got rapid fire with rockets for insane single target damage for champs/bosses. 228% + 210% per second (70% rockets x3)
strafe with rockets almost entirely for destroying objects because its just so insanely efficient at destroying mass amounts of objects in a giant radius because it auto targets them and some rockets in case enemies are around. in the beta its amazing
multi shot with rockets for large groups
caltrops w/ extra slow. this is my only discipline skill since ill be using it a ton in higher difficulties im sure so i dont get facerolled. using the extra slow rune in the beta even the fast mobs turn into sloooo moooo when they touch it
entangling shot that hits 4 targets so i can slow groups n get the most out of my passive n more CC to keep me safe
fan of knives as an oh shit button if i get surrounded.
vengeance passive for increased hatred and to regen hatred/disc on health globes
ballistics for 100% increase in rocket dmg (obv)
archery for increased dmg based on the weapon im using.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
If you used the bait the traps rune on caltrops instead would this also give your rockets a better chance to crit? This rune pairs so naturally with rapid fire and since it's your only discipline skill, why not throw down one you can stand in?
If you used the bait the traps rune on caltrops instead would this also give your rockets a better chance to crit? This rune pairs so naturally with rapid fire and since it's your only discipline skill, why not throw down one you can stand in?
well if the 45% dmg is per second then id much rather have that. its like a spammable grasp of the dead. but if its not id just go with more slow to give me more time to attack. in hell/inferno mobs will sprint towards you so more slow is much more important then a 10% crit.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
well if the 45% dmg is per second then id much rather have that. its like a spammable grasp of the dead. but if its not id just go with more slow to give me more time to attack. in hell/inferno mobs will sprint towards you so more slow is much more important then a 10% crit.
Yeah, good point. Although the caltrops you stood in would still be there, so you could move behind it still get the 60% slow effect if they get close (plus the monster AI seems to naturally funnel down towards you if you run away). I wasn't reading the rapid fire rune correctly anyway...I was thinking it would crit the 405% but actually it would just be one rocket that crits for 270% which isn't worth it at all. The 80% slow would be way better.
Since you've used caltrops in the beta maybe you could clarify something for me...it says caltrops "activates when an enemy approaches" does that mean the 6 second countdown starts when an enemy "activates" it or when you cast it?
well if the 45% dmg is per second then id much rather have that. its like a spammable grasp of the dead. but if its not id just go with more slow to give me more time to attack. in hell/inferno mobs will sprint towards you so more slow is much more important then a 10% crit.
Since you've used caltrops in the beta maybe you could clarify something for me...it says caltrops "activates when an enemy approaches" does that mean the 6 second countdown starts when an enemy "activates" it or when you cast it?
it activates the 6 sec duration when an enemy touches it. just tested it :). but its not infinite otherwise. it still poofs after a little bit without enemies
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Seems like steady aim would be more viable for single target dmg, since its pretty easy to stay 10 yards away from a target. Especially with a templar or just any other meat shield.
Seems like steady aim would be more viable for single target dmg, since its pretty easy to stay 10 yards away from a target. Especially with a templar or just any other meat shield.
hmmm good point. not 100% sure tho since in later difficulties at least 1 mob may get close, like those little speedy fuckers in the beta
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
@casanova lol almost exactly like man. very nice. you have good taste :P.
i just think your gonna need a bit more survival for hell/inferno thats why i took caltrops.
80% chance to stun on FoF is really nice.. I don't normaly like using % stuff as an "ohh shiii" but 80% is rather high. Hopefully enough to run behind my friends
@casanova lol almost exactly like man. very nice. you have good taste :P.
i just think your gonna need a bit more survival for hell/inferno thats why i took caltrops.
80% chance to stun on FoF is really nice.. I don't normaly like using % stuff as an "ohh shiii" but 80% is rather high. Hopefully enough to run behind my friends
Yeah but...10 second cool down means for 8 seconds you can only spam entangling shot for your snare, leaving less time for all your spenders.
What about spike trap with scatter instead of strafe? No rockets, but it does AOE and will give you an instant 12 hatred, and you have a lot of spenders in your build.
@casanova lol almost exactly like man. very nice. you have good taste :P.
i just think your gonna need a bit more survival for hell/inferno thats why i took caltrops.
80% chance to stun on FoF is really nice.. I don't normaly like using % stuff as an "ohh shiii" but 80% is rather high. Hopefully enough to run behind my friends
Yeah but...10 second cool down means for 8 seconds you can only spam entangling shot for your snare, leaving less time for all your spenders.
What about spike trap with scatter instead of strafe? No rockets, but it does AOE and will give you an instant 12 hatred, and you have a lot of spenders in your build.
You do have a point I guess. Thing is, I haven't played beta so how do traps work? Can I throw them a distance or do they just drop at my feet? A trap that just drops at my feet seems like slow game play to me and doesn't really intrest me much.
@casanova lol almost exactly like man. very nice. you have good taste :P.
i just think your gonna need a bit more survival for hell/inferno thats why i took caltrops.
80% chance to stun on FoF is really nice.. I don't normaly like using % stuff as an "ohh shiii" but 80% is rather high. Hopefully enough to run behind my friends
Yeah but...10 second cool down means for 8 seconds you can only spam entangling shot for your snare, leaving less time for all your spenders.
What about spike trap with scatter instead of strafe? No rockets, but it does AOE and will give you an instant 12 hatred, and you have a lot of spenders in your build.
You do have a point I guess. Thing is, I haven't played beta so how do traps work? Can I throw them a distance or do they just drop at my feet? A trap that just drops at my feet seems like slow game play to me and doesn't really intrest me much.
I've only seen footage of caltrops, but that can be cast from distance, I assume other traps work the same.
seeing a video of traps it looks like its exactly like caltrops. it drops at your feet wherever u are. but that may of been just where the guy in the vid was aiming it. idk for sure.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
This video shows casting spike trap from distance.
Nice video. I thought spike trap would just go at your feet... Shatter is starting to look really sexy nowl.
I wonder if it gives you 12 hatred, or stays at 4?
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One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
I like what you are trying to do but I have a feeling it will not work in practice well. In order to get full benefit of Cull the Weak you will have to keep switching to Entangling Shot every two seconds to keep up the debuff. This does not sound like much but up around level 60 the average DH should have somewhere around 13 hatred generated per second. This is based off weapon affixes and the passive class regen. Switching off to a lower damage Entangling that often will generate way more hatred than you use.
When talking about Calrops. Yes they have a 6 sec duration however if you have to place them in the middle of combat you will either have to be running up to your target or away from your target. In either case you are loosing time attacking things around you. Suppose you use Strafe to back up while using Caltrops, yes you can do damage this way and still be on the move, Strafe however does not like to play nice about targeting particular enemies that are being slowed by Caltrops.
The idea of using Cull the Weak is nice for most builds when their main damage moves also slow, things like Elemental Arrow, but it seems when used with builds that try to use more exotic builds it becomes hard to manage. Why not just use another passive that guarantees the damage? Keep Entangling and Caltrops as ways to keep enemies away from you but instead of having to focus on getting slows down use them as utility. It may be 20% more damage but when it forces you to use lower damage attacks often, or move around than it will be much harder than you think to actually keep up.
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(╯°□°)╯︵ ┻━┻ h-o-p-e-s.net ┬─┬ノ( º _ ºノ) Sorry had to fix that table.
Thanks for the video of Spike Trap, it looks like a really nice skill now.
I've taken it with the "Bandolier" effect rune, reason for this is because it allows me to spam it more often for more hatred.
I've also taken notice on the comment regarding Cull the Weak and you are correct... but for a diffrent reason. Entangling Shot & Strafe both have a slow effect. Also I doubt in co-op I would be the only person with slowing capabilities.
However you are correct that there are better passives to take instead, because after looking at Archery it is overall just better.
So this is what I have come up with: http://eu.battle.net/d3/en/calculator/demon-hunter#WTdcRU!ceh!YaYbcb
Now the question at hand. Do you really need Vengeance in a build that doesn't have high hatred abilties or can you afford to take Cull the Weak for extra damage? Rain of Vengeance, Impale & Cluster Arrow consume 40/25/50 hatred respectively and I don't have any of them. While I do have Rapid Fire that is an ability that will be mainly used on special mobs/bosses, where I need single target damage.
Myself I am in 2 minds in which would be better, thoughts?
Would a +cold damage mod on your weapon count as slow or something else? It seems like it would be really too powerful if cold damage counted as slow when it slowed the enemy.
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got rapid fire with rockets for insane single target damage for champs/bosses. 228% + 210% per second (70% rockets x3)
strafe with rockets almost entirely for destroying objects because its just so insanely efficient at destroying mass amounts of objects in a giant radius because it auto targets them and some rockets in case enemies are around. in the beta its amazing
multi shot with rockets for large groups
caltrops w/ extra slow. this is my only discipline skill since ill be using it a ton in higher difficulties im sure so i dont get facerolled. using the extra slow rune in the beta even the fast mobs turn into sloooo moooo when they touch it
entangling shot that hits 4 targets so i can slow groups n get the most out of my passive n more CC to keep me safe
fan of knives as an oh shit button if i get surrounded.
vengeance passive for increased hatred and to regen hatred/disc on health globes
ballistics for 100% increase in rocket dmg (obv)
archery for increased dmg based on the weapon im using.
well if the 45% dmg is per second then id much rather have that. its like a spammable grasp of the dead. but if its not id just go with more slow to give me more time to attack. in hell/inferno mobs will sprint towards you so more slow is much more important then a 10% crit.
Yeah, good point. Although the caltrops you stood in would still be there, so you could move behind it still get the 60% slow effect if they get close (plus the monster AI seems to naturally funnel down towards you if you run away). I wasn't reading the rapid fire rune correctly anyway...I was thinking it would crit the 405% but actually it would just be one rocket that crits for 270% which isn't worth it at all. The 80% slow would be way better.
Since you've used caltrops in the beta maybe you could clarify something for me...it says caltrops "activates when an enemy approaches" does that mean the 6 second countdown starts when an enemy "activates" it or when you cast it?
it activates the 6 sec duration when an enemy touches it. just tested it :). but its not infinite otherwise. it still poofs after a little bit without enemies
Thanks!
http://eu.battle.net/d3/en/calculator/demon-hunter#WgcdRU!bch!YYbYca
i just think your gonna need a bit more survival for hell/inferno thats why i took caltrops.
hmmm good point. not 100% sure tho since in later difficulties at least 1 mob may get close, like those little speedy fuckers in the beta
80% chance to stun on FoF is really nice.. I don't normaly like using % stuff as an "ohh shiii" but 80% is rather high. Hopefully enough to run behind my friends
Yeah but...10 second cool down means for 8 seconds you can only spam entangling shot for your snare, leaving less time for all your spenders.
What about spike trap with scatter instead of strafe? No rockets, but it does AOE and will give you an instant 12 hatred, and you have a lot of spenders in your build.
You do have a point I guess. Thing is, I haven't played beta so how do traps work? Can I throw them a distance or do they just drop at my feet? A trap that just drops at my feet seems like slow game play to me and doesn't really intrest me much.
I've only seen footage of caltrops, but that can be cast from distance, I assume other traps work the same.
This video shows casting spike trap from distance.
awesome! thanks for the vid :). makes me feel better about spike trap
I wonder if it gives you 12 hatred, or stays at 4?
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
When talking about Calrops. Yes they have a 6 sec duration however if you have to place them in the middle of combat you will either have to be running up to your target or away from your target. In either case you are loosing time attacking things around you. Suppose you use Strafe to back up while using Caltrops, yes you can do damage this way and still be on the move, Strafe however does not like to play nice about targeting particular enemies that are being slowed by Caltrops.
The idea of using Cull the Weak is nice for most builds when their main damage moves also slow, things like Elemental Arrow, but it seems when used with builds that try to use more exotic builds it becomes hard to manage. Why not just use another passive that guarantees the damage? Keep Entangling and Caltrops as ways to keep enemies away from you but instead of having to focus on getting slows down use them as utility. It may be 20% more damage but when it forces you to use lower damage attacks often, or move around than it will be much harder than you think to actually keep up.
h-o-p-e-s.net
┬─┬ノ( º _ ºノ)
Sorry had to fix that table.
I've taken it with the "Bandolier" effect rune, reason for this is because it allows me to spam it more often for more hatred.
I've also taken notice on the comment regarding Cull the Weak and you are correct... but for a diffrent reason.
Entangling Shot & Strafe both have a slow effect. Also I doubt in co-op I would be the only person with slowing capabilities.
However you are correct that there are better passives to take instead, because after looking at Archery it is overall just better.
So this is what I have come up with: http://eu.battle.net/d3/en/calculator/demon-hunter#WTdcRU!ceh!YaYbcb
Now the question at hand. Do you really need Vengeance in a build that doesn't have high hatred abilties or can you afford to take Cull the Weak for extra damage?
Rain of Vengeance, Impale & Cluster Arrow consume 40/25/50 hatred respectively and I don't have any of them. While I do have Rapid Fire that is an ability that will be mainly used on special mobs/bosses, where I need single target damage.
Myself I am in 2 minds in which would be better, thoughts?