DH looks like it will require two separate active builds, one for bosses, one for cleaning trash up.
Boss: evade/slow/focused fire with a ranged trap or companion for kiting.
Trash: mostly Aoe based. bolas, vault, bombs, multi-shot, knives and most likely sentry.
I'm currently delaying a build for passives until I know more about the direct ratios for passives concerning attack power and the like. I'll still likely add back to basics once I know how much each rapid-shot damage is end-game and whether or not i'll gear towards single-shot large damage bows or dual-wielding bows.
Or in other words, if fire-rate is the dominant factor for increasing dh dps, then back to basics dual wielding may be less beneficial then upgrading attack power.
Crimson Rune - Wizard_StoneSkin
[{Stone Skin Thorns Percent} * 100]% of damage is reflected back at attackers.
Teleport
Crimson Rune - Calamity
Casts a low power Wave of Force on arrival dealing {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] physical damage to all enemies nearby.
Ice Armor
Obsidian Rune - Frozen Storm
A whirling storm of ice builds around you that deals {Script Formula 9} - [{Script Formula 9}+{Script Formula 10}] Cold damage per second for {Script Formula 8} seconds after casting Ice Armor.
Archon
Alabaster Rune - Arcane Destruction
An explosion errupts when you transform causing {Script Formula 5} - [{Script Formula 5} + {Script Formula 6}] Arcane damage to all enemies within {Script Formula 7} yards.
Diamond Skin
(one of the following depending on what monster hp:damage ratio is)
Crimson Rune - Mirror Skin
Reflects [{Script Formula 1}*100]% of damage absorbed back at the attacker.
Alabaster Rune - Diamond Shards
When Diamond Skin wears off, diamond shards will explode in all directions dealing {Script Formula 2} - [{Script Formula 2}+{Script Formula 3}] physical damage to enemies nearby
Energy Armor (Unknown Ability)
Crimson Rune - Mirrorball
Increases all of your resistances by [{Script Formula 4}*100]% while Energy Armor is active.
Passives:
Blur
Required level: 10
Reduces melee damage taken by 20%
Drain Power
Required level: 10
All basic attacks (TL's note: not clear, melee attacks maybe?) provide 10 Arcane Power.
Temporal Shift
Required level: 26
Reduces cooldowns of skills by 10%.
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Boss: evade/slow/focused fire with a ranged trap or companion for kiting.
Trash: mostly Aoe based. bolas, vault, bombs, multi-shot, knives and most likely sentry.
I'm currently delaying a build for passives until I know more about the direct ratios for passives concerning attack power and the like. I'll still likely add back to basics once I know how much each rapid-shot damage is end-game and whether or not i'll gear towards single-shot large damage bows or dual-wielding bows.
Or in other words, if fire-rate is the dominant factor for increasing dh dps, then back to basics dual wielding may be less beneficial then upgrading attack power.
Stone Skin (Unknown Ability)
Crimson Rune - Wizard_StoneSkin
[{Stone Skin Thorns Percent} * 100]% of damage is reflected back at attackers.
Teleport
Crimson Rune - Calamity
Casts a low power Wave of Force on arrival dealing {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] physical damage to all enemies nearby.
Ice Armor
Obsidian Rune - Frozen Storm
A whirling storm of ice builds around you that deals {Script Formula 9} - [{Script Formula 9}+{Script Formula 10}] Cold damage per second for {Script Formula 8} seconds after casting Ice Armor.
Archon
Alabaster Rune - Arcane Destruction
An explosion errupts when you transform causing {Script Formula 5} - [{Script Formula 5} + {Script Formula 6}] Arcane damage to all enemies within {Script Formula 7} yards.
Diamond Skin
(one of the following depending on what monster hp:damage ratio is)
Crimson Rune - Mirror Skin
Reflects [{Script Formula 1}*100]% of damage absorbed back at the attacker.
Alabaster Rune - Diamond Shards
When Diamond Skin wears off, diamond shards will explode in all directions dealing {Script Formula 2} - [{Script Formula 2}+{Script Formula 3}] physical damage to enemies nearby
Energy Armor (Unknown Ability)
Crimson Rune - Mirrorball
Increases all of your resistances by [{Script Formula 4}*100]% while Energy Armor is active.
Passives:
Blur
Required level: 10
Reduces melee damage taken by 20%
Drain Power
Required level: 10
All basic attacks (TL's note: not clear, melee attacks maybe?) provide 10 Arcane Power.
Temporal Shift
Required level: 26
Reduces cooldowns of skills by 10%.