 3
Required Strength: 24
Item Level: 5
2% Chance to cast level 1 Glacial Nova on Melee Attack
5% Attack Speed
Stun Attack
+(12 to 29)% Enhanced Defense
Cold Resist +(11 to 15)%
Socketed (1)
Defense: (129 - 143) to (160 - 177)
Required Level: 20
Required Strength: 35
Item Level: 24
3% Chance to cast level 2 Glacial Nova on Melee Attack
15% Attack Speed
Adds (21 to 30)-(31 to 50) cold damage
Stun Attack
+(47 to 63)% Enhanced Defense
Cold Resist +(21 to 25)%
Socketed (2)
Defense: (376 - 409) to (448 - 488)
Required Level: 38
Required Strength: 74
Item Level: 44
4% Chance to cast level 3 Glacial Nova on Melee Attack
25% Attack Speed
Adds (71 to 90)-(91 to 125) cold damage
Stun Attack
+(81 to 97)% Enhanced Defense
Cold Resist +(31 to 35)%
Socketed (3)
Defense: (568 - 614) to (685 - 740)
Required Level: 46
Required Strength: 154
Item Level: 77
5% Chance to cast level 3 Glacial Nova on Melee Attack
30% Attack Speed
Adds (161 to 200)-(201 to 250) cold damage
Stun Attack
+(98 to 114)% Enhanced Defense
Cold Resist +(36 to 40)%
Socketed (4)
Toorc's Gift
here until you get a 
Toorc's Gift
Heavy Gloves (4)
Defense: (15 - 18) to (30 - 34)
Required Level: 3
Required Strength: 24
Item Level: 5
2% Chance to cast level 1 Glacial Nova on Melee Attack
5% Attack Speed
Stun Attack
+(12 to 29)% Enhanced Defense
Cold Resist +(11 to 15)%
Socketed (1)
Defense: (129 - 143) to (160 - 177)
Required Level: 20
Required Strength: 35
Item Level: 24
3% Chance to cast level 2 Glacial Nova on Melee Attack
15% Attack Speed
Adds (21 to 30)-(31 to 50) cold damage
Stun Attack
+(47 to 63)% Enhanced Defense
Cold Resist +(21 to 25)%
Socketed (2)
Defense: (376 - 409) to (448 - 488)
Required Level: 38
Required Strength: 74
Item Level: 44
4% Chance to cast level 3 Glacial Nova on Melee Attack
25% Attack Speed
Adds (71 to 90)-(91 to 125) cold damage
Stun Attack
+(81 to 97)% Enhanced Defense
Cold Resist +(31 to 35)%
Socketed (3)
Defense: (568 - 614) to (685 - 740)
Required Level: 46
Required Strength: 154
Item Level: 77
5% Chance to cast level 3 Glacial Nova on Melee Attack
30% Attack Speed
Adds (161 to 200)-(201 to 250) cold damage
Stun Attack
+(98 to 114)% Enhanced Defense
Cold Resist +(36 to 40)%
Socketed (4)
Heavy Gloves (4)
Defense: (15 - 18) to (30 - 34)
Required Level: 3
Required Strength: 24
Item Level: 5
2% Chance to cast level 1 Glacial Nova on Melee Attack
5% Attack Speed
Stun Attack
+(12 to 29)% Enhanced Defense
Cold Resist +(11 to 15)%
Socketed (1)
Defense: (129 - 143) to (160 - 177)
Required Level: 20
Required Strength: 35
Item Level: 24
3% Chance to cast level 2 Glacial Nova on Melee Attack
15% Attack Speed
Adds (21 to 30)-(31 to 50) cold damage
Stun Attack
+(47 to 63)% Enhanced Defense
Cold Resist +(21 to 25)%
Socketed (2)
Defense: (376 - 409) to (448 - 488)
Required Level: 38
Required Strength: 74
Item Level: 44
4% Chance to cast level 3 Glacial Nova on Melee Attack
25% Attack Speed
Adds (71 to 90)-(91 to 125) cold damage
Stun Attack
+(81 to 97)% Enhanced Defense
Cold Resist +(31 to 35)%
Socketed (3)
Defense: (568 - 614) to (685 - 740)
Required Level: 46
Required Strength: 154
Item Level: 77
5% Chance to cast level 3 Glacial Nova on Melee Attack
30% Attack Speed
Adds (161 to 200)-(201 to 250) cold damage
Stun Attack
+(98 to 114)% Enhanced Defense
Cold Resist +(36 to 40)%
Socketed (4)
Hammerfist
or no longer require abandoned shrines for the other slots.
Hammerfist
Heavy Gloves (Sacred)
Defense: (1082 - 1279) to (1148 - 1357)
Required Level: 100
Required Strength: 484
Item Level: 105
Adds (1 to 20)-(21 to 40) damage
5% Life stolen per Hit
5% Chance of Crushing Blow
+(15 to 25) to Spiral Dance
Enhanced Weapon Damage +(50 to 100)%
+(120 to 160)% Enhanced Defense
Elemental Resists +15%
Socketed (4)
Heavy Gloves (Sacred)
Defense: (1082 - 1279) to (1148 - 1357)
Required Level: 100
Required Strength: 484
Item Level: 105
Adds (1 to 20)-(21 to 40) damage
5% Life stolen per Hit
5% Chance of Crushing Blow
+(15 to 25) to Spiral Dance
Enhanced Weapon Damage +(50 to 100)%
+(120 to 160)% Enhanced Defense
Elemental Resists +15%
Socketed (4)
Rings:
Ripstar
x2 are the best option until we get 
Ripstar
Ring
Ripstar
Required Level: 60
Item Level: 60
+0.625 to Maximum Damage (Based on Character Level)
+20 Life on Attack
Ring
Ripstar
Required Level: 60
Item Level: 60
+0.625 to Maximum Damage (Based on Character Level)
+20 Life on Attack
Giant's Knuckle
x2.
Giant's Knuckle
Ring (Sacred)
Giant's Knuckle
Required Level: 100
Item Level: 120
20% Attack Speed
Adds 10-15 damage
(5 to 10)% Life stolen per Hit
5% Deadly Strike
+25 Life Regenerated per Second
Physical Resist 5%
Ring (Sacred)
Giant's Knuckle
Required Level: 100
Item Level: 120
20% Attack Speed
Adds 10-15 damage
(5 to 10)% Life stolen per Hit
5% Deadly Strike
+25 Life Regenerated per Second
Physical Resist 5%
Amulet:
Klaatu Barada Nikto
is a decent damage option that also has attack speed. 
Klaatu Barada Nikto
Amulet (Sacred)
Klaatu Barada Nikto
Required Level: 110
Item Level: 105
10% Chance to cast level 40 Nova Bomb on Melee Attack
+2 to All Skills
25% Attack Speed
Adds 1-375 lightning damage
+650 poison damage over 2 seconds
Stun Attack
+(11 to 16) to Hive
Lightning Resist +(40 to 50)%
Poison Resist +(40 to 50)%
50% Enhanced Damage vs. Necrobots
Amulet (Sacred)
Klaatu Barada Nikto
Required Level: 110
Item Level: 105
10% Chance to cast level 40 Nova Bomb on Melee Attack
+2 to All Skills
25% Attack Speed
Adds 1-375 lightning damage
+650 poison damage over 2 seconds
Stun Attack
+(11 to 16) to Hive
Lightning Resist +(40 to 50)%
Poison Resist +(40 to 50)%
50% Enhanced Damage vs. Necrobots
Dyers Eve
and 
Dyers Eve
Amulet (Sacred)
Dyers Eve
Required Level: 100
Item Level: 120
5% Chance to cast level 5 Time Strike on Striking
+2 to All Skills
Adds 15-20 damage
5% Life stolen per Hit
Elemental Resists +10%
Physical Resist (1 to 10)%
Amulet (Sacred)
Dyers Eve
Required Level: 100
Item Level: 120
5% Chance to cast level 5 Time Strike on Striking
+2 to All Skills
Adds 15-20 damage
5% Life stolen per Hit
Elemental Resists +10%
Physical Resist (1 to 10)%
Beads of the Snake Queen
are also good options, in that order. Alternatively, you can use a good rare amulet with attack speed, flat physical damage, life, +3skills. 
Beads of the Snake Queen
Amulet (Sacred)
Beads of the Snake Queen
Required Level: 100
Item Level: 120
4% Chance to cast level 33 Scorpion Blade on Kill
Adds 5-10 damage
Stun Attack
(20 to 25)% to Strength
(20 to 25)% to Dexterity
+(200 to 500) Defense
+100 Life after each Kill
Amulet (Sacred)
Beads of the Snake Queen
Required Level: 100
Item Level: 120
4% Chance to cast level 33 Scorpion Blade on Kill
Adds 5-10 damage
Stun Attack
(20 to 25)% to Strength
(20 to 25)% to Dexterity
+(200 to 500) Defense
+100 Life after each Kill
Athulua's Oracle
is a good option if you lack attack rating.
Athulua's Oracle
Amulet
Athulua's Oracle
Required Level: 60
Item Level: 60
+(1 to 2) to All Skills
40% Attack Speed
(150 to 250)% Bonus to Attack Rating
Cannot Be Frozen
(15 to 20)% Chance of Uninterruptable Attack
Amulet
Athulua's Oracle
Required Level: 60
Item Level: 60
+(1 to 2) to All Skills
40% Attack Speed
(150 to 250)% Bonus to Attack Rating
Cannot Be Frozen
(15 to 20)% Chance of Uninterruptable Attack
Endgame/bis
► Show Spoiler
Disclaimer - We won't be using the bow set since the individual pieces are very bad and the set bonus is subpar to what we can achieve with other items. However, if you can get your set quickly, I suggest you use it until you get enough bis items to replace it completely.
Weapon:
For general farming, you want a crafted intimidating or abandoned bow. Either one will work just as nice, but intimidating is slightly better until we get more deadly strike from other sources. Those are some examples of great bows you can get:



I suggest you cap your attack speed for a stag bow as soon as possible since the damage per point of dexterity is quite big. You need 292% attack speed, which is not hard to get if you have estatic frenzy,
An unrealistic best in slot craft you can get is a bow that has 300 max damage, 200% ed and tantrum. Tantrum is something you will want to use on switch coupled with
Mystic orbs:
You want to cap the enhanced damage to 200%, first and foremost. Then you can use enhanced weapon damage and deadly strike mystic orbs, in that order. If you still have room for additional mystic orbs, I suggest using
Example of a great tantrum bow (this is what I'm currently using for labyrinth):

The mystic orb space is filled with enhanced weapon damage, deadly strike and one
Example of a great farming bow you can use in k3k, duncraig etc.:

The reason I'm using this over the tantrum bow for general farming is because this has magic find and using tantrum in k3k and duncraig is redundant as we have enough damage to easily clear them without it. Also, when the gift on inner fire on the tantrum bow procs, it locks our attacks for a very short period, so you lose one wyrmshot occasionally. While the proc is useful in labyrinth, it's redundant in farming places and only reduces our clear speed.
Quiver:
Options are variable. I personally use a rare quiver to cap my attack speed with, but
Mystic orbs:
If you can't afford
Example of a good quiver:

The attack speed helps me cap my 7 frames breakpoint. The quiver itself provides a lot of damage through maximum damage and flat dexterity. Ideally, you want to use a quiver that has been luckied for 5% attributes. If you don't need resistances, I suggest you save the mystic orb space for
Helm:
This is the final result of a lacuni filled with

As you can see, it provides an absurd amount of flat physical damage.
Body armor:
As mentioned above,
The absolute best in slot armor is of course
Mystic orbs:
We don't have anything special to put here, so we fill it with dexterity and weapon damage.
Belt:
Mystic orbs:
Dexterity, weapon damage.
Example of a great belt:

Basically, find a base with all attributes and bless it. You should end up with something similar on which you can apply dexterity and weapon damage mystic orbs. Life leech is a good bonus.
Boots:
A decent choice is
Alternatively,
Mystic orbs:
Dexterity, weapon damage.
Example of a good pair of boots:

The base has 36 to all attributes. It has also been blessed up to 58 dexterity and 16% dexterity. Dexterity and weapon damage mystic orbs are used in addition to
Gloves:
Mystic orbs:
Dexterity, weapon damage.
Rings:
An alternative is
Mystic orbs:
I filled the space with magic find and physical damage reduction. You can invest into
Amulet:
Personally, I use a luckied
An alternative is a good rare amulet with flat damage, attack speed, life until you can afford a path of brutailty for lamen. However,
End result of lamen with path of brutality and filled with

Even if you don't have levels to use more than 1 marksman's eye, the amulet is still amazing because it provides 20% deadly strike with path of brutality. A better alternative would be the same amulet, but with +1-2% max resistances from lottery. The only thing that beats this amulet is a well rolled
Weapon:
For general farming, you want a crafted intimidating or abandoned bow. Either one will work just as nice, but intimidating is slightly better until we get more deadly strike from other sources. Those are some examples of great bows you can get:



I suggest you cap your attack speed for a stag bow as soon as possible since the damage per point of dexterity is quite big. You need 292% attack speed, which is not hard to get if you have estatic frenzy,
Toorc's Gift
, quiver with attack speed and whatever you get from charms.
Toorc's Gift
Heavy Gloves (4)
Defense: (15 - 18) to (30 - 34)
Required Level: 3
Required Strength: 24
Item Level: 5
2% Chance to cast level 1 Glacial Nova on Melee Attack
5% Attack Speed
Stun Attack
+(12 to 29)% Enhanced Defense
Cold Resist +(11 to 15)%
Socketed (1)
Defense: (129 - 143) to (160 - 177)
Required Level: 20
Required Strength: 35
Item Level: 24
3% Chance to cast level 2 Glacial Nova on Melee Attack
15% Attack Speed
Adds (21 to 30)-(31 to 50) cold damage
Stun Attack
+(47 to 63)% Enhanced Defense
Cold Resist +(21 to 25)%
Socketed (2)
Defense: (376 - 409) to (448 - 488)
Required Level: 38
Required Strength: 74
Item Level: 44
4% Chance to cast level 3 Glacial Nova on Melee Attack
25% Attack Speed
Adds (71 to 90)-(91 to 125) cold damage
Stun Attack
+(81 to 97)% Enhanced Defense
Cold Resist +(31 to 35)%
Socketed (3)
Defense: (568 - 614) to (685 - 740)
Required Level: 46
Required Strength: 154
Item Level: 77
5% Chance to cast level 3 Glacial Nova on Melee Attack
30% Attack Speed
Adds (161 to 200)-(201 to 250) cold damage
Stun Attack
+(98 to 114)% Enhanced Defense
Cold Resist +(36 to 40)%
Socketed (4)
Heavy Gloves (4)
Defense: (15 - 18) to (30 - 34)
Required Level: 3
Required Strength: 24
Item Level: 5
2% Chance to cast level 1 Glacial Nova on Melee Attack
5% Attack Speed
Stun Attack
+(12 to 29)% Enhanced Defense
Cold Resist +(11 to 15)%
Socketed (1)
Defense: (129 - 143) to (160 - 177)
Required Level: 20
Required Strength: 35
Item Level: 24
3% Chance to cast level 2 Glacial Nova on Melee Attack
15% Attack Speed
Adds (21 to 30)-(31 to 50) cold damage
Stun Attack
+(47 to 63)% Enhanced Defense
Cold Resist +(21 to 25)%
Socketed (2)
Defense: (376 - 409) to (448 - 488)
Required Level: 38
Required Strength: 74
Item Level: 44
4% Chance to cast level 3 Glacial Nova on Melee Attack
25% Attack Speed
Adds (71 to 90)-(91 to 125) cold damage
Stun Attack
+(81 to 97)% Enhanced Defense
Cold Resist +(31 to 35)%
Socketed (3)
Defense: (568 - 614) to (685 - 740)
Required Level: 46
Required Strength: 154
Item Level: 77
5% Chance to cast level 3 Glacial Nova on Melee Attack
30% Attack Speed
Adds (161 to 200)-(201 to 250) cold damage
Stun Attack
+(98 to 114)% Enhanced Defense
Cold Resist +(36 to 40)%
Socketed (4)
An unrealistic best in slot craft you can get is a bow that has 300 max damage, 200% ed and tantrum. Tantrum is something you will want to use on switch coupled with
The Petulant
, since it provides absurdly good bonuses. However, this is a very active playstyle and will require you to swap skills constantly, so you may not enjoy that. Also, you may want to look for magic find, dexterity and attack speed on crafts. Generally, you don't want to craft over a good bow. Instead, keep it until you find another sacred rare bow. Alternatively, you can also pick up white / blue bows (that can be turned into white with oil of renewal) and imbue them to charsi, then you can craft them.
The Petulant
Hard Leather Armor (Sacred)
Defense: 7053 to 7521
Required Level: 100
Required Strength: 486
Item Level: 120
While Tantrum is Active:
+0.5% Deadly Strike per Tantrum Skill Level
+0.5% Crushing Blow per Tantrum Skill Level
+3 to Maximum Damage per Tantrum Skill Level
25% Movement Speed
Enhanced Weapon Damage +(50 to 100)%
+200% Enhanced Defense
(15 to 20)% to All Attributes
Physical Resist 10%
Socketed (6)
Hard Leather Armor (Sacred)
Defense: 7053 to 7521
Required Level: 100
Required Strength: 486
Item Level: 120
While Tantrum is Active:
+0.5% Deadly Strike per Tantrum Skill Level
+0.5% Crushing Blow per Tantrum Skill Level
+3 to Maximum Damage per Tantrum Skill Level
25% Movement Speed
Enhanced Weapon Damage +(50 to 100)%
+200% Enhanced Defense
(15 to 20)% to All Attributes
Physical Resist 10%
Socketed (6)
Askarbydd
is the best bow for certain bosses and basically mandatory for some uberquests due to its rapid wyrmshot, unless you use phalanx. Rapid wyrmshot will always fire wyrms which attack only up to two targets, but do so at 13 hits per second. Damage wise, it's the next best thing to barrage. You want a good physical roll on this bow.
Askarbydd
Reflex Bow (Sacred)
Two-Hand Damage: (230 - 311) to (330 - 455)
(Amazon Only)
Required Level: 100
Required Dexterity: 1020
Item Level: 105
Dexterity Damage Bonus: (0.25 per Dexterity)%
50% Attack Speed
+(140 to 200)% Enhanced Damage
Adds (70 to 110)-(150 to 230) damage
15% Life stolen per Hit
+(1 to 10) to Rapid Wyrmshot
Maximum Poison Resist +2%
Poison Length Reduced by 25%
Requirements +50%
Socketed (6)
Reflex Bow (Sacred)
Two-Hand Damage: (230 - 311) to (330 - 455)
(Amazon Only)
Required Level: 100
Required Dexterity: 1020
Item Level: 105
Dexterity Damage Bonus: (0.25 per Dexterity)%
50% Attack Speed
+(140 to 200)% Enhanced Damage
Adds (70 to 110)-(150 to 230) damage
15% Life stolen per Hit
+(1 to 10) to Rapid Wyrmshot
Maximum Poison Resist +2%
Poison Length Reduced by 25%
Requirements +50%
Socketed (6)
Hellreach
is a good farming option, but you'll have to overhaul your gear to fit it, so I don't recommend it in the context of this guide.
Hellreach
Long War Bow (Sacred)
Two-Hand Damage: (182 - 210) to (305 - 387)
Required Level: 100
Required Dexterity: 650
Item Level: 105
Dexterity Damage Bonus: (0.17 per Dexterity)%
Adds 150% of Your Fire Spell Damage as Bonus Weapon Physical Damage
Adds 150% of Your Physical/Magic Spell Damage as Bonus Weapon Physical Damage
2% Chance to cast level 50 Drakemaw on Striking
2% Chance to cast level 50 Flamefront on Striking
+(160 to 200)% Enhanced Damage
+(100 to 150) to Maximum Damage
Maximum Fire Resist +4%
Cannot Be Frozen
Socketed (6)
Long War Bow (Sacred)
Two-Hand Damage: (182 - 210) to (305 - 387)
Required Level: 100
Required Dexterity: 650
Item Level: 105
Dexterity Damage Bonus: (0.17 per Dexterity)%
Adds 150% of Your Fire Spell Damage as Bonus Weapon Physical Damage
Adds 150% of Your Physical/Magic Spell Damage as Bonus Weapon Physical Damage
2% Chance to cast level 50 Drakemaw on Striking
2% Chance to cast level 50 Flamefront on Striking
+(160 to 200)% Enhanced Damage
+(100 to 150) to Maximum Damage
Maximum Fire Resist +4%
Cannot Be Frozen
Socketed (6)
Mystic orbs:
You want to cap the enhanced damage to 200%, first and foremost. Then you can use enhanced weapon damage and deadly strike mystic orbs, in that order. If you still have room for additional mystic orbs, I suggest using
Vizjun's Ball Bearing
as it's the best option damage for us.
Vizjun's Ball Bearing
Mystic Orb
Cube Reagent
Cube with Any Weapon to Add Bonus
2% Deadly Strike
+20 to Dexterity
+10 Required Level
Mystic Orb
Cube Reagent
Cube with Any Weapon to Add Bonus
2% Deadly Strike
+20 to Dexterity
+10 Required Level
Example of a great tantrum bow (this is what I'm currently using for labyrinth):

The mystic orb space is filled with enhanced weapon damage, deadly strike and one
Vizjun's Ball Bearing
. You can get a maximum of 8% deadly strike from craft + blessing, an additional 5% from regular mystic orbs and 2% from 
Vizjun's Ball Bearing
Mystic Orb
Cube Reagent
Cube with Any Weapon to Add Bonus
2% Deadly Strike
+20 to Dexterity
+10 Required Level
Mystic Orb
Cube Reagent
Cube with Any Weapon to Add Bonus
2% Deadly Strike
+20 to Dexterity
+10 Required Level
Vizjun's Ball Bearing
. In this particular case, I was lucky and got a total of 7% from crafting and blessing, however the maximum damage is pretty low as it can go up to ~310.
Vizjun's Ball Bearing
Mystic Orb
Cube Reagent
Cube with Any Weapon to Add Bonus
2% Deadly Strike
+20 to Dexterity
+10 Required Level
Mystic Orb
Cube Reagent
Cube with Any Weapon to Add Bonus
2% Deadly Strike
+20 to Dexterity
+10 Required Level
Example of a great farming bow you can use in k3k, duncraig etc.:

The reason I'm using this over the tantrum bow for general farming is because this has magic find and using tantrum in k3k and duncraig is redundant as we have enough damage to easily clear them without it. Also, when the gift on inner fire on the tantrum bow procs, it locks our attacks for a very short period, so you lose one wyrmshot occasionally. While the proc is useful in labyrinth, it's redundant in farming places and only reduces our clear speed.
Quiver:
Options are variable. I personally use a rare quiver to cap my attack speed with, but
Bag of Tricks
is also decent if you got the attack speed. If you got the currency, you can buy several 
Bag of Tricks
Arrow Quiver (Sacred)
Bag of Tricks
Required Level: 100
Item Level: 120
2% Chance to cast level 1 Javelin on Striking
2% Chance to cast level 1 Arrow on Striking
2% Chance to cast level 1 Knife Throw on Striking
Adds 1-125 fire damage
Adds 1-125 lightning damage
Adds 1-125 cold damage
-5% to Enemy Elemental Resistances
Arrow Quiver (Sacred)
Bag of Tricks
Required Level: 100
Item Level: 120
2% Chance to cast level 1 Javelin on Striking
2% Chance to cast level 1 Arrow on Striking
2% Chance to cast level 1 Knife Throw on Striking
Adds 1-125 fire damage
Adds 1-125 lightning damage
Adds 1-125 cold damage
-5% to Enemy Elemental Resistances
Elemental Ire
and imbue either 
Elemental Ire
Occult Effigy
Cube Reagent
Cube with a Quiver to Add Bonus
Adds 75-125 Fire Damage
Adds 75-125 Lightning Damage
+10 Required Level
Occult Effigy
Cube Reagent
Cube with a Quiver to Add Bonus
Adds 75-125 Fire Damage
Adds 75-125 Lightning Damage
+10 Required Level
Bag of Tricks
or 
Bag of Tricks
Arrow Quiver (Sacred)
Bag of Tricks
Required Level: 100
Item Level: 120
2% Chance to cast level 1 Javelin on Striking
2% Chance to cast level 1 Arrow on Striking
2% Chance to cast level 1 Knife Throw on Striking
Adds 1-125 fire damage
Adds 1-125 lightning damage
Adds 1-125 cold damage
-5% to Enemy Elemental Resistances
Arrow Quiver (Sacred)
Bag of Tricks
Required Level: 100
Item Level: 120
2% Chance to cast level 1 Javelin on Striking
2% Chance to cast level 1 Arrow on Striking
2% Chance to cast level 1 Knife Throw on Striking
Adds 1-125 fire damage
Adds 1-125 lightning damage
Adds 1-125 cold damage
-5% to Enemy Elemental Resistances
Kingsport's Signals
with it, though I personally think 
Kingsport's Signals
Arrow Quiver (Sacred)
Kingsport's Signals
Required Level: 110
Item Level: 120
1% Chance to cast level 36 Rain of Fire on Striking
+1 to All Skills
-15% to Enemy Fire Resistance
Maximum Life 10%
+5 to Light Radius
Arrow Quiver (Sacred)
Kingsport's Signals
Required Level: 110
Item Level: 120
1% Chance to cast level 36 Rain of Fire on Striking
+1 to All Skills
-15% to Enemy Fire Resistance
Maximum Life 10%
+5 to Light Radius
Kingsport's Signals
is not a really good quiver for this build. Another option is a rare quiver with attack speed (if needed), maximum damage (you can get quite a lot of maximum damage from a rare quiver), bear claw on striking for extra damage, cryo beam on striking as a defensive option (which will not work in labyrinth), +2 amazon skills (which is not great, but also not bad either since it provides us with some extra life through the paragon skill), life. You can use 
Kingsport's Signals
Arrow Quiver (Sacred)
Kingsport's Signals
Required Level: 110
Item Level: 120
1% Chance to cast level 36 Rain of Fire on Striking
+1 to All Skills
-15% to Enemy Fire Resistance
Maximum Life 10%
+5 to Light Radius
Arrow Quiver (Sacred)
Kingsport's Signals
Required Level: 110
Item Level: 120
1% Chance to cast level 36 Rain of Fire on Striking
+1 to All Skills
-15% to Enemy Fire Resistance
Maximum Life 10%
+5 to Light Radius
Elemental Ire
on rare quivers as well, so the decision is up to you within the context of your situation.
Elemental Ire
Occult Effigy
Cube Reagent
Cube with a Quiver to Add Bonus
Adds 75-125 Fire Damage
Adds 75-125 Lightning Damage
+10 Required Level
Occult Effigy
Cube Reagent
Cube with a Quiver to Add Bonus
Adds 75-125 Fire Damage
Adds 75-125 Lightning Damage
+10 Required Level
Mystic orbs:
If you can't afford
Elemental Ire
, I suggest you cap your resistances using your quiver and fill the remaining space with magic find mystic orbs. You can also use physical damage reduction mystic orbs and it's recommended to do so if you're planning on farming faustinville or going labyrinth.
Elemental Ire
Occult Effigy
Cube Reagent
Cube with a Quiver to Add Bonus
Adds 75-125 Fire Damage
Adds 75-125 Lightning Damage
+10 Required Level
Occult Effigy
Cube Reagent
Cube with a Quiver to Add Bonus
Adds 75-125 Fire Damage
Adds 75-125 Lightning Damage
+10 Required Level
Example of a good quiver:

The attack speed helps me cap my 7 frames breakpoint. The quiver itself provides a lot of damage through maximum damage and flat dexterity. Ideally, you want to use a quiver that has been luckied for 5% attributes. If you don't need resistances, I suggest you save the mystic orb space for
Elemental Ire
.
Elemental Ire
Occult Effigy
Cube Reagent
Cube with a Quiver to Add Bonus
Adds 75-125 Fire Damage
Adds 75-125 Lightning Damage
+10 Required Level
Occult Effigy
Cube Reagent
Cube with a Quiver to Add Bonus
Adds 75-125 Fire Damage
Adds 75-125 Lightning Damage
+10 Required Level
Helm:
Lacuni Cowl
is by far the best helm we can get in the entire game. Firstly, it provides much needed max elemental resists which will help us greatly in the dimensional labyrinth. Secondly, it provides a lot of flat elemental damage which synergizes greatly with dragonlore. Lacuni priestess reanimates also provide fanaticism aura, which is a nice bonus. However, I suggest you don't rely on this aura to cap your attack speed since it has a very low radius. The helm also provides double bonuses for mystic orbs. I filled it up with 
Lacuni Cowl
Skull Cap (Sacred)
Defense: (2865 - 3115) to (2964 - 3222)
Required Level: 80
Required Strength: 486
Item Level: 105
Orb Effects Applied to this Item are Doubled
Adds 300-400 fire damage
Adds 300-400 lightning damage
-(5 to 20)% to Enemy Fire Resistance
-(5 to 20)% to Enemy Lightning Resistance
+(130 to 150)% Enhanced Defense
Maximum Elemental Resists +(0 to 1)%
(1 to 4)% Reanimate as: Lacuni Priestess
Socketed (4)
Skull Cap (Sacred)
Defense: (2865 - 3115) to (2964 - 3222)
Required Level: 80
Required Strength: 486
Item Level: 105
Orb Effects Applied to this Item are Doubled
Adds 300-400 fire damage
Adds 300-400 lightning damage
-(5 to 20)% to Enemy Fire Resistance
-(5 to 20)% to Enemy Lightning Resistance
+(130 to 150)% Enhanced Defense
Maximum Elemental Resists +(0 to 1)%
(1 to 4)% Reanimate as: Lacuni Priestess
Socketed (4)
Crystal of Tears
, but if you're extremely rich you can also go for 
Crystal of Tears
Mystic Orb
Cube Reagent
Cube with Any Armor to Add Bonus
Adds 7-12 Damage
-2% to Maximum Life
+10 Required Level
Mystic Orb
Cube Reagent
Cube with Any Armor to Add Bonus
Adds 7-12 Damage
-2% to Maximum Life
+10 Required Level
Marksman's Eye
, however the former provides more damage, while the latter will allow you to cap your attack speed easier. The crystal of tears downside (-max % life) doesn't apply to the paragon bonus, so we will lose a very low amount of life, which is great for us.
Marksman's Eye
Mystic Orb
Cube Reagent
Cube with Item to Add Bonus
5% Attack Speed
+3 to Minimum Damage
10% Bonus to Attack Rating
2% Bonus to Dexterity
+10 Required Level
Mystic Orb
Cube Reagent
Cube with Item to Add Bonus
5% Attack Speed
+3 to Minimum Damage
10% Bonus to Attack Rating
2% Bonus to Dexterity
+10 Required Level
Zerae's Refinement
is also a great choice until you can get your hands on a lacuni and can be easily obtainable in kurast 3k.
Zerae's Refinement
Zerae's Divinity Set
Einherjar Helm (Sacred)
Defense: (2349 - 2643) to (2527 - 2843)
(Amazon Only)
Required Level: 90
Required Dexterity: 534
+(51 to 75) Energy Factor to Spell Damage
+(0 to 1) to Amazon Skill Levels
(21 to 25)% Attack Speed
+(11 to 13) to Maximum Damage
Enhanced Weapon Damage +(51 to 60)%
+(140 to 170)% Enhanced Defense
+100 to Dexterity
Socketed (4)
Zerae's Divinity Set
Einherjar Helm (Sacred)
Defense: (2349 - 2643) to (2527 - 2843)
(Amazon Only)
Required Level: 90
Required Dexterity: 534
+(51 to 75) Energy Factor to Spell Damage
+(0 to 1) to Amazon Skill Levels
(21 to 25)% Attack Speed
+(11 to 13) to Maximum Damage
Enhanced Weapon Damage +(51 to 60)%
+(140 to 170)% Enhanced Defense
+100 to Dexterity
Socketed (4)
Asgardsreia
, but due to the fact that dragonlore provides -enemy elemental resistances as opposed to flat damage as it used to, this item became obsolete. It is good however for barrage and trinity arrow, however I still don't recommend it since it's too niche. However, we can use this helm as our main option if we don't have 
Asgardsreia
Spangenhelm (Sacred)
Defense: (2894 - 3192) to (3206 - 3537)
(Amazon Only)
Required Level: 100
Required Strength: 303
Item Level: 120
Indestructible
5% Chance to cast level 1 Arrow on Striking
-2% Base Block Chance
-(29 to 35)% to Enemy Fire Resistance
-(29 to 35)% to Enemy Lightning Resistance
-(29 to 35)% to Enemy Cold Resistance
+(4 to 7) to Resurrect
+(172 to 200)% Enhanced Defense
(31 to 40)% to Dexterity
Requirements -50%
Socketed (4)
Spangenhelm (Sacred)
Defense: (2894 - 3192) to (3206 - 3537)
(Amazon Only)
Required Level: 100
Required Strength: 303
Item Level: 120
Indestructible
5% Chance to cast level 1 Arrow on Striking
-2% Base Block Chance
-(29 to 35)% to Enemy Fire Resistance
-(29 to 35)% to Enemy Lightning Resistance
-(29 to 35)% to Enemy Cold Resistance
+(4 to 7) to Resurrect
+(172 to 200)% Enhanced Defense
(31 to 40)% to Dexterity
Requirements -50%
Socketed (4)
Crystal of Tears
since it provides quite a lot of damage through the dexterity it grants, but also through the very valuable arrow proc which is basically a multiplier over all of our damage.
Crystal of Tears
Mystic Orb
Cube Reagent
Cube with Any Armor to Add Bonus
Adds 7-12 Damage
-2% to Maximum Life
+10 Required Level
Mystic Orb
Cube Reagent
Cube with Any Armor to Add Bonus
Adds 7-12 Damage
-2% to Maximum Life
+10 Required Level
Rainbow Maiden
is an extremely good alternative for labyrinth due to the +4% max resists which is absurdly good as well as some damage, damage avoid (which is basically a 5% damage reduction on average against everything), physical resist and life leech. Definitely use this for labyrinth if you can get your hands on one but can't obtain 
Rainbow Maiden
Cervelliere (Sacred)
Defense: 939 to 989
(Amazon Only)
Required Level: 100
Required Strength: 516
Item Level: 120
+(1 to 2) to Amazon Skill Levels
Adds 75-150 fire damage
Adds 75-150 lightning damage
Adds 75-150 cold damage
(10 to 15)% Life stolen per Hit
-16% to Enemy Fire Resistance
-16% to Enemy Lightning Resistance
-16% to Enemy Cold Resistance
Maximum Elemental Resists +4%
5% Chance to Avoid Damage
Physical Resist 5%
Total Defense = 0
Socketed (4)
Cervelliere (Sacred)
Defense: 939 to 989
(Amazon Only)
Required Level: 100
Required Strength: 516
Item Level: 120
+(1 to 2) to Amazon Skill Levels
Adds 75-150 fire damage
Adds 75-150 lightning damage
Adds 75-150 cold damage
(10 to 15)% Life stolen per Hit
-16% to Enemy Fire Resistance
-16% to Enemy Lightning Resistance
-16% to Enemy Cold Resistance
Maximum Elemental Resists +4%
5% Chance to Avoid Damage
Physical Resist 5%
Total Defense = 0
Socketed (4)
Crystal of Tears
reliably. It is a significantly more defensive option, but we lose a good portion of our damage.
Crystal of Tears
Mystic Orb
Cube Reagent
Cube with Any Armor to Add Bonus
Adds 7-12 Damage
-2% to Maximum Life
+10 Required Level
Mystic Orb
Cube Reagent
Cube with Any Armor to Add Bonus
Adds 7-12 Damage
-2% to Maximum Life
+10 Required Level
Royal Circlet
is a good alternative for farming as it provides magic find, some damage bonus through the attributes, more damage against undead and demons, which k3k and duncraig are filled with and some physical resists. However, I don't suggest going into labyrinth with this since you'll be losing a good chunk of damage but also the much needed maximum resists. However, it's a good option if you don't have access to obtaining 
Royal Circlet
Tiara (Sacred)
Defense: (1740 - 1957) to (1968 - 2214)
Required Level: 100
Required Dexterity: 392
Item Level: 105
+2 to All Skills
+150% Damage to Demons
+150% Damage to Undead
+(140 to 170)% Enhanced Defense
(21 to 25)% to All Attributes
Elemental Resists +(25 to 30)%
Physical Resist 5%
(21 to 25)% Magic Find
Socketed (4)
Tiara (Sacred)
Defense: (1740 - 1957) to (1968 - 2214)
Required Level: 100
Required Dexterity: 392
Item Level: 105
+2 to All Skills
+150% Damage to Demons
+150% Damage to Undead
+(140 to 170)% Enhanced Defense
(21 to 25)% to All Attributes
Elemental Resists +(25 to 30)%
Physical Resist 5%
(21 to 25)% Magic Find
Socketed (4)
Crystal of Tears
.
Crystal of Tears
Mystic Orb
Cube Reagent
Cube with Any Armor to Add Bonus
Adds 7-12 Damage
-2% to Maximum Life
+10 Required Level
Mystic Orb
Cube Reagent
Cube with Any Armor to Add Bonus
Adds 7-12 Damage
-2% to Maximum Life
+10 Required Level
This is the final result of a lacuni filled with
Crystal of Tears
:
Crystal of Tears
Mystic Orb
Cube Reagent
Cube with Any Armor to Add Bonus
Adds 7-12 Damage
-2% to Maximum Life
+10 Required Level
Mystic Orb
Cube Reagent
Cube with Any Armor to Add Bonus
Adds 7-12 Damage
-2% to Maximum Life
+10 Required Level

As you can see, it provides an absurd amount of flat physical damage.
Body armor:
As mentioned above,
The Petulant
is the best choice for us if we have a really good tantrum bow. However, even without tantrum this armor provides a lot of damage and the much needed 10% physical resist to get to 50% more easily. The movement speed bonus is also very nice. 
The Petulant
Hard Leather Armor (Sacred)
Defense: 7053 to 7521
Required Level: 100
Required Strength: 486
Item Level: 120
While Tantrum is Active:
+0.5% Deadly Strike per Tantrum Skill Level
+0.5% Crushing Blow per Tantrum Skill Level
+3 to Maximum Damage per Tantrum Skill Level
25% Movement Speed
Enhanced Weapon Damage +(50 to 100)%
+200% Enhanced Defense
(15 to 20)% to All Attributes
Physical Resist 10%
Socketed (6)
Hard Leather Armor (Sacred)
Defense: 7053 to 7521
Required Level: 100
Required Strength: 486
Item Level: 120
While Tantrum is Active:
+0.5% Deadly Strike per Tantrum Skill Level
+0.5% Crushing Blow per Tantrum Skill Level
+3 to Maximum Damage per Tantrum Skill Level
25% Movement Speed
Enhanced Weapon Damage +(50 to 100)%
+200% Enhanced Defense
(15 to 20)% to All Attributes
Physical Resist 10%
Socketed (6)
Wolverine Skin
and 
Wolverine Skin
Plate Mail (Sacred)
Defense: (6374 - 7171) to (7485 - 8421)
Required Level: 100
Required Strength: 288
Item Level: 120
15% Chance to cast level 20 Crucify on Melee Attack
+(1 to 2) to All Skills
50% Hit Recovery
+40 to Maximum Damage
(10 to 15)% Life stolen per Hit
+(140 to 170)% Enhanced Defense
+(50 to 100) to Strength
+(50 to 100) to Dexterity
+25 Life Regenerated per Second
50% Magic Find
Requirements -50%
Socketed (6)
Plate Mail (Sacred)
Defense: (6374 - 7171) to (7485 - 8421)
Required Level: 100
Required Strength: 288
Item Level: 120
15% Chance to cast level 20 Crucify on Melee Attack
+(1 to 2) to All Skills
50% Hit Recovery
+40 to Maximum Damage
(10 to 15)% Life stolen per Hit
+(140 to 170)% Enhanced Defense
+(50 to 100) to Strength
+(50 to 100) to Dexterity
+25 Life Regenerated per Second
50% Magic Find
Requirements -50%
Socketed (6)
Strength Beyond Strength
are also very good, but they are both significantly more expensive and the latter one requires a lot of strength to use. Personally, I haven't tested them, but I can imagine 
Strength Beyond Strength
Gothic Plate (Sacred)
Defense: (7580 - 8361) to (9196 - 10143)
Required Level: 100
Required Strength: 614
Item Level: 120
1% Chance to cast level 36 Pyroblast on Striking
Adds 25-38 damage
150% Bonus to Attack Rating
+150% Damage to Demons
25% Life stolen per Hit
10% Deadly Strike
+(172 to 200)% Enhanced Defense
1% Reanimate as: Inarius
-5 to Light Radius
Socketed (6)
Gothic Plate (Sacred)
Defense: (7580 - 8361) to (9196 - 10143)
Required Level: 100
Required Strength: 614
Item Level: 120
1% Chance to cast level 36 Pyroblast on Striking
Adds 25-38 damage
150% Bonus to Attack Rating
+150% Damage to Demons
25% Life stolen per Hit
10% Deadly Strike
+(172 to 200)% Enhanced Defense
1% Reanimate as: Inarius
-5 to Light Radius
Socketed (6)
Wolverine Skin
being a good farming choice due to the magic find.
Wolverine Skin
Plate Mail (Sacred)
Defense: (6374 - 7171) to (7485 - 8421)
Required Level: 100
Required Strength: 288
Item Level: 120
15% Chance to cast level 20 Crucify on Melee Attack
+(1 to 2) to All Skills
50% Hit Recovery
+40 to Maximum Damage
(10 to 15)% Life stolen per Hit
+(140 to 170)% Enhanced Defense
+(50 to 100) to Strength
+(50 to 100) to Dexterity
+25 Life Regenerated per Second
50% Magic Find
Requirements -50%
Socketed (6)
Plate Mail (Sacred)
Defense: (6374 - 7171) to (7485 - 8421)
Required Level: 100
Required Strength: 288
Item Level: 120
15% Chance to cast level 20 Crucify on Melee Attack
+(1 to 2) to All Skills
50% Hit Recovery
+40 to Maximum Damage
(10 to 15)% Life stolen per Hit
+(140 to 170)% Enhanced Defense
+(50 to 100) to Strength
+(50 to 100) to Dexterity
+25 Life Regenerated per Second
50% Magic Find
Requirements -50%
Socketed (6)
Scales of the Serpent
is a decent option paired with curare I only recommend using in low farming zones such as k3k
Scales of the Serpent
Gothic Plate (Sacred)
Defense: (6800 - 7552) to (8249 - 9162)
Required Level: 100
Required Strength: 614
Item Level: 105
15% Chance to cast level 40 Arachnomancy on Melee Attack
4% Chance to cast level 12 Time Strike on Striking
+150% Damage to Undead
Adds 200-300 poison damage over 2 seconds
-35% to Enemy Poison Resistance
5% Chance of Crushing Blow
Enhanced Weapon Damage +(41 to 50)%
+(144 to 171)% Enhanced Defense
+100 to Strength
+50 Life on Attack
(31 to 40)% Chance of Uninterruptable Attack
Socketed (6)
Gothic Plate (Sacred)
Defense: (6800 - 7552) to (8249 - 9162)
Required Level: 100
Required Strength: 614
Item Level: 105
15% Chance to cast level 40 Arachnomancy on Melee Attack
4% Chance to cast level 12 Time Strike on Striking
+150% Damage to Undead
Adds 200-300 poison damage over 2 seconds
-35% to Enemy Poison Resistance
5% Chance of Crushing Blow
Enhanced Weapon Damage +(41 to 50)%
+(144 to 171)% Enhanced Defense
+100 to Strength
+50 Life on Attack
(31 to 40)% Chance of Uninterruptable Attack
Socketed (6)
The absolute best in slot armor is of course
Tyrael's Might
, which caps our elemental resistances to the maximum possible (95%) and you can faceroll labyrinth with it. If you have this armor, why are you reading my guide?
Tyrael's Might
Ancient Armor (Sacred)
Defense: 10779 to 13350
Required Level: 130
Required Strength: 0
Item Level: 130
Ethereal (Cannot be Repaired)
50% Movement Speed
+500% Damage to Demons
+500% Damage to Undead
+200% Enhanced Defense
Maximum Elemental Resists +15%
Physical Resist 50%
Cannot Be Frozen
Requirements -100%
Celeri Caelesti Iustitia
Socketed (6)
Ancient Armor (Sacred)
Defense: 10779 to 13350
Required Level: 130
Required Strength: 0
Item Level: 130
Ethereal (Cannot be Repaired)
50% Movement Speed
+500% Damage to Demons
+500% Damage to Undead
+200% Enhanced Defense
Maximum Elemental Resists +15%
Physical Resist 50%
Cannot Be Frozen
Requirements -100%
Celeri Caelesti Iustitia
Socketed (6)
Mystic orbs:
We don't have anything special to put here, so we fill it with dexterity and weapon damage.
Belt:
Black Void
is a decent choice, but I don't think it's the best. It helps us cap our attack speed if needed and the life steal is not that bad, along with the slow target bonus, but in terms of damage, an abandoned crafted belt is significantly superior as it can reach 80 flat dexterity and up to a maximum of 16% dexterity if blessed.
Black Void
Heavy Belt (Sacred)
Defense: (3060 - 3442) to (3304 - 3717)
Required Level: 100
Required Strength: 568
Item Level: 120
20% Attack Speed
Adds 10-15 damage
(10 to 15)% Life stolen per Hit
Slow Target 10%
+(140 to 170)% Enhanced Defense
10% to Strength
10% to Dexterity
Target Takes Additional Damage of (25 to 50)
30% Magic Find
Socketed (2)
Heavy Belt (Sacred)
Defense: (3060 - 3442) to (3304 - 3717)
Required Level: 100
Required Strength: 568
Item Level: 120
20% Attack Speed
Adds 10-15 damage
(10 to 15)% Life stolen per Hit
Slow Target 10%
+(140 to 170)% Enhanced Defense
10% to Strength
10% to Dexterity
Target Takes Additional Damage of (25 to 50)
30% Magic Find
Socketed (2)
Mystic orbs:
Dexterity, weapon damage.
Lilith's Temptation
is the best item you can wear while farming due to the absurd magic find it provides. You want to mystic ob this with magic find and dexterity.
Lilith's Temptation
Plated Belt (Sacred)
Defense: (3680 - 4089) to (4031 - 4479)
Required Level: 100
Required Strength: 0
Item Level: 105
3% Chance to cast level 2 Time Strike on Striking
+(170 to 200)% Enhanced Defense
-25 to all Attributes
(60 to 100)% Magic Find
Requirements -100%
Socketed (2)
Plated Belt (Sacred)
Defense: (3680 - 4089) to (4031 - 4479)
Required Level: 100
Required Strength: 0
Item Level: 105
3% Chance to cast level 2 Time Strike on Striking
+(170 to 200)% Enhanced Defense
-25 to all Attributes
(60 to 100)% Magic Find
Requirements -100%
Socketed (2)
Example of a great belt:

Basically, find a base with all attributes and bless it. You should end up with something similar on which you can apply dexterity and weapon damage mystic orbs. Life leech is a good bonus.
Boots:
A decent choice is
Wind Runner



. However, we use paragon and we lose 4 potential gems, which is pretty huge ehp we're throwing away. Also, we don't need the attack rating this item provides as we have more than enough from our dexterity (unless you're fighting samael) and the flat damage is really the best thing and the only thing we get from this. An abandoned crafted boots are the best choice for us.



Wind Runner
Boots
'EaEaEaEa'
Runeword Level: 100
+(0 to 1) to All Skills
35% Attack Speed
10% Movement Speed
Adds 37-70 damage
250% Bonus to Attack Rating
(10 to 15)% Life stolen per Hit
+(171 to 200)% Enhanced Defense
Boots
'EaEaEaEa'
Runeword Level: 100
+(0 to 1) to All Skills
35% Attack Speed
10% Movement Speed
Adds 37-70 damage
250% Bonus to Attack Rating
(10 to 15)% Life stolen per Hit
+(171 to 200)% Enhanced Defense
Alternatively,
Akarat's Trek
is also pretty good, but we only benefit from the 10% attribute and ewd it provides. It's a good damage option, though it may be expensive on strength required and the item is a SSU, which will prove difficult to obtain. A good pair of crafted boots should be able to beat this.
Akarat's Trek
Light Plated Boots (Sacred)
Defense: (1960 - 2352) to (2170 - 2604)
Required Level: 100
Required Strength: 561
Item Level: 120
2% Chance to cast level 30 Thunder Hammer Nova on Melee Attack
2% Chance to cast level 30 Thunder Wave on Melee Attack
2% Chance to cast level 30 Hammertime on Melee Attack
(0 to 40)% Movement Speed
+(15 to 20) to Charged Strike
Enhanced Weapon Damage +(100 to 150)%
+(150 to 200)% Enhanced Defense
10% to All Attributes
+10 to Light Radius
Socketed (4)
Light Plated Boots (Sacred)
Defense: (1960 - 2352) to (2170 - 2604)
Required Level: 100
Required Strength: 561
Item Level: 120
2% Chance to cast level 30 Thunder Hammer Nova on Melee Attack
2% Chance to cast level 30 Thunder Wave on Melee Attack
2% Chance to cast level 30 Hammertime on Melee Attack
(0 to 40)% Movement Speed
+(15 to 20) to Charged Strike
Enhanced Weapon Damage +(100 to 150)%
+(150 to 200)% Enhanced Defense
10% to All Attributes
+10 to Light Radius
Socketed (4)
Mystic orbs:
Dexterity, weapon damage.
Example of a good pair of boots:

The base has 36 to all attributes. It has also been blessed up to 58 dexterity and 16% dexterity. Dexterity and weapon damage mystic orbs are used in addition to
Celestial Wind
if you can afford the required level.
Celestial Wind
Occult Effigy
Cube Reagent
Cube with Boots to Add Bonus
Set Movement Speed to 40%
+10 Required Level
Occult Effigy
Cube Reagent
Cube with Boots to Add Bonus
Set Movement Speed to 40%
+10 Required Level
Gloves:
Hammerfist
is the best damage option we can get by far. 
Hammerfist
Heavy Gloves (Sacred)
Defense: (1082 - 1279) to (1148 - 1357)
Required Level: 100
Required Strength: 484
Item Level: 105
Adds (1 to 20)-(21 to 40) damage
5% Life stolen per Hit
5% Chance of Crushing Blow
+(15 to 25) to Spiral Dance
Enhanced Weapon Damage +(50 to 100)%
+(120 to 160)% Enhanced Defense
Elemental Resists +15%
Socketed (4)
Heavy Gloves (Sacred)
Defense: (1082 - 1279) to (1148 - 1357)
Required Level: 100
Required Strength: 484
Item Level: 105
Adds (1 to 20)-(21 to 40) damage
5% Life stolen per Hit
5% Chance of Crushing Blow
+(15 to 25) to Spiral Dance
Enhanced Weapon Damage +(50 to 100)%
+(120 to 160)% Enhanced Defense
Elemental Resists +15%
Socketed (4)
Lorekeeper
is also decent if you enjoy the playstyle of having to fight within an arena, however I didn't compare the two. Alternatively, an abandoned craft is also pretty good or even 
Lorekeeper
Light Gauntlets (Sacred)
Defense: (1018 - 1179) to (1159 - 1342)
Required Level: 80
Required Strength: 272
Item Level: 120
+3 to All Skills
20% Combat Speeds
+(5 to 10) to Firedance
+(90 to 120)% Enhanced Defense
Regenerate Mana +(40 to 60)%
Requirements -50%
Socketed (4)
Light Gauntlets (Sacred)
Defense: (1018 - 1179) to (1159 - 1342)
Required Level: 80
Required Strength: 272
Item Level: 120
+3 to All Skills
20% Combat Speeds
+(5 to 10) to Firedance
+(90 to 120)% Enhanced Defense
Regenerate Mana +(40 to 60)%
Requirements -50%
Socketed (4)
Toorc's Gift
until you get a good hammerfist.
Toorc's Gift
Heavy Gloves (4)
Defense: (15 - 18) to (30 - 34)
Required Level: 3
Required Strength: 24
Item Level: 5
2% Chance to cast level 1 Glacial Nova on Melee Attack
5% Attack Speed
Stun Attack
+(12 to 29)% Enhanced Defense
Cold Resist +(11 to 15)%
Socketed (1)
Defense: (129 - 143) to (160 - 177)
Required Level: 20
Required Strength: 35
Item Level: 24
3% Chance to cast level 2 Glacial Nova on Melee Attack
15% Attack Speed
Adds (21 to 30)-(31 to 50) cold damage
Stun Attack
+(47 to 63)% Enhanced Defense
Cold Resist +(21 to 25)%
Socketed (2)
Defense: (376 - 409) to (448 - 488)
Required Level: 38
Required Strength: 74
Item Level: 44
4% Chance to cast level 3 Glacial Nova on Melee Attack
25% Attack Speed
Adds (71 to 90)-(91 to 125) cold damage
Stun Attack
+(81 to 97)% Enhanced Defense
Cold Resist +(31 to 35)%
Socketed (3)
Defense: (568 - 614) to (685 - 740)
Required Level: 46
Required Strength: 154
Item Level: 77
5% Chance to cast level 3 Glacial Nova on Melee Attack
30% Attack Speed
Adds (161 to 200)-(201 to 250) cold damage
Stun Attack
+(98 to 114)% Enhanced Defense
Cold Resist +(36 to 40)%
Socketed (4)
Heavy Gloves (4)
Defense: (15 - 18) to (30 - 34)
Required Level: 3
Required Strength: 24
Item Level: 5
2% Chance to cast level 1 Glacial Nova on Melee Attack
5% Attack Speed
Stun Attack
+(12 to 29)% Enhanced Defense
Cold Resist +(11 to 15)%
Socketed (1)
Defense: (129 - 143) to (160 - 177)
Required Level: 20
Required Strength: 35
Item Level: 24
3% Chance to cast level 2 Glacial Nova on Melee Attack
15% Attack Speed
Adds (21 to 30)-(31 to 50) cold damage
Stun Attack
+(47 to 63)% Enhanced Defense
Cold Resist +(21 to 25)%
Socketed (2)
Defense: (376 - 409) to (448 - 488)
Required Level: 38
Required Strength: 74
Item Level: 44
4% Chance to cast level 3 Glacial Nova on Melee Attack
25% Attack Speed
Adds (71 to 90)-(91 to 125) cold damage
Stun Attack
+(81 to 97)% Enhanced Defense
Cold Resist +(31 to 35)%
Socketed (3)
Defense: (568 - 614) to (685 - 740)
Required Level: 46
Required Strength: 154
Item Level: 77
5% Chance to cast level 3 Glacial Nova on Melee Attack
30% Attack Speed
Adds (161 to 200)-(201 to 250) cold damage
Stun Attack
+(98 to 114)% Enhanced Defense
Cold Resist +(36 to 40)%
Socketed (4)
Mystic orbs:
Dexterity, weapon damage.
Rings:
Giant's Knuckle
x2, no questions asked. Not only they're the best damage option in the entire game (even though they provide less flat damage than ripstars, the deadly strike bonus more than makes up for it), but it also helps us to cap our physical resist to 50% AND our attack speed, while providing much needed leech.
Giant's Knuckle
Ring (Sacred)
Giant's Knuckle
Required Level: 100
Item Level: 120
20% Attack Speed
Adds 10-15 damage
(5 to 10)% Life stolen per Hit
5% Deadly Strike
+25 Life Regenerated per Second
Physical Resist 5%
Ring (Sacred)
Giant's Knuckle
Required Level: 100
Item Level: 120
20% Attack Speed
Adds 10-15 damage
(5 to 10)% Life stolen per Hit
5% Deadly Strike
+25 Life Regenerated per Second
Physical Resist 5%
An alternative is
Adrenaline Rush
since it grants maximum resistances, but I don't suggest it as we lose precious physical damage reduction, attack speed we need for cap and a lot of damage. Adrenaline rush may be better for farming easy zones like kurast 3k.
Adrenaline Rush
Ring (Sacred)
Adrenaline Rush
Required Level: 100
Item Level: 120
+1 to All Skills
40% Combat Speeds
40% Movement Speed
Maximum Elemental Resists +1%
Ring (Sacred)
Adrenaline Rush
Required Level: 100
Item Level: 120
+1 to All Skills
40% Combat Speeds
40% Movement Speed
Maximum Elemental Resists +1%
Mystic orbs:
I filled the space with magic find and physical damage reduction. You can invest into
Marksman's Eye
for rings since you'll never change them.
Marksman's Eye
Mystic Orb
Cube Reagent
Cube with Item to Add Bonus
5% Attack Speed
+3 to Minimum Damage
10% Bonus to Attack Rating
2% Bonus to Dexterity
+10 Required Level
Mystic Orb
Cube Reagent
Cube with Item to Add Bonus
5% Attack Speed
+3 to Minimum Damage
10% Bonus to Attack Rating
2% Bonus to Dexterity
+10 Required Level
Amulet:
Personally, I use a luckied
Lamen of the Archbishop
for +1 skills (for a total of +5 skills), which then I convert to 20% deadly strike (!!!) using 
Lamen of the Archbishop
Amulet (Sacred)
Lamen of the Archbishop
Required Level: 100
Item Level: 120
Orb Effects Applied to this Item are Doubled
+4 to All Skills
Amulet (Sacred)
Lamen of the Archbishop
Required Level: 100
Item Level: 120
Orb Effects Applied to this Item are Doubled
+4 to All Skills
Path of Brutality
. This is basically a 20% more (ish, depending on how much ds you already have) damage over everything you have. It is HUGE. Also, it has double mystic orb bonus, which will be filled with 
Path of Brutality
Occult Effigy
Cube Reagent
Cube with Unique Ring/Amulet to Add Bonus
Transforms every +1 to All Skills to +3% Deadly Strike
Item Becomes (Your Class Only)
+10 Required Level
Occult Effigy
Cube Reagent
Cube with Unique Ring/Amulet to Add Bonus
Transforms every +1 to All Skills to +3% Deadly Strike
Item Becomes (Your Class Only)
+10 Required Level
Marksman's Eye
and you'll get yourself an extremely good amulet.
Marksman's Eye
Mystic Orb
Cube Reagent
Cube with Item to Add Bonus
5% Attack Speed
+3 to Minimum Damage
10% Bonus to Attack Rating
2% Bonus to Dexterity
+10 Required Level
Mystic Orb
Cube Reagent
Cube with Item to Add Bonus
5% Attack Speed
+3 to Minimum Damage
10% Bonus to Attack Rating
2% Bonus to Dexterity
+10 Required Level
An alternative is a good rare amulet with flat damage, attack speed, life until you can afford a path of brutailty for lamen. However,
Dyers Eve
and 
Dyers Eve
Amulet (Sacred)
Dyers Eve
Required Level: 100
Item Level: 120
5% Chance to cast level 5 Time Strike on Striking
+2 to All Skills
Adds 15-20 damage
5% Life stolen per Hit
Elemental Resists +10%
Physical Resist (1 to 10)%
Amulet (Sacred)
Dyers Eve
Required Level: 100
Item Level: 120
5% Chance to cast level 5 Time Strike on Striking
+2 to All Skills
Adds 15-20 damage
5% Life stolen per Hit
Elemental Resists +10%
Physical Resist (1 to 10)%
Death Ward
are also decent choices, but you wouldn't want to wear death ward unless you luckied +1-2% max resistance on it as it will help you greatly in labyrinth, but you will also have significantly less damage.
Death Ward
Amulet (Sacred)
Death Ward
Required Level: 110
Item Level: 105
+(1 to 3) to All Skills
Maximum Elemental Resists +1%
Poison Resist +30%
Poison Length Reduced by 30%
30% Curse Length Reduction
Amulet (Sacred)
Death Ward
Required Level: 110
Item Level: 105
+(1 to 3) to All Skills
Maximum Elemental Resists +1%
Poison Resist +30%
Poison Length Reduced by 30%
30% Curse Length Reduction
End result of lamen with path of brutality and filled with
Marksman's Eye
x3:
Marksman's Eye
Mystic Orb
Cube Reagent
Cube with Item to Add Bonus
5% Attack Speed
+3 to Minimum Damage
10% Bonus to Attack Rating
2% Bonus to Dexterity
+10 Required Level
Mystic Orb
Cube Reagent
Cube with Item to Add Bonus
5% Attack Speed
+3 to Minimum Damage
10% Bonus to Attack Rating
2% Bonus to Dexterity
+10 Required Level

Even if you don't have levels to use more than 1 marksman's eye, the amulet is still amazing because it provides 20% deadly strike with path of brutality. A better alternative would be the same amulet, but with +1-2% max resistances from lottery. The only thing that beats this amulet is a well rolled
The Buried Hawk
with a potentially useful ultimate skill.
The Buried Hawk
Amulet (Sacred)
The Buried Hawk
Required Level: 100
+(0 to 3) to All Skills
20% Combat Speeds
(-10 to 0)% to Enemy Elemental Resistances
(0 to 10)% Deadly Strike
+1 to [Random Ultimate Skill]
Physical Resist (-5 to 5)%
Amulet (Sacred)
The Buried Hawk
Required Level: 100
+(0 to 3) to All Skills
20% Combat Speeds
(-10 to 0)% to Enemy Elemental Resistances
(0 to 10)% Deadly Strike
+1 to [Random Ultimate Skill]
Physical Resist (-5 to 5)%
Uberquests/uberlevels
► Show Spoiler
Disclaimer - Wherever I suggest trinity arrow, you can use rapid wyrmshot if you possess an
HORROR UNDER TRISTRAM - Hit him with spellbind and keep spamming barrage while you run away from him. Don't use summons as he enrages after killing something.
INFERNAL MACHINE - Really easy, wyrmshot adds, kill boss with either barrage or trinity arrow.
DEATH PROJECTOR - Don't attempt to hit him with barrage as the adds will eventually kill you or the projector himself. Instead, hit him with trinity arrow until he dies.
THE BINDING OF BAAL - Kill him. Take your time
HORAZON'S SANCTUM - Just kill.
AKARAT - The best way to kill him is to wyrmshot in his general direction as the projectiles will shotgun in his face.
ASSAULT ON MOUNT ARREAT - Kill him. Take your time, but not too much since this has a lockdown. Also, they hit hard so you may want to be careful
LORD ALDRIC JITAN - Rapid wyrmshot is the best here, but if you don't have askarbydd, take your time with barrage. Usually, monsters in diablo 2 will choose an action and will try to complete that action. In this case, if he starts to follow you, you can spam barrage and kite him indefinitely as long as he doesn't get close enough to you to cast fortress. Phalanx is also a good option if you get him in a good position, but the torajan jungle has a pretty bad layout for this skill.
BULL PRINCE RODEO - Just use barrage when he teleports on you and rapid wyrmshot when he's not near you. You generally want to use barrage whenever possible since it deals slightly more damage than rapid wyrmshot, but that may prove difficult since he will knockback you constantly. Phalanx is not a good choice here since he is very mobile.
RATHMA SQUARE - This one is tricky for this build since you have 0 defense and his bladestorm will probably one shot you. Walk in, kill as many of his adds before walking in his room. Aggro him from as far away as possible and start casting barrage. Hopefully he will die when he gets close to you. If he doesn't die and starts to run from you, position yourself away from him and spam wyrmshot as he will always stay a fixed distance away from you (he'll run towards you if you run too far, but will not come too close). Avoid using rapid wyrmshot since the hit count is too low and you may end up attacking adds instead of the boss. Phalanx is not a good choice here due to the zone layout. However, with perfect positioning, I think you can indeed kill him with phalanx extremely easy, but it takes some practice.
BLACK ROAD - Keep the boss within the fire circle and kill him. Don't get surrounded by the zombies.
LEGACY OF BLOOD - Summon as many fire elementals as you can, walk in go in a corner and start spamming wyrmshot. Don't sit in a place for too long or the fire novas will kill you. Hopefully he'll be dead before your adds die off. This may require more than one attempt, so don't be mad since it's quite tricky.
THE VEILED PROPHET - This isn't hard. You need to summon your elementals so they can tank the adds for you and kill the crystal ball with your trinity arrow. Then, you can kill the adds and slowly kill inarius. Alternatively, you can enter, lure adds in the far corner near the bishops and let yourself die. If you do this fast enough, you can come back before lockdown and kill the crystal ball without adds pestering you. Phalanx is a great choice here for the crystal ball since it's immobile and the wall will appear perpendicularly on the crystal ball, making short work of it.
HEART OF SIN - Azmodan seems to be very weak to elemental damage, so barrage is the best skill you can use against him. Just dodge his flamestrikes and don't stand too much in one place either way.
JUDGEMENT DAY - This uberquest is hard if you don't have askarbydd. If you do have askarbydd, walk in with your edyrems, spam some rapid wyrmshot and pick up your charm. It's that easy. Sometimes they won't die before running away, so you may want to take your time. If you attempt to kill them both in succession for the bonus quest, you really need askarbydd since you won't be able to kill them as they will run away while the edyrems will shred you to pieces. Phalanx is not the best choice here due to zone layout but also because bosses are very mobile and we need to be very mobile ourselves.
TWIN SEAS - I found the best strategy for this is to position yourself near a statue so you won't get shredded to pieces by the guided arrows and keep spamming barrage. Rotate around the statue after she blinks and keep spamming barrage. You will die a lot, but she has no healing mechanism, so just put a portal in a safe place and be patient. A strategy I haven't tried is to set a significant number of phalanx wall and let her blink on top of you in the phalanx. However, she has teleport when damage taken, so she won't take too much damage before deciding to teleport away.
QUOV TSIN - This guy is a walk in the park with askarbydd. Without, you will have to use trinity arrow and it will take forever. Phalanx is also a good choice here, but it is difficult to use due to zone layout and sometimes it's impossible.
KINGDOM OF SHADOW - Absolutely impossible. Buy the charm or reroll to another build / character. You have 0 defense, so zombies will kill you really quickly. Even without using estatic frenzy, you don't have enough defense to potion up while surrounded, so unless you have godlike dodging skills and unbelievable luck, it's pretty impossible.
EVE OF DESTRUCTION - It's mostly a gear check. You can reliably facetank him if you have around 15k-16k hp and barrage is the best damage option. With bis gear, he dies in maximum 2-3 minutes. If he summons one of his brothers, teleport away and lure his brother, kill him and resume killing baal. I believe a good setup of phalanx can deal more damage to him, but good positioning is needed.
BANISHER OF LIGHT - Without askarbydd, you can use phalanx. He is mostly immobile, so phalanx will deal a great amount of damage to him. Barrage is an option, but you need to stand away from his poison nova thingy when he casts it. He also hits hard in melee, so be careful.
LORD OF LIES - One of the easier fights out of the very hard ones. Askarbydd helps you a lot here, once again. Other than that, you can use phalanx or barrage, but it may take longer and barrage play is risky.
GHOSTS OF OLD BREMMTOWN - This one is tricky, but also hard if you don't have the proper gear. As you enter, you need to clear the immediate room with barrage. Walk and cast barrage. Never walk more than a small distance without casting barrage. When you get to the main corridor, you can use wyrmshot as it is slightly superior to barrage. Even after blinking on top of you, most of them will die to already launched wyrmshots. Remember, this is a gearcheck, so don't be disappointed if you can't get it done in time and instead farm better gear.
YSHARI SANCTUM - The labyrinth itself is not that hard, just very very VERY long and takes about two hours to complete if you're efficient. Take your time in the maze and always have a portal up in a safe place so you won't have to start over. The boss himself is a pretty mechanical fight. My advice is to play it recklessly up until the lockdown takes place, then play it safe.
XAZAX - You can use pretty much everything here. Barrage is a good option, but you need to be careful not to die to his glacial spike nova. Use spellbind on cooldown. Rapid wyrmshot is extremely good if you manage to position one of his adds behind him, as he will take twice the damage due to rapid wyrmshot shooting at up to two targets maximum. Phalanx is a safer choice and much easier to use here. You can cast it from a safe distance and only get close to spellbind him.
ASTROGHA - Surprisingly, this is quite easy for us. Our best choice is rapid wyrmshot. Second best is trinity arrow. Despite not having control over wyrmshot's targets, we don't need to. We teleport near astrogha, cast two or three rapid wyrmshots and back off to reset the fight. The rapid wyrmshot deals a lot of damage to him, but you need to be careful not to shoot too many as they will also attack totems whenever they spawn. If the boss gets stuck in a corner and keeps spamming totems, just teleport in his vicinity and use trinity arrow until he teleports away.
NYMYR'S LIGHT - This is arguably the most annoying fight in the game. Firstly, you need at least 20-25k hp (the more, the easier) to facetank his pounce but also have some buffer health for follow up damage. Sometimes it happens that he boss will pounce on you and cast his rune nova skill. You'll probably die instantly with no possible counterplay, so this is also a rng fight, on top of the trial and error element. Hit her with purify until she dies and walk in circles around her so you won't take too much damage. Teleport is your friend. Reset the game if she has too many witches in the main arena. I suggest you craft some enchanting gear and mo them up with vitality. Socket them with perfect rubies for more vitality. Respec all your points into vitality if you can afford. Too much movement speed may prove detrimental to this fight since you may accidentally drift into one of her novas or run too far for her to pounce you. It's up to you how you feel comfortable and remember you can enable or disable estatic frenzy to suit your preferences.
Charm trophy choice: I personally use Jitan trophy for deadly strike (you want at least 3%+) and uninterruptible attack is also useful. A better option would be laz's trophy since it provides 1-2% max resists, which is huge for us in the labyrinth. Other trophies are the triune one (which is extremely hard to get) and the vizjun one. However, the trophy rewards for this charm will get an overhaul and I'll update this once I see the patch notes.
SPIRIT WORLD - This is very hard for us, but doable. Firstly, it's mostly a gearcheck. If you have askarbydd and close to best in slot gear, you'll probably beat him without too much of a hassle. Rapid wyrmshot is really the best option here and not even phalanx comes close due to the simple fact that the boss will never stand still. Not only that, but the arena has a pretty bad layout for phalanx to work reliably. Purify harversters of souls as soon as they spawn. Never stay inside her tornado arena and instead either walk fast over it or teleport outside since the boss will charge you and knockback you into the tornadoes anyway and if you attempt to kite her into the arena, you may get killed by her adds. Spellbind her whenever possible since it's a great damage boost and also slows her down to allow us to hit her more times.
THE VOID - The soul of wrath deals a lot of damage, but the damage can be blocked. We equip yishari sanctum set and we can tank him. I haven't personally tested this. Otherwise, you need to respec for soul of wrath fight because it's impossible for regular bowzon.
NEPHALEM'S SACRIFICE - Fight itself is easy, but it takes forever. You need a lot of damage since uldyssian is extremely resilient and also has innate healing. You need to clear his edyrems faster than he summons them, so you may need close to best in slot gear for this fight. Dodge his projectiles as they will slow you down and make the fight last longer. You'll be using rapid wyrmshot as your main skill since he keeps teleporting similarly to astrogha, so you may not be able to hit him with anything else. I haven't tried to kill him with phalanx (that may be a better option). Also, you may encounter difficulties at the summoner due to edyrems having sacred shield in this phase. A tanky mercenary as well as your own edyrems will help you a lot here. You need to reset the fight a lot and lure edyrems away from the summoner as you will not have enough damage to kill them faster than he summons them due to those edyrems having sacred armor, in contrast to the ones from uldyssian fight.
ARCHBISHOP LAZARUS - Not impossible, but very close. We don't have block, so this fight is naturally harder for us. After you've done a complete lap around the arena and lost the boss, you need to clear stuff fast as he'll heal back to full in 5 minutes, so this is also a fight against time. Don't attempt to hit the totems with barrage as the may cast tremor and actually kill you if you already have their debuff on you. Wyrmshot will not attack them, but will damage them if there are groupies behind them. Use trinity arrow to kill them and don't rush, but don't take too much time either (yea, great fight I know).
HERALD OF THE END - Unless you have tyrael's might and an absurd amount of damage from being all stacked up on unique mystic orbs and effigies, I suggest you don't waste your currency to summon him since he's virtually impossible. This is a work in progress for me. The general idea is to overcap your lightning resist since his damage aura deals lightning damage. You'll need to be extremely mobile and on top of that either kill him before lockdown or never die past that point. A very hard fight.
ISLAND OF THE SUNLESS SEA - This is ridiculously easy for us due to wyrmshot attacking invisible targets.
THE SECRET COW LEVEL - Wyrmshot everything.
TORAJAN JUNGLES - Don't get surrounded or swarmed while stunned or you may die because we have 0 defense and we will get stunlocked. Also, this is the zone you'll be farming up to level 115 until you can access kurast 3k (this will change in the future).
KURAST 3000 BA - Very easy for us. Our main farming zone. Position yourself at a reasonable distance from the totems and cast wyrmshot so that the hits will shotgun in the totem, killing it quickly. If your gear is underwhelming, take care of the skeletons from afar and kill the totems with trinity arrow. Do not attempt to use barrage on them unless you have at least 15k hp and capped resistances.
HIGH HEAVENS - Don't get surrounded and don't let them hit you. Generally easy.
TRAN ATHULUA - Pretty easy for us. Once we have enough gear, we can outrun the arrowsides. Don't get hit by them at all costs since they deal absurd amount of damage to this build due to 0 defense. I don't suggest farming tran athulua due to really bad rewards. Instead, farm k3k and go to duncrag directly once you have enough gear.
TEGANZE - You may die easily here if you're not being careful, but other than that, our build is easily one of the best farmers here. And the zone itself is very enjoyable to farm. Definitely an alternative to duncraig as you can sell essences and the monsters will also drop SU/SSU/sets occasionally.
THE TRIUNE - Use barrage for clay golems, unless you have extremely good gear to be able to kill them since they're resilient to physical. Use wyrmshot for everything else. I don't suggest killing boss more than one time since it takes forever. Build yourself a charm that has dexterity and combat speeds in order to cap your attack speed. Save grand dexterity cycles. An ideal charm is a wormhole filled with 8 grand dexterity cycles. This charm is extremely important since it will provide us a lot of damage when we'll need to swap dexterity gems out for max resist gems for labyrinth. You may want to trade for them if you play multiplayer.
DUNCRAIG - Pretty easy for us once we get decent gear. Wyrmshot everything, necromorbs included.
TORAJA - This is not hard for us since we'll use wyrmshot and the enemies that become vulnerable will automatically die. Don't fight too many at one time or your edyrems will die quicker than you can summon them.
VIZ-JUN - Mostly a gear check. Use wyrmshot for everything. Teleport out of land mine fields. If you happen to get stunned from one of the stun novas bullshits, retreat if there are too many enemies in your vicinity or just spam wyrmshot until stun goes away so you're safe to move again. Also, nukes are one shots here so be careful.
FAUZTINVILLE - This is pretty easy for us with enough leech. Your character will get put in hit recovery animation once you take a certain amount of damage. In order to not be put in hit recovery by necrobots, we need to have at least 16k hp and 50% physical damage reduction. Flat physical damage reduction from rings or other sources also help. Once you have this threshold, you can outleech everything with wyrmshot. Clear the necrobots with barrage or trinity arrow, whichever is more convenient (if they're clumped up, trinity arrow may work better). Avoid getting surrounded by hardliners at all costs since they deal magic damage and will kill you. Farm this zone until you're at least level 139 (level 140 needs a lot of grind) and then you can proceed to the labyrinth. Level 140 is ideal due to having an additional unique mystic orb on your amulet and helm, which helps greatly. You'll also find a lot of shrines, great runes and the occasional sacred uniques. It's one of the few zones in the game that can drop
THE DIMENSIONAL LABYRINTH - This is it. The true endgame. You've been preparing for his. In addition to have perfect bis gear as listed above, you also need a perfect kabraxis charm (or at least a 3/3/2 or 3/2/2 one). Poison resist on this charm is irrelevant. Also, you will want to swap out dexterity gems with bloodstones, onyxes and ambers for maximum resist. The most dangerous element in the lab is cold damage (corrupted barbarian deals cold damage with ice burst, as well as phoboss with everything, while phoboss also has some cold pierce). Second most dangerous is fire and then there is lightning. You may want to prioritize them in that order, so you can have something like 6/11/3 max resistances from gems. The more cold, the better. However, it's important you don't rush into rooms through narrow doorways since you may be one shotted by succubi that deal fire damage. Having low max fire res relies on your capability of dodging their attacks, so you may want to consider more fire res if you have delay or if you think you can't handle it. Once you have kabraxis charm, azmodan charm, lacuni cowl and gear filled with gems, you should have somewhere around 87%/92%/84% max resistances, which are good enough to carry you up to red tiers. You may encounter corrupted bosses in the labyrinth and this is how you can deal with them:
Corrupted amazon - make sure you stay above her (as in north of her position) so you won't be hit with her phalanx. Her phalanx is the most dangerous, otherwise she's easy. Also, it seems like she hits for a ton in melee (for some reason, she has a melee attack), so be careful if you want to use barrage on her.
Corrupted assassin - you can tank her quite a while before she plants too many cryo beam traps and you'll have to reset fight. She's slightly more resilient probably because she has perfect being. The damage you take from he is quite consistent, meaning you won't get one shotted, but still need to pay attention to your life.
Corrupted barbarian - run. Not only he deals a ton of physical damage, but his ice burst will most likely one shot you. The strategy is to summon 10 edyrems, engage him, attack him a few times until edyrems die, teleport away and repeat. The key is to ALWAYS kite him and never let him near you.
Update: Barbarian's ice burst got a minor nerf (20% less damage), so he's still very dangerous and you still want to kite him as much as possible, especially in red tiers. You may get away from an ice burst up to tier 10 if you have 16k hp and ~90% cold res, but everything above is very dangerous.
Corrupted necromancer - he's a vegetable. Just hit him until he dies.
Update: This guy got buffed a bit, so you may watch out.
Phoboss - you need to stay within the ice bolt arena he creates, but also dodge whatever traps he plants under you. You need to facetank him since he'll pounce on you if you try to run away. Only try to teleport out of his arena if you can't fight him there anymore and need to reset fight.
Dimensional anomaly - this boss has an array of spells you want to dodge, but mostly important, he can cast samael's flaming circle which will definitely kill you. You need to be always focused on the fight.
Update: As of 1.3, this miniboss has an additional spell that requires us to stay within a certain zone. Similar to samael's fire pentagram. Needs testing.
Tips: Needless to say,
This build can fully clear up to tier 14. I have yet to play a tier 15 because I haven't got any t15 stone yet.
Askarbydd
, since it's superior in every way. However, most of the fights can also be completed easily with phalanx.
Askarbydd
Reflex Bow (Sacred)
Two-Hand Damage: (230 - 311) to (330 - 455)
(Amazon Only)
Required Level: 100
Required Dexterity: 1020
Item Level: 105
Dexterity Damage Bonus: (0.25 per Dexterity)%
50% Attack Speed
+(140 to 200)% Enhanced Damage
Adds (70 to 110)-(150 to 230) damage
15% Life stolen per Hit
+(1 to 10) to Rapid Wyrmshot
Maximum Poison Resist +2%
Poison Length Reduced by 25%
Requirements +50%
Socketed (6)
Reflex Bow (Sacred)
Two-Hand Damage: (230 - 311) to (330 - 455)
(Amazon Only)
Required Level: 100
Required Dexterity: 1020
Item Level: 105
Dexterity Damage Bonus: (0.25 per Dexterity)%
50% Attack Speed
+(140 to 200)% Enhanced Damage
Adds (70 to 110)-(150 to 230) damage
15% Life stolen per Hit
+(1 to 10) to Rapid Wyrmshot
Maximum Poison Resist +2%
Poison Length Reduced by 25%
Requirements +50%
Socketed (6)
HORROR UNDER TRISTRAM - Hit him with spellbind and keep spamming barrage while you run away from him. Don't use summons as he enrages after killing something.
INFERNAL MACHINE - Really easy, wyrmshot adds, kill boss with either barrage or trinity arrow.
DEATH PROJECTOR - Don't attempt to hit him with barrage as the adds will eventually kill you or the projector himself. Instead, hit him with trinity arrow until he dies.
THE BINDING OF BAAL - Kill him. Take your time
HORAZON'S SANCTUM - Just kill.
AKARAT - The best way to kill him is to wyrmshot in his general direction as the projectiles will shotgun in his face.
ASSAULT ON MOUNT ARREAT - Kill him. Take your time, but not too much since this has a lockdown. Also, they hit hard so you may want to be careful
LORD ALDRIC JITAN - Rapid wyrmshot is the best here, but if you don't have askarbydd, take your time with barrage. Usually, monsters in diablo 2 will choose an action and will try to complete that action. In this case, if he starts to follow you, you can spam barrage and kite him indefinitely as long as he doesn't get close enough to you to cast fortress. Phalanx is also a good option if you get him in a good position, but the torajan jungle has a pretty bad layout for this skill.
BULL PRINCE RODEO - Just use barrage when he teleports on you and rapid wyrmshot when he's not near you. You generally want to use barrage whenever possible since it deals slightly more damage than rapid wyrmshot, but that may prove difficult since he will knockback you constantly. Phalanx is not a good choice here since he is very mobile.
RATHMA SQUARE - This one is tricky for this build since you have 0 defense and his bladestorm will probably one shot you. Walk in, kill as many of his adds before walking in his room. Aggro him from as far away as possible and start casting barrage. Hopefully he will die when he gets close to you. If he doesn't die and starts to run from you, position yourself away from him and spam wyrmshot as he will always stay a fixed distance away from you (he'll run towards you if you run too far, but will not come too close). Avoid using rapid wyrmshot since the hit count is too low and you may end up attacking adds instead of the boss. Phalanx is not a good choice here due to the zone layout. However, with perfect positioning, I think you can indeed kill him with phalanx extremely easy, but it takes some practice.
BLACK ROAD - Keep the boss within the fire circle and kill him. Don't get surrounded by the zombies.
LEGACY OF BLOOD - Summon as many fire elementals as you can, walk in go in a corner and start spamming wyrmshot. Don't sit in a place for too long or the fire novas will kill you. Hopefully he'll be dead before your adds die off. This may require more than one attempt, so don't be mad since it's quite tricky.
THE VEILED PROPHET - This isn't hard. You need to summon your elementals so they can tank the adds for you and kill the crystal ball with your trinity arrow. Then, you can kill the adds and slowly kill inarius. Alternatively, you can enter, lure adds in the far corner near the bishops and let yourself die. If you do this fast enough, you can come back before lockdown and kill the crystal ball without adds pestering you. Phalanx is a great choice here for the crystal ball since it's immobile and the wall will appear perpendicularly on the crystal ball, making short work of it.
HEART OF SIN - Azmodan seems to be very weak to elemental damage, so barrage is the best skill you can use against him. Just dodge his flamestrikes and don't stand too much in one place either way.
JUDGEMENT DAY - This uberquest is hard if you don't have askarbydd. If you do have askarbydd, walk in with your edyrems, spam some rapid wyrmshot and pick up your charm. It's that easy. Sometimes they won't die before running away, so you may want to take your time. If you attempt to kill them both in succession for the bonus quest, you really need askarbydd since you won't be able to kill them as they will run away while the edyrems will shred you to pieces. Phalanx is not the best choice here due to zone layout but also because bosses are very mobile and we need to be very mobile ourselves.
TWIN SEAS - I found the best strategy for this is to position yourself near a statue so you won't get shredded to pieces by the guided arrows and keep spamming barrage. Rotate around the statue after she blinks and keep spamming barrage. You will die a lot, but she has no healing mechanism, so just put a portal in a safe place and be patient. A strategy I haven't tried is to set a significant number of phalanx wall and let her blink on top of you in the phalanx. However, she has teleport when damage taken, so she won't take too much damage before deciding to teleport away.
QUOV TSIN - This guy is a walk in the park with askarbydd. Without, you will have to use trinity arrow and it will take forever. Phalanx is also a good choice here, but it is difficult to use due to zone layout and sometimes it's impossible.
KINGDOM OF SHADOW - Absolutely impossible. Buy the charm or reroll to another build / character. You have 0 defense, so zombies will kill you really quickly. Even without using estatic frenzy, you don't have enough defense to potion up while surrounded, so unless you have godlike dodging skills and unbelievable luck, it's pretty impossible.
EVE OF DESTRUCTION - It's mostly a gear check. You can reliably facetank him if you have around 15k-16k hp and barrage is the best damage option. With bis gear, he dies in maximum 2-3 minutes. If he summons one of his brothers, teleport away and lure his brother, kill him and resume killing baal. I believe a good setup of phalanx can deal more damage to him, but good positioning is needed.
BANISHER OF LIGHT - Without askarbydd, you can use phalanx. He is mostly immobile, so phalanx will deal a great amount of damage to him. Barrage is an option, but you need to stand away from his poison nova thingy when he casts it. He also hits hard in melee, so be careful.
LORD OF LIES - One of the easier fights out of the very hard ones. Askarbydd helps you a lot here, once again. Other than that, you can use phalanx or barrage, but it may take longer and barrage play is risky.
GHOSTS OF OLD BREMMTOWN - This one is tricky, but also hard if you don't have the proper gear. As you enter, you need to clear the immediate room with barrage. Walk and cast barrage. Never walk more than a small distance without casting barrage. When you get to the main corridor, you can use wyrmshot as it is slightly superior to barrage. Even after blinking on top of you, most of them will die to already launched wyrmshots. Remember, this is a gearcheck, so don't be disappointed if you can't get it done in time and instead farm better gear.
YSHARI SANCTUM - The labyrinth itself is not that hard, just very very VERY long and takes about two hours to complete if you're efficient. Take your time in the maze and always have a portal up in a safe place so you won't have to start over. The boss himself is a pretty mechanical fight. My advice is to play it recklessly up until the lockdown takes place, then play it safe.
XAZAX - You can use pretty much everything here. Barrage is a good option, but you need to be careful not to die to his glacial spike nova. Use spellbind on cooldown. Rapid wyrmshot is extremely good if you manage to position one of his adds behind him, as he will take twice the damage due to rapid wyrmshot shooting at up to two targets maximum. Phalanx is a safer choice and much easier to use here. You can cast it from a safe distance and only get close to spellbind him.
ASTROGHA - Surprisingly, this is quite easy for us. Our best choice is rapid wyrmshot. Second best is trinity arrow. Despite not having control over wyrmshot's targets, we don't need to. We teleport near astrogha, cast two or three rapid wyrmshots and back off to reset the fight. The rapid wyrmshot deals a lot of damage to him, but you need to be careful not to shoot too many as they will also attack totems whenever they spawn. If the boss gets stuck in a corner and keeps spamming totems, just teleport in his vicinity and use trinity arrow until he teleports away.
NYMYR'S LIGHT - This is arguably the most annoying fight in the game. Firstly, you need at least 20-25k hp (the more, the easier) to facetank his pounce but also have some buffer health for follow up damage. Sometimes it happens that he boss will pounce on you and cast his rune nova skill. You'll probably die instantly with no possible counterplay, so this is also a rng fight, on top of the trial and error element. Hit her with purify until she dies and walk in circles around her so you won't take too much damage. Teleport is your friend. Reset the game if she has too many witches in the main arena. I suggest you craft some enchanting gear and mo them up with vitality. Socket them with perfect rubies for more vitality. Respec all your points into vitality if you can afford. Too much movement speed may prove detrimental to this fight since you may accidentally drift into one of her novas or run too far for her to pounce you. It's up to you how you feel comfortable and remember you can enable or disable estatic frenzy to suit your preferences.
Charm trophy choice: I personally use Jitan trophy for deadly strike (you want at least 3%+) and uninterruptible attack is also useful. A better option would be laz's trophy since it provides 1-2% max resists, which is huge for us in the labyrinth. Other trophies are the triune one (which is extremely hard to get) and the vizjun one. However, the trophy rewards for this charm will get an overhaul and I'll update this once I see the patch notes.
SPIRIT WORLD - This is very hard for us, but doable. Firstly, it's mostly a gearcheck. If you have askarbydd and close to best in slot gear, you'll probably beat him without too much of a hassle. Rapid wyrmshot is really the best option here and not even phalanx comes close due to the simple fact that the boss will never stand still. Not only that, but the arena has a pretty bad layout for phalanx to work reliably. Purify harversters of souls as soon as they spawn. Never stay inside her tornado arena and instead either walk fast over it or teleport outside since the boss will charge you and knockback you into the tornadoes anyway and if you attempt to kite her into the arena, you may get killed by her adds. Spellbind her whenever possible since it's a great damage boost and also slows her down to allow us to hit her more times.
THE VOID - The soul of wrath deals a lot of damage, but the damage can be blocked. We equip yishari sanctum set and we can tank him. I haven't personally tested this. Otherwise, you need to respec for soul of wrath fight because it's impossible for regular bowzon.
NEPHALEM'S SACRIFICE - Fight itself is easy, but it takes forever. You need a lot of damage since uldyssian is extremely resilient and also has innate healing. You need to clear his edyrems faster than he summons them, so you may need close to best in slot gear for this fight. Dodge his projectiles as they will slow you down and make the fight last longer. You'll be using rapid wyrmshot as your main skill since he keeps teleporting similarly to astrogha, so you may not be able to hit him with anything else. I haven't tried to kill him with phalanx (that may be a better option). Also, you may encounter difficulties at the summoner due to edyrems having sacred shield in this phase. A tanky mercenary as well as your own edyrems will help you a lot here. You need to reset the fight a lot and lure edyrems away from the summoner as you will not have enough damage to kill them faster than he summons them due to those edyrems having sacred armor, in contrast to the ones from uldyssian fight.
ARCHBISHOP LAZARUS - Not impossible, but very close. We don't have block, so this fight is naturally harder for us. After you've done a complete lap around the arena and lost the boss, you need to clear stuff fast as he'll heal back to full in 5 minutes, so this is also a fight against time. Don't attempt to hit the totems with barrage as the may cast tremor and actually kill you if you already have their debuff on you. Wyrmshot will not attack them, but will damage them if there are groupies behind them. Use trinity arrow to kill them and don't rush, but don't take too much time either (yea, great fight I know).
HERALD OF THE END - Unless you have tyrael's might and an absurd amount of damage from being all stacked up on unique mystic orbs and effigies, I suggest you don't waste your currency to summon him since he's virtually impossible. This is a work in progress for me. The general idea is to overcap your lightning resist since his damage aura deals lightning damage. You'll need to be extremely mobile and on top of that either kill him before lockdown or never die past that point. A very hard fight.
ISLAND OF THE SUNLESS SEA - This is ridiculously easy for us due to wyrmshot attacking invisible targets.
THE SECRET COW LEVEL - Wyrmshot everything.
TORAJAN JUNGLES - Don't get surrounded or swarmed while stunned or you may die because we have 0 defense and we will get stunlocked. Also, this is the zone you'll be farming up to level 115 until you can access kurast 3k (this will change in the future).
KURAST 3000 BA - Very easy for us. Our main farming zone. Position yourself at a reasonable distance from the totems and cast wyrmshot so that the hits will shotgun in the totem, killing it quickly. If your gear is underwhelming, take care of the skeletons from afar and kill the totems with trinity arrow. Do not attempt to use barrage on them unless you have at least 15k hp and capped resistances.
HIGH HEAVENS - Don't get surrounded and don't let them hit you. Generally easy.
TRAN ATHULUA - Pretty easy for us. Once we have enough gear, we can outrun the arrowsides. Don't get hit by them at all costs since they deal absurd amount of damage to this build due to 0 defense. I don't suggest farming tran athulua due to really bad rewards. Instead, farm k3k and go to duncrag directly once you have enough gear.
TEGANZE - You may die easily here if you're not being careful, but other than that, our build is easily one of the best farmers here. And the zone itself is very enjoyable to farm. Definitely an alternative to duncraig as you can sell essences and the monsters will also drop SU/SSU/sets occasionally.
THE TRIUNE - Use barrage for clay golems, unless you have extremely good gear to be able to kill them since they're resilient to physical. Use wyrmshot for everything else. I don't suggest killing boss more than one time since it takes forever. Build yourself a charm that has dexterity and combat speeds in order to cap your attack speed. Save grand dexterity cycles. An ideal charm is a wormhole filled with 8 grand dexterity cycles. This charm is extremely important since it will provide us a lot of damage when we'll need to swap dexterity gems out for max resist gems for labyrinth. You may want to trade for them if you play multiplayer.
DUNCRAIG - Pretty easy for us once we get decent gear. Wyrmshot everything, necromorbs included.
TORAJA - This is not hard for us since we'll use wyrmshot and the enemies that become vulnerable will automatically die. Don't fight too many at one time or your edyrems will die quicker than you can summon them.
VIZ-JUN - Mostly a gear check. Use wyrmshot for everything. Teleport out of land mine fields. If you happen to get stunned from one of the stun novas bullshits, retreat if there are too many enemies in your vicinity or just spam wyrmshot until stun goes away so you're safe to move again. Also, nukes are one shots here so be careful.
FAUZTINVILLE - This is pretty easy for us with enough leech. Your character will get put in hit recovery animation once you take a certain amount of damage. In order to not be put in hit recovery by necrobots, we need to have at least 16k hp and 50% physical damage reduction. Flat physical damage reduction from rings or other sources also help. Once you have this threshold, you can outleech everything with wyrmshot. Clear the necrobots with barrage or trinity arrow, whichever is more convenient (if they're clumped up, trinity arrow may work better). Avoid getting surrounded by hardliners at all costs since they deal magic damage and will kill you. Farm this zone until you're at least level 139 (level 140 needs a lot of grind) and then you can proceed to the labyrinth. Level 140 is ideal due to having an additional unique mystic orb on your amulet and helm, which helps greatly. You'll also find a lot of shrines, great runes and the occasional sacred uniques. It's one of the few zones in the game that can drop
Tyrael's Might
, so that's nice for us.
Tyrael's Might
Ancient Armor (Sacred)
Defense: 10779 to 13350
Required Level: 130
Required Strength: 0
Item Level: 130
Ethereal (Cannot be Repaired)
50% Movement Speed
+500% Damage to Demons
+500% Damage to Undead
+200% Enhanced Defense
Maximum Elemental Resists +15%
Physical Resist 50%
Cannot Be Frozen
Requirements -100%
Celeri Caelesti Iustitia
Socketed (6)
Ancient Armor (Sacred)
Defense: 10779 to 13350
Required Level: 130
Required Strength: 0
Item Level: 130
Ethereal (Cannot be Repaired)
50% Movement Speed
+500% Damage to Demons
+500% Damage to Undead
+200% Enhanced Defense
Maximum Elemental Resists +15%
Physical Resist 50%
Cannot Be Frozen
Requirements -100%
Celeri Caelesti Iustitia
Socketed (6)
THE DIMENSIONAL LABYRINTH - This is it. The true endgame. You've been preparing for his. In addition to have perfect bis gear as listed above, you also need a perfect kabraxis charm (or at least a 3/3/2 or 3/2/2 one). Poison resist on this charm is irrelevant. Also, you will want to swap out dexterity gems with bloodstones, onyxes and ambers for maximum resist. The most dangerous element in the lab is cold damage (corrupted barbarian deals cold damage with ice burst, as well as phoboss with everything, while phoboss also has some cold pierce). Second most dangerous is fire and then there is lightning. You may want to prioritize them in that order, so you can have something like 6/11/3 max resistances from gems. The more cold, the better. However, it's important you don't rush into rooms through narrow doorways since you may be one shotted by succubi that deal fire damage. Having low max fire res relies on your capability of dodging their attacks, so you may want to consider more fire res if you have delay or if you think you can't handle it. Once you have kabraxis charm, azmodan charm, lacuni cowl and gear filled with gems, you should have somewhere around 87%/92%/84% max resistances, which are good enough to carry you up to red tiers. You may encounter corrupted bosses in the labyrinth and this is how you can deal with them:
Corrupted amazon - make sure you stay above her (as in north of her position) so you won't be hit with her phalanx. Her phalanx is the most dangerous, otherwise she's easy. Also, it seems like she hits for a ton in melee (for some reason, she has a melee attack), so be careful if you want to use barrage on her.
Corrupted assassin - you can tank her quite a while before she plants too many cryo beam traps and you'll have to reset fight. She's slightly more resilient probably because she has perfect being. The damage you take from he is quite consistent, meaning you won't get one shotted, but still need to pay attention to your life.
Corrupted barbarian - run. Not only he deals a ton of physical damage, but his ice burst will most likely one shot you. The strategy is to summon 10 edyrems, engage him, attack him a few times until edyrems die, teleport away and repeat. The key is to ALWAYS kite him and never let him near you.
Update: Barbarian's ice burst got a minor nerf (20% less damage), so he's still very dangerous and you still want to kite him as much as possible, especially in red tiers. You may get away from an ice burst up to tier 10 if you have 16k hp and ~90% cold res, but everything above is very dangerous.
Corrupted necromancer - he's a vegetable. Just hit him until he dies.
Update: This guy got buffed a bit, so you may watch out.
Phoboss - you need to stay within the ice bolt arena he creates, but also dodge whatever traps he plants under you. You need to facetank him since he'll pounce on you if you try to run away. Only try to teleport out of his arena if you can't fight him there anymore and need to reset fight.
Dimensional anomaly - this boss has an array of spells you want to dodge, but mostly important, he can cast samael's flaming circle which will definitely kill you. You need to be always focused on the fight.
Update: As of 1.3, this miniboss has an additional spell that requires us to stay within a certain zone. Similar to samael's fire pentagram. Needs testing.
Tips: Needless to say,
Tyrael's Might
is easily the best item you can have for the labyrinth as it will not only cap our resists, but you will also be able to resocket dexterity gems into your equipment. At higher tiers, clear the labyrinth slowly. Don't rush into chokepoints such as doors as you may be swarmed and die or die to desync if you play online. You'll find that tier 12 and tier 13 are significantly harder than tier 14 solely because of the layouts.
Tyrael's Might
Ancient Armor (Sacred)
Defense: 10779 to 13350
Required Level: 130
Required Strength: 0
Item Level: 130
Ethereal (Cannot be Repaired)
50% Movement Speed
+500% Damage to Demons
+500% Damage to Undead
+200% Enhanced Defense
Maximum Elemental Resists +15%
Physical Resist 50%
Cannot Be Frozen
Requirements -100%
Celeri Caelesti Iustitia
Socketed (6)
Ancient Armor (Sacred)
Defense: 10779 to 13350
Required Level: 130
Required Strength: 0
Item Level: 130
Ethereal (Cannot be Repaired)
50% Movement Speed
+500% Damage to Demons
+500% Damage to Undead
+200% Enhanced Defense
Maximum Elemental Resists +15%
Physical Resist 50%
Cannot Be Frozen
Requirements -100%
Celeri Caelesti Iustitia
Socketed (6)
This build can fully clear up to tier 14. I have yet to play a tier 15 because I haven't got any t15 stone yet.