So, just got my first SoJ for my DH, rolled cold dmg, dex, crit dmg, and elite dmg (duh).
Up untill now, I've been using 5 set marauder, RoRG, unity, and TnT (trifecter with 45% pet speed). I have a great pair of mara gloves (max crit, critdmg, 7% CDR) in my bank, so my plan now is to switch from physical to fire, and just reroll the cold dmg on my SoJ.
Up untill now I've been using the 1.49*1.45 = 2.16 breakpoint for my turrets, however, this is obviously no longer possible, as I am both dropping IAS from my TnT (in favor of CDR), and TnT themselves. I can juggle my way up to the 1.46 breakpoint with a witching hour (decent roll, 497 dex 440 vit 48% crit 6% IAS) instead of my Harringtons (488 dex, 492 vit, 15% life, 32 all res, 107% proc).
I'm sure I can probably live through the toughness loss, but my question is:
Am I better off using my witching hour and 8.4 IAS from paragon for the 1.46 breakpoint.
OR should I stick with harringtons, zero IAS from paragon, and stay at 1.30 (think the previous breakpoint is 1.25?)?
With that answered, what skills are the chosen ones for fire DH? I assume Loaded for Bear and multishot Arsenal, but do I also take spitfire turrets?
Not having done the math, but judging from my gut feeling, I see no reason to drop T&T. It's stronger than you might think. Use LfB / Arsenal and you're good to go until tier 35-40. Given that you have to use a WH and possibly even some Paragon points to get to 1.46, going for 2.16 seems like a no-brainer to me.
1.74 is the highest break point you can reach with 2h xbow. It has the best bolt vs ca/ms ratio (1ca, 2ms, 2bolt per rotation). Going to 2.16+ only adds more bolts.
In 2.1 ea/chaka will replace our bolt, until then we can only use ms/ca due to the sentry's bugging to 1aps.
At the 1.46 breakpoint (ca/ms) your sentries shoot 1.66 aps, at 1.74 they are 2.0.
Ballista = cindercoat (ca pierce spam) and serrated arrow. Hellrack/chan = hexing pants and mark.
Not having done the math, but judging from my gut feeling, I see no reason to drop T&T. It's stronger than you might think. Use LfB / Arsenal and you're good to go until tier 35-40. Given that you have to use a WH and possibly even some Paragon points to get to 1.46, going for 2.16 seems like a no-brainer to me.
You are completly misunderstanding what I've asked. This has nothing to do with PTR (on which some IAS bugs have been fixed, and we'll thus have to redo the tests that has been done) - it's strictly live, strictly solo. There is absolutely no doubt that my SoJ+unity combo is doing *far* more damage than my TnT+RoRG combo did. Going for TnT in a fire build (the appeal of TnT is that it boosts pets who are physical) is a complete waste on live, but it might not be on PTR =P. My question thus persists:
Is 1.30 APS or 1.46 APS better, when I get an extra ~4% crit, and toughness from harringtons over witching hour.
1.74 is the highest break point you can reach with 2h xbow. It has the best bolt vs ca/ms ratio (1ca, 2ms, 2bolt per rotation). Going to 2.16+ only adds more bolts.
In 2.1 ea/chaka will replace our bolt, until then we can only use ms/ca due to the sentry's bugging to 1aps.
At the 1.46 breakpoint (ca/ms) your sentries shoot 1.66 aps, at 1.74 they are 2.0.
Ballista = cindercoat (ca pierce spam) and serrated arrow. Hellrack/chan = hexing pants and mark.
That... I'm not sure that had anything to do with it either. I hope you're responding to the TnT guy. I have no means to get to 1.74 (or 2.16) outside of TnT. The question was 1.30 (1.25) or 1.46 <.<...
As for the offpieces, yea, for solo, you're not gonna be wanting to use anything but SoJ/Unity for damage/defensive bonuses. Cindercoat/magefists aren't even close to worth it.
Best of luck draco. The 1.46 breakpoint i mentioned is the bare min u need for sentrys, look at the charts in the link. It kinda goes without saying.
You cant use soj/unity and get the benefits of a tnt/cinder/mage/hexing.
Well, not really bare min looking at that chart, it's the same shot cycle except .4 sec shaved off of the cycle with 1.46 instead of 1.25.
And obviously I can't use a soj/unity combo and get the benefits of tnt/cinder/mage/hexing. I mean. That goes without freaking saying <.<? SoJ/Unity is still by far the stronger combo for solo play. Consider the benefits/cost:
With TnT, no SoJ/Unity:
Gains 40-50% pet attack speed. Gains IAS on ring if Unity is switched, crit or crit dmg if SoJ.
Loses 12-15% elite dmg+100% toughness if Unity.
Loses 15-20% ele dmg+25-30% elite dmg if SoJ.
Same goes for everything else:
Magefists = 20% dmg.
Cindercoat = 20% dmg+reduc cost, but lose the vitality.
Hexing pants = 25% dmg, but have to never stop moving (I have these, tested them, they kept falling off whenever I changed directions despite being in motion. Was not worth the hassle).
Basicly, in all cases, the dmg they provide is not worth losing SoJ (20% dmg+30% elite dmg vs 20-25% dmg and 50% crit dmg or 6% crit).
For a solo player, losing ~8-10M toughness for 10% dmg is not worth it either (remember Unity's elite dmg affix).
Its your choice to play defensive and shoot slow. I agree on the hexing pants, more overrated than harrintons
It has less to do with choise than common sense. Consider the link you sent me - I could, with my 45% TnT, get to the 2.16 breakpoint (which as you said yourself, only adds more bolts). It'd be absolutely stupid to give up a 15% elite dmg (in favor of 7% attack speed, mind you) affix on the ring AND 10M toughness, for 2x bolts more per cycle+pets hitting faster. I'm quite sure the elite damage alone will outweight that damage.
2.1, remains to be seen. But right now, don't fool yourself that TnT's are "strong": They're really, really not.
You can dl the ptr and play 2.1. We have debated this in other threads, maybe take a look at those.
Uh. Yes. I have. Thanks for stating the obvious. The 2.1 Ptr is indeed "live". The 2.1 Ptr is also in the first of what will probably be atleast three iteration stages (Initial, seasons+gems, and tuning of seasons+gems). We have absolutely no clue as to what will end up being the strongest when the PTR is over (AKA: 2.1 results have yet to be seen). But if there's any relevant information that I might have missed, feel free to link it to me so I can catch up - just saying "we've debated this in other threads" doesn't really help me if I don't want to read through fourty posts bickering about the potential of cold builds in 2.1, when I'm asking for advice on *live*.
Best of luck draco. The 1.46 breakpoint i mentioned is the bare min u need for sentrys, look at the charts in the link. It kinda goes without saying.
You cant use soj/unity and get the benefits of a tnt/cinder/mage/hexing.
Well, not really bare min looking at that chart, it's the same shot cycle except .4 sec shaved off of the cycle with 1.46 instead of 1.25.
And obviously I can't use a soj/unity combo and get the benefits of tnt/cinder/mage/hexing. I mean. That goes without freaking saying <.<? SoJ/Unity is still by far the stronger combo for solo play. Consider the benefits/cost:
With TnT, no SoJ/Unity:
Gains 40-50% pet attack speed. Gains IAS on ring if Unity is switched, crit or crit dmg if SoJ.
Loses 12-15% elite dmg+100% toughness if Unity.
Loses 15-20% ele dmg+25-30% elite dmg if SoJ.
Same goes for everything else:
Magefists = 20% dmg.
Cindercoat = 20% dmg+reduc cost, but lose the vitality.
Hexing pants = 25% dmg, but have to never stop moving (I have these, tested them, they kept falling off whenever I changed directions despite being in motion. Was not worth the hassle).
Basicly, in all cases, the dmg they provide is not worth losing SoJ (20% dmg+30% elite dmg vs 20-25% dmg and 50% crit dmg or 6% crit).
For a solo player, losing ~8-10M toughness for 10% dmg is not worth it either (remember Unity's elite dmg affix).
Cindercoat + 30 reducecos but Magefit +750vit. Because Magefit have 5 main Stats
Up untill now, I've been using 5 set marauder, RoRG, unity, and TnT (trifecter with 45% pet speed). I have a great pair of mara gloves (max crit, critdmg, 7% CDR) in my bank, so my plan now is to switch from physical to fire, and just reroll the cold dmg on my SoJ.
Up untill now I've been using the 1.49*1.45 = 2.16 breakpoint for my turrets, however, this is obviously no longer possible, as I am both dropping IAS from my TnT (in favor of CDR), and TnT themselves. I can juggle my way up to the 1.46 breakpoint with a witching hour (decent roll, 497 dex 440 vit 48% crit 6% IAS) instead of my Harringtons (488 dex, 492 vit, 15% life, 32 all res, 107% proc).
I'm sure I can probably live through the toughness loss, but my question is:
Am I better off using my witching hour and 8.4 IAS from paragon for the 1.46 breakpoint.
OR should I stick with harringtons, zero IAS from paragon, and stay at 1.30 (think the previous breakpoint is 1.25?)?
With that answered, what skills are the chosen ones for fire DH? I assume Loaded for Bear and multishot Arsenal, but do I also take spitfire turrets?
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1.74 is the highest break point you can reach with 2h xbow. It has the best bolt vs ca/ms ratio (1ca, 2ms, 2bolt per rotation). Going to 2.16+ only adds more bolts.
In 2.1 ea/chaka will replace our bolt, until then we can only use ms/ca due to the sentry's bugging to 1aps.
At the 1.46 breakpoint (ca/ms) your sentries shoot 1.66 aps, at 1.74 they are 2.0.
Ballista = cindercoat (ca pierce spam) and serrated arrow. Hellrack/chan = hexing pants and mark.
You are completly misunderstanding what I've asked. This has nothing to do with PTR (on which some IAS bugs have been fixed, and we'll thus have to redo the tests that has been done) - it's strictly live, strictly solo. There is absolutely no doubt that my SoJ+unity combo is doing *far* more damage than my TnT+RoRG combo did. Going for TnT in a fire build (the appeal of TnT is that it boosts pets who are physical) is a complete waste on live, but it might not be on PTR =P. My question thus persists:
Is 1.30 APS or 1.46 APS better, when I get an extra ~4% crit, and toughness from harringtons over witching hour.
That... I'm not sure that had anything to do with it either. I hope you're responding to the TnT guy. I have no means to get to 1.74 (or 2.16) outside of TnT. The question was 1.30 (1.25) or 1.46 <.<...
As for the offpieces, yea, for solo, you're not gonna be wanting to use anything but SoJ/Unity for damage/defensive bonuses. Cindercoat/magefists aren't even close to worth it.
You cant use soj/unity and get the benefits of a tnt/cinder/mage/hexing.
And obviously I can't use a soj/unity combo and get the benefits of tnt/cinder/mage/hexing. I mean. That goes without freaking saying <.<? SoJ/Unity is still by far the stronger combo for solo play. Consider the benefits/cost:
With TnT, no SoJ/Unity:
Gains 40-50% pet attack speed. Gains IAS on ring if Unity is switched, crit or crit dmg if SoJ.
Loses 12-15% elite dmg+100% toughness if Unity.
Loses 15-20% ele dmg+25-30% elite dmg if SoJ.
Same goes for everything else:
Magefists = 20% dmg.
Cindercoat = 20% dmg+reduc cost, but lose the vitality.
Hexing pants = 25% dmg, but have to never stop moving (I have these, tested them, they kept falling off whenever I changed directions despite being in motion. Was not worth the hassle).
Basicly, in all cases, the dmg they provide is not worth losing SoJ (20% dmg+30% elite dmg vs 20-25% dmg and 50% crit dmg or 6% crit).
For a solo player, losing ~8-10M toughness for 10% dmg is not worth it either (remember Unity's elite dmg affix).
2.1, remains to be seen. But right now, don't fool yourself that TnT's are "strong": They're really, really not.
And 1 Question : PassSkill :ballistics
http://us.battle.net/d3/en/class/demon-hunter/passive/ballistics
+100% dame or x2 dame ?