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.
I don't think +Cold damage mods slow in Diablo 3, but I could be wrong. If it does count as a slow, that is pretty overpowered.
I just don't see the maximum level of hatred being a problem in my build. The reason that a higher level of maximum hatred is needed is if you have big spending abilties. A build with the high spending skills I mentioned previously would need to take Vengeance so it was possible to use 2-3 of them in a row. I don't have this problem, even without Vengeance I can still spam my spenders. Which is why I think Cull the Weak could possibly be a better choice.
I also think "Grim Reaper" rune effect on Marked for Death will be better than "Contagion" at higher difficulties so changed that.
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.
Strafe slows YOU not the enemy. You can move while channeling that skill but at 65% movement speed. It does not slow targets unless runed to do so.
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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.
I don't think +Cold damage mods slow in Diablo 3, but I could be wrong. If it does count as a slow, that is pretty overpowered.
Cold is a damage type it only increases damage. I believe there is an affix that has a % chance to slow on hit but I may be wrong. I have not seen any evidence toward this in either direction.
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ya your right. i'll go ahead n take archery instead of cull of the weak. good catch. however im sticking with vengeance because its higher hatred and gives both a bunch of hatred and discipline everytime i am healed by a globe and since i have spamming spells i can spam them much longer which will be ideal for higher difficulties when mobs do not go down in just a couple shots.
also i never planned on running up to mobs to use caltrops. lol. you wont need to in higher difficulties when they sprint towards you in a bloody rampage. you set it and kite which all ranged classes will have to kite for sure in higher difficulties even in parties. and 80% slow caltrops will make kiting ez mode esp in narrower paths. drop move back a little and spam spam spam
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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?
I really hope so, especially since scatter is a level 55 rune. Otherwise I don't see a big difference between spike traps and bola shot as an AOE generator...the two skills are nearly identical...Bola is 7 radius instead of 8, 130% dmg instead of 135%, 3 hatred instead of 4 but there's no maximum limit (3 or 6 for spike trap with bandolier) and bola has 1 sec delay instead of 1.2.
Honestly, other than bola attaching itself to the enemy I don't see why Blizz would keep both spells unless they could be buffed very differently...the only real difference is mechanics : bola attaches to an enemy, but spike trap can be laid down in front of approaching enemies in advance. I could see spike traps being really nice if once you've cleared an area and maybe are low on hatred spam a bunch of them while you move to the next area to recharged hatred, then they will be there when you kite monsters back that way. It's at least better than just spamming arrows at nothing to rebuild hatred. EDIT: Doing this would definitely require the bandolier runstone.
What do you think? I'm not sure about Rapid Fire - it seems very movement-unfriendly - any optimizations ?
nice job i like it. grenades generate 8 hatred per cast which is the highest you can possibly get for the DH and thats sweet, its just the grenades kinda suck when i used them in patch 12. but luckily you dont have to hit something for it to generate hatred so its good.
rapid fire is good if you used it in the beta and with 3 rockets per second itll be even better. its THE best single target dps move he has with that rune. yea it sucks you cant move with it but its still great, just drop caltrops first and then destroy mobs as there super slowed
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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
Oh definitely and I can see why it's the last passive you unlock. It will still add a nice damage punch to abilities like Strafe, Rapid Fire, and even the Sentry turret.
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I don't think +Cold damage mods slow in Diablo 3, but I could be wrong. If it does count as a slow, that is pretty overpowered.
I just don't see the maximum level of hatred being a problem in my build. The reason that a higher level of maximum hatred is needed is if you have big spending abilties. A build with the high spending skills I mentioned previously would need to take Vengeance so it was possible to use 2-3 of them in a row. I don't have this problem, even without Vengeance I can still spam my spenders. Which is why I think Cull the Weak could possibly be a better choice.
I also think "Grim Reaper" rune effect on Marked for Death will be better than "Contagion" at higher difficulties so changed that.
Strafe slows YOU not the enemy. You can move while channeling that skill but at 65% movement speed. It does not slow targets unless runed to do so.
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Sorry had to fix that table.
Cold is a damage type it only increases damage. I believe there is an affix that has a % chance to slow on hit but I may be wrong. I have not seen any evidence toward this in either direction.
h-o-p-e-s.net
┬─┬ノ( º _ ºノ)
Sorry had to fix that table.
also i never planned on running up to mobs to use caltrops. lol. you wont need to in higher difficulties when they sprint towards you in a bloody rampage. you set it and kite which all ranged classes will have to kite for sure in higher difficulties even in parties. and 80% slow caltrops will make kiting ez mode esp in narrower paths. drop move back a little and spam spam spam
I really hope so, especially since scatter is a level 55 rune. Otherwise I don't see a big difference between spike traps and bola shot as an AOE generator...the two skills are nearly identical...Bola is 7 radius instead of 8, 130% dmg instead of 135%, 3 hatred instead of 4 but there's no maximum limit (3 or 6 for spike trap with bandolier) and bola has 1 sec delay instead of 1.2.
Honestly, other than bola attaching itself to the enemy I don't see why Blizz would keep both spells unless they could be buffed very differently...the only real difference is mechanics : bola attaches to an enemy, but spike trap can be laid down in front of approaching enemies in advance. I could see spike traps being really nice if once you've cleared an area and maybe are low on hatred spam a bunch of them while you move to the next area to recharged hatred, then they will be there when you kite monsters back that way. It's at least better than just spamming arrows at nothing to rebuild hatred. EDIT: Doing this would definitely require the bandolier runstone.
http://us.battle.net/d3/en/calculator/demon-hunter#fcdiPY!geh!abYaZa
+ Good hatred generation through grenades
What do you think? I'm not sure about Rapid Fire - it seems very movement-unfriendly - any optimizations ?
nice job i like it. grenades generate 8 hatred per cast which is the highest you can possibly get for the DH and thats sweet, its just the grenades kinda suck when i used them in patch 12. but luckily you dont have to hit something for it to generate hatred so its good.
rapid fire is good if you used it in the beta and with 3 rockets per second itll be even better. its THE best single target dps move he has with that rune. yea it sucks you cant move with it but its still great, just drop caltrops first and then destroy mobs as there super slowed
This is my rocketwhore http://us.battle.net/d3/en/calculator/demon-hunter#aRPcYh!XTh!cbZbcZ
should wait, skill calc still isnt updated with all the many many changes of patch 14. like rocket dmg is cut in half
very lame, but i can understand why. with all the nerfs on all the other classes the DH became uber with a rocket build with that 100%.
Oh definitely and I can see why it's the last passive you unlock. It will still add a nice damage punch to abilities like Strafe, Rapid Fire, and even the Sentry turret.