SC and HC players have different mindsets concerning their survival. Myself for instance, unless I'm pushing GRs, I play really sloppy at SC. Then I butt clench every 30 seconds on HC thinking twice before moving on even at T7 bounties. They can't coexist in the same space. Not even taking in account lag given everyone will populate the same servers, making them prone to hiccups.
I was thinking since the ele% is additive, it would be worse than multiplicative damage provided by hexing pants (ele% and rov% stack additively and are at a base amount higher than hexing pants and taeguk, but idk if there is a rank # where taeguk is so high that this scenario would be worse after reaching full active taeguk stacks).
Personally, I had major issues with hatred in this build until I got hexing pants. so far hexing seems to put me at ~1 more hatred gained than spent on strafe. Still gearing my seasonal toon atm (my main is not nats build, yet at least)
Element% is indeed additive with itself, but Hexing pants buff is additive with skill% and less impactful than ele%, we pick hex pants because we don't have many good options and as you mentioned, hatred regeneration
Are you pushing and pulling aggressively? It's a must to make progress. Also don't stop to kill even dying elites unless they are around 10% HP, make them follow you and wither them down as you pull and kill thrash.
Diamonds instead of rubies on pants (balance it out as you see fit)
Skills where as is
Passives where superstition, rampage, relentless and ruthless (nerves of steel, berserker rage, tough as nails and bloodthrist are all good candidates for 5th or replace those)
furnace | tasker and theo | unity in cube, stricken, taeguk and pain enhancer as gems
Bracers of the first men for wrists
Never stop to kill lingering enemies, always go for big groups, do a few charges to get them bleeding to buff your APS and your life recovery through life per fury spent on weapon and belt, use charge to move around and get away from dangerous things like arcane sentries, charging stuff and fiery/poisonous ground thingies. Hit the air to keep up wrath and ancients up and also passive recovery when you can't go in
Did it with less than 10 attempts (I tried it really sporadically, casual you might say), consistently finishing with 20 seconds up to 2 minutes overtime, bar one rift that were just jack shit and not worth giving a second look. Boss fights take 1 minute because stricken even with a death or two, less if you snapshot properly. 65+ WW is just far more consistent for the rift clear imho. But very much doable with hota.
Edit: Also, do you know why some of the top dh's in china are still using the fire version of the build? The 72 run is even using sentry - polar station. I wonder if this could be good.
The chinese 72 DH actually used Impaling bolt, he did change the rune recently to Polar Station (testing maybe?)
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SC and HC players have different mindsets concerning their survival. Myself for instance, unless I'm pushing GRs, I play really sloppy at SC. Then I butt clench every 30 seconds on HC thinking twice before moving on even at T7 bounties. They can't coexist in the same space. Not even taking in account lag given everyone will populate the same servers, making them prone to hiccups.
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Harder as in more mechanically intense? No. Deeper complexity? Hell yes.
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Are you pushing and pulling aggressively? It's a must to make progress. Also don't stop to kill even dying elites unless they are around 10% HP, make them follow you and wither them down as you pull and kill thrash.
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The APS is so high that even the base 5% CHC procs constantly, and not really worth the spot over CoE (group) and Unity (solo)
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I just did 60 with hota
http://us.battle.net/d3/en/profile/Henrich-1486/hero/67834851
Diamonds instead of rubies on pants (balance it out as you see fit)
Skills where as is
Passives where superstition, rampage, relentless and ruthless (nerves of steel, berserker rage, tough as nails and bloodthrist are all good candidates for 5th or replace those)
furnace | tasker and theo | unity in cube, stricken, taeguk and pain enhancer as gems
Bracers of the first men for wrists
Never stop to kill lingering enemies, always go for big groups, do a few charges to get them bleeding to buff your APS and your life recovery through life per fury spent on weapon and belt, use charge to move around and get away from dangerous things like arcane sentries, charging stuff and fiery/poisonous ground thingies. Hit the air to keep up wrath and ancients up and also passive recovery when you can't go in
Did it with less than 10 attempts (I tried it really sporadically, casual you might say), consistently finishing with 20 seconds up to 2 minutes overtime, bar one rift that were just jack shit and not worth giving a second look. Boss fights take 1 minute because stricken even with a death or two, less if you snapshot properly. 65+ WW is just far more consistent for the rift clear imho. But very much doable with hota.
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I can testify and did happened to me way too many times. Painful to educate myself to not spam it
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Hey Wudijo, great post and thank you for sharing
What are your thoughts about Anathema? Given you cleared a 66 with it
And I guess by your testings, will Hellfire always beat eye of elitch or immunity ammy?