That is not the best build in Legion. If you casually reach 100 in every HC league, this build is not for you. In Poe 3.7, Divine Ire was untouched. The passive tree has some minor changes to it. The immortal call needs to be replaced by Steelskin for now, might think of something better later.
Build PoB Link
Build Skill Tree
You have several options on how to level. My preferred way is in the Path of Leveling build above, using Purifying Flame/Wave of Conviction + Holy Flame Totem to Divine Ire.
If you want to stick to the Holy archetype, use Purifying Flame from the start. You can switch to Wave of Conviction after killing Fidelitas in Act 2. Finally, after killing Gravicius in Act 3, you can use Divine Ire. It's fully viable from level 28, so there's no need to wait.
Another option for low levels is using Smite + Ancestral Call. This is especially useful if you have some melee uniques to carry you through the first 28 levels.
At level 12, you're able to switch to Arc+Storm Brand, which is a powerful combo even after the nerfs.
That is not the best build in Legion. If you casually reach 100 in every HC league, this build is not for you. In Poe 3.7, Divine Ire was untouched. The passive tree has some minor changes to it. The immortal call needs to be replaced by Steelskin for now, might think of something better later. In 3.7.1: The animation changes fucked up the usability of Divine Ire. It's animation canceling before sending out the beam a lot of times, despite the glow being instant. When clearing maps, this is doubly true. Our damage is so high you don't need 20 stages to kill something. I generally run up to a pack to get in range with my zaps, charge for a fraction of a second (0.2-0.3 seconds), and then release. That tends to kill entire packs without issue. By using the fact that the beam deals damage in an area around you, it's also possible to get in the middle of a pack and send the beam off to another package, killing two of them in one blow.
Pros & Cons:
+ HC Viable
+ Build for SSF
+ Good league starter
+ Good clear and boss killing all in one package
+ Breezes through the uber lab, Argus included
+ Not too many buttons
+ Super satisfying sounds
- ES gear is harder to get in SSF
- Can't do Elemental Reflect maps.
- You need to aim and position yourself well for the clear to work
Major: Soul of Lunaris. All effects are lovely for survivability.
Minor: Soul of Shakari or Ralakesh.
Shakari reduces our chaos damage taken and makes us immune to poison after capturing a soul. Chaos damage is a concern, as we're using energy shield on top of our health rather than getting Chaos Inoculation for chaos immunity.
Ralakesh reduces physical damage taken over time. That is wonderful for the labyrinth, as it makes most traps do less damage. Combined with our regen, it allows us almost to ignore the traps and just run straight through.
Tukohama sounds like it would be great for a channeling build. 2% Phys damage reduction per second isn't bad. The problem is, I find that we're very rarely standing still for a full second at a time.
Alira is an excellent choice early on, up to the very end game. You can respect this at a later point by selling 20 orbs of regret and an onyx amulet to get the Kill All reward, and a lapis amulet to get Alira's bonus. Alira is the default choice, and then we respect if we desperately want the points later.
Alira gives us resists, crit multiplier, and mana regen. The mana regen is less useful due to us getting 15/s from our ascendancy. The resists become less useful as we get high gear. The crit multiplier will always be helpful, but 15% crit multi may or may not be worth two passive points.
2. Pious Path
3. Righteous Providence
4. Inevitable Judgement