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On June 29 2012 16:30 Xanczor wrote: I have a question. So I have a demon hunter and I'm using elemental arrow (frost rune) and marked for death (valley of death) which is a rune that lets me place a 12 yard circle anywhere I want and mobs in it will take +12% damage. So the thing is, frost arrow splits into multiple arrows after the primary target. If the primary target is standing in the marked for death area, and the arrow splits off and hits someone outside of the circle, does it still do +12% damage?
Also does the same idea apply to crits, if the primary target is crited, are the other targets crited as well?
Purely from the wording of the spells, I doubt they take any additional damage if outside the area.
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how much can i sell those chest armor with those stats: 347arm (528 tot) 337arm (538 tot) 133 vit 141 vit +50all resist +51 all resist 181arm 201arm +17 gold find +11 MF +14 MF 2 socket 2 socket
i rly dunno.. about 40milion1st one and 10 the 2nd one?
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On June 29 2012 18:27 HeadHunterzzzz wrote: how much can i sell those chest armor with those stats: 347arm (528 tot) 337arm (538 tot) 133 vit 141 vit +50all resist +51 all resist 181arm 201arm +17 gold find +11 MF +14 MF 2 socket 2 sockte
i rly dunno.. about 40milion1st one and 10 the 2nd one?
A really good way to price your items is go to the auction house, search up your item with all the important specifics of the item, and find items that are very similar to yours. Then look at the prices, and price yours accordingly!
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Can someone tell me what stats I should aim for when upgrading my gloves/amulet/rings? the other slots would just give me marginal improvements from the extra 20 dex for 1mil gold+ and the set piece prices are ridiculous atm. my current stuff are: Gloves=216dex 8% crit chance Ring 1=11-23 dmg,45 dex 25% crit dmg+ socket Ring 2=73 dex,27% crit dmg+socket amulet:103 dex 55% crit dmg
My crit chance is 16.5%, crit dmg 207% attack per second is 1.25
I am going GC build btw
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United States1967 Posts
for gloves, amu, and ring you want the 'quad stats' - High dex, crit chance, crit damage, attack speed. For your glove, you should look for all 4 for sure. There are a lot of people crafting gloves, so while expensive, it should be within reach. Rings and amulets, I would be happy with 3 of the 4 stats, with preference on crit chance and crit damage + a third stat (either attack speed or dex)
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On June 27 2012 15:19 TheMango wrote:
I would practice on softcore to get the timings right for the clone spawns and when to SS, other than that, its pretty straight forward - dont let him get into melee range, SS right away or you will get a DoT on you that will most likely kill you. (If you get a DoT on you, you have to chain SS to prevent taking damage until you can get to a health fountain), and don't get grabbed by his cages (sometimes you can survive if you get grabbed by mashing SS and hope you get it off in time). You want as much +discipline as possible, and probably vault as well. At the same time, dont stay too far off screen or he teleports to you. I would get the following skills:
Mark of Death - Mortal Enemy SS - Lingering Vault - Tumble or Acrobatics Prep - Backup Plan
Left click - Hungering - Devouring Right click - Impale - Grievous Wounds
Passives: Tactical Advantage, Steady Aim, Perfectionist
Some people have had success with Rain of Vengeance - Flying strike to use on the clones, but I dont think it's necessary. Another option may be Shadow Power - Gloom if your DH is tanky enough
Any particular reason for using perfectionist ? Seems pretty horrible to me, compared to lets say Vengeance, unless theres some trick with it people dont know about ...
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United States1967 Posts
It's only for diablo fight. Most DH's are not tanky enough to take hits, so you want to maximize how many SS you can do. Especially for hardcore where you want to minimize your chance of dying, being in SS whenever there is even a chance of danger is the only way to ensure not dying.
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United States1967 Posts
It doesn't make a huge difference to be honest, but discipline is the only thing that really matters in that fight for super low risk, which is why I picked that passive.
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On June 28 2012 03:09 ref4 wrote:Did not read through the thread but here is a fantastically fun tank DH build! (yes we can tank!) sorry if it has been posted already but just thought I'll share this build. Credit to Oslo#1554! Build: http://us.battle.net/d3/en/calculator/demon-hunter#WQYkeg!XVU!YbbccYOriginal thread: http://us.battle.net/d3/en/forum/topic/5911503749Stats priority: resist all (aim for 300 Act I, 400 Act II, 600 Act III and 700 Act IV) = LoH (aim for 300 for Act I, 500 Act II, 700 for Act III and 1k for Act IV) > dexterity > armor > vit With Caltrop runed for jagged spikes you will get LoH returned per enemies trapped every tick for the entire duration of the caltrop. Since a DH can stack up to 6 caltrops with custom engineering you basically do not die due to the sheer amount of life returned. The -15% dmg reduction and numbing traps also help greatly increase survival. Bola shot runed for bitter pill to generate hatred as well as disc and you dump hatred on multi shot runed with suppression fire to get even more disc so you can spam shadow power gloom virtually non-stop. Shuriken cloud also grants LoH life returns. I experimented a bit with your build, but I have problems when I'm up against ranged elite packs like the spear throwers. I'm at about 600 all res, 1.5k LoH, 25k dps
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Anyone who can make some good arguments for using Nether instead of Ball Lightning atm? I just can't see it.
Ball lightning can hit the same mob twice, and it also seems to have longer range than Nether.
The "healing" on Nether, does not exist, unless you hit 15 targets at the same time, which ofcourse means you are killing normal mobs and don't need the healing in the first place.
They do the same amount of +damage. (155% both, just different school of magic)
So, anyone able to convince me otherwise? =)
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So just wondering. After the increase in repair cost, are you guys putting more emphasis into vitality and all res? Or still just enough to survive 1 hit? What are your HPa?(for inferno of course)
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On June 30 2012 06:52 McNulty wrote: Anyone who can make some good arguments for using Nether instead of Ball Lightning atm? I just can't see it.
Ball lightning can hit the same mob twice, and it also seems to have longer range than Nether.
The "healing" on Nether, does not exist, unless you hit 15 targets at the same time, which ofcourse means you are killing normal mobs and don't need the healing in the first place.
They do the same amount of +damage. (155% both, just different school of magic)
So, anyone able to convince me otherwise? =) there is absolutely 0 reason to use nether now.
ball lightning also really works well with uh, the passive that gives on disc. on crit.
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There is still a reason to use nether if you are constantly having problems with damage reflect mobs, the life leech is decent to keep you up however I do prefer ball lightning.
-RoamerKill
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I don't think so... honestly, NT sucks nowadays. If you have problems with reflect damage mobs, you should consider the chance of having shadow power with gloom rune among your skills. In my experience, Gloom was really a miracle to survive against reflect damage mobs xD.
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Switching from lightning ball to nether isn't going to help at all versus reflects. It doesn't leech enough life for it to matter.
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I finally got back to playing my softcore DH after messing around with hardcore for a while. I'm near the end of Act 3 Hell and level 60 now. Anyways, I was totally blown away by how worthless Nether Tentacles is now. I've switched from a glass cannon build to a kite forever build:
Entangling Shot + life on hit (forget name) Elemental Arrow + frost arrow Smoke screen +extra second (forget name) Vault +tumble Caltrops +slow % (forget name, switch to Jagged sometimes) Preparation +life (forget name)
Passives: TA, Hot Pursuit, Numbing Traps
My gear is still pretty garbage at the moment. I have a bunch of +dex gear, with a little +vit and +resist. However, I resocketed everything to +vitality / +life (used to have +dex in all sockets). It takes me a little longer to kill mobs, but I die far less often.
I'll be starting Inferno Act 1 this weekend. Hopefully I'll be geared enough to farm Act 1 with 5 stacks valor and get some good drops. I don't have much money (~850k).
Anyone else going with a similar "catch me if you can" build? Any recommendations on gearing or changes in build? I do not want a glass cannon build. I like the constant kiting and being able to survive multiple hits when the shit hits the fan.
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I'm 1/2 way through Act 1 inferno using this http://us.battle.net/d3/en/calculator/demon-hunter#aQdgVY!beY!ZabZbZ Just rofl stomping with dual hand xbows doing ~45k damage with pretty average gear, switching to 2h crossbow within the next day or two though. I'm a bit unsure about Shadow Power and I guess kinda Vengeance and Archery but it seems to work. I guess I wont find out if it's truly viable until Act 2.
Just seems like so long as you have a good weapon, DH will destroy everything (though for acts 2 and 3 this may be a lot different).
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can anyone out there vouch/make a case for dual wielding over xbow? pros/cons?
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On June 30 2012 15:57 Hydrolisko wrote: can anyone out there vouch/make a case for dual wielding over xbow? pros/cons?
It's aesthetic value (much more badass). 10% crit chance if using archery passive. Cheaper weapons for still decent (albeit slightly less) damage, this is ~generally~ true even taking into consideration that you need 2 handies of course. More opportunities for good stats to boost your dex and crit damage (possibly attack speed, vit, loh/lok for a bit extra money). I'm honestly really unsure I if I should have kept mine or not.
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2h xbows are pretty good if you have them with sockets for double emeralds. Once you get a decent amount of crit chance, the crit damage boost will significantly boost your dps. It really depends if you have access to a decent quiver too.
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