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On May 25 2012 15:19 FakeDouble wrote: Hi all, I wanted to post my build that has helped keep me alive until inferno act 1 without using smokescreen at all (will be starting act 2 later today, see how it goes). For some of the abilities I alternate between 2 runes depending on the situation, so I'll just type them here, instead of trying to work out how to use the fancy us.blizzard.net thing in the builds in the OP:
FD's 'Staying Alive' Build 1: Caltrops (Jagged spikes mostly, torturous ground is a good alternative) 2: Vault (Tumble) 3: Preparation (Battle Scars) 4: Rain of Vengeance (Dark cloud or Beastly bombs, depends if I want homing or carpet bombing) Left Mouse: Bola Shot (Imminent Doom) Right Mouse: Elemental Arrow (Screaming Skull)
Passives: Sharpshooter (always), then 2 of Archery, Cull the weak, Vengeance
Thoughts behind the build: I don't like getting hit, and when I do, I die rather quickly (1-2 shots from anything significant). Caltrops is a low discipline slow that is quite spamable; I used to only use torturous ground, but its not nearly as effective against teleporting enemies. At least with Jagged spikes, I place one at my feet, and when they teleport to me I vault out, doing some damage. I'm not sure of this, but I think teleporters in torturous ground just teleport out. Vault (Tumble) + Preparation (Battle scars) together means I can vault out of sticky situations or multi-vault past enemies when I run out of kiting space. 60% heal is nice too, like a 2nd potion. I don't know if Rain of Vengeance is actually good, but it doesn't use hatred and has a relatively fast cooldown. Bola shot (Imminent doom) does good damage (It's my highest damage skill lol), and the 2s delay before damage starts to pile up isn't too much of an issue. Screaming skull is really good, 40% fear works as a stun (interrupting mortar or attacks where they need to charge up), and puts distance between you. Also line splash! (blueflame hellions anyone? XD) Since this is my only hatred spender, it's very spammable.
The passives are fairly self-explanatory I hope. Guaranteed crits and increased damage are good, yo.
Not sure how you plan on staying alive in Inferno against Jailer without Smokescreen.
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On May 25 2012 15:52 silencefc wrote:Show nested quote +On May 25 2012 15:19 FakeDouble wrote: Hi all, I wanted to post my build that has helped keep me alive until inferno act 1 without using smokescreen at all (will be starting act 2 later today, see how it goes). For some of the abilities I alternate between 2 runes depending on the situation, so I'll just type them here, instead of trying to work out how to use the fancy us.blizzard.net thing in the builds in the OP:
FD's 'Staying Alive' Build 1: Caltrops (Jagged spikes mostly, torturous ground is a good alternative) 2: Vault (Tumble) 3: Preparation (Battle Scars) 4: Rain of Vengeance (Dark cloud or Beastly bombs, depends if I want homing or carpet bombing) Left Mouse: Bola Shot (Imminent Doom) Right Mouse: Elemental Arrow (Screaming Skull)
Passives: Sharpshooter (always), then 2 of Archery, Cull the weak, Vengeance
Thoughts behind the build: I don't like getting hit, and when I do, I die rather quickly (1-2 shots from anything significant). Caltrops is a low discipline slow that is quite spamable; I used to only use torturous ground, but its not nearly as effective against teleporting enemies. At least with Jagged spikes, I place one at my feet, and when they teleport to me I vault out, doing some damage. I'm not sure of this, but I think teleporters in torturous ground just teleport out. Vault (Tumble) + Preparation (Battle scars) together means I can vault out of sticky situations or multi-vault past enemies when I run out of kiting space. 60% heal is nice too, like a 2nd potion. I don't know if Rain of Vengeance is actually good, but it doesn't use hatred and has a relatively fast cooldown. Bola shot (Imminent doom) does good damage (It's my highest damage skill lol), and the 2s delay before damage starts to pile up isn't too much of an issue. Screaming skull is really good, 40% fear works as a stun (interrupting mortar or attacks where they need to charge up), and puts distance between you. Also line splash! (blueflame hellions anyone? XD) Since this is my only hatred spender, it's very spammable.
The passives are fairly self-explanatory I hope. Guaranteed crits and increased damage are good, yo. Not sure how you plan on staying alive in Inferno against Jailer without Smokescreen.
Jailer mobs have short range, it's fairly easy to not get jailed unless they're fast.
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On May 25 2012 16:26 Cel.erity wrote:Show nested quote +On May 25 2012 15:52 silencefc wrote:On May 25 2012 15:19 FakeDouble wrote: Hi all, I wanted to post my build that has helped keep me alive until inferno act 1 without using smokescreen at all (will be starting act 2 later today, see how it goes). For some of the abilities I alternate between 2 runes depending on the situation, so I'll just type them here, instead of trying to work out how to use the fancy us.blizzard.net thing in the builds in the OP:
FD's 'Staying Alive' Build 1: Caltrops (Jagged spikes mostly, torturous ground is a good alternative) 2: Vault (Tumble) 3: Preparation (Battle Scars) 4: Rain of Vengeance (Dark cloud or Beastly bombs, depends if I want homing or carpet bombing) Left Mouse: Bola Shot (Imminent Doom) Right Mouse: Elemental Arrow (Screaming Skull)
Passives: Sharpshooter (always), then 2 of Archery, Cull the weak, Vengeance
Thoughts behind the build: I don't like getting hit, and when I do, I die rather quickly (1-2 shots from anything significant). Caltrops is a low discipline slow that is quite spamable; I used to only use torturous ground, but its not nearly as effective against teleporting enemies. At least with Jagged spikes, I place one at my feet, and when they teleport to me I vault out, doing some damage. I'm not sure of this, but I think teleporters in torturous ground just teleport out. Vault (Tumble) + Preparation (Battle scars) together means I can vault out of sticky situations or multi-vault past enemies when I run out of kiting space. 60% heal is nice too, like a 2nd potion. I don't know if Rain of Vengeance is actually good, but it doesn't use hatred and has a relatively fast cooldown. Bola shot (Imminent doom) does good damage (It's my highest damage skill lol), and the 2s delay before damage starts to pile up isn't too much of an issue. Screaming skull is really good, 40% fear works as a stun (interrupting mortar or attacks where they need to charge up), and puts distance between you. Also line splash! (blueflame hellions anyone? XD) Since this is my only hatred spender, it's very spammable.
The passives are fairly self-explanatory I hope. Guaranteed crits and increased damage are good, yo. Not sure how you plan on staying alive in Inferno against Jailer without Smokescreen. Jailer mobs have short range, it's fairly easy to not get jailed unless they're fast. Jailer + teleport or fast = g_g. There are also a lot of mobs that have a built in teleport, speed burst, jump, etc.
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holy shit these tentacles... i just solo'd belial with 30k hp and 80 resists lol
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What's everyone pick between hunger arrow with cinder and hunger arrow with devouring?
I notice that there are a lot of people that use devouring, but isn't cinder a little more consistent cause you know it will always do that additional 35% fire damage?
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I don't play DH, can you guys tell me beside Dex whats good for DH since I got some items but not sure how to price them even after I look up in the AH. Does DH armor needs resist all? And Attack speed > Crit chance> Crit damage?
Thx alot
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On May 25 2012 19:52 ktang wrote: What's everyone pick between hunger arrow with cinder and hunger arrow with devouring?
I notice that there are a lot of people that use devouring, but isn't cinder a little more consistent cause you know it will always do that additional 35% fire damage?
Law of big numbers. Yeah devouring is inconsistent but since you spam it so much only the admittedly marginally higher DPS counts. Cinders big drawback is that it deals damage over time and in that case you´d rather take bolas.
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Is a stun lock build not viable?
Using lightning bolt and a 1hdxbow with other crit chance and ias gear couldnt you keep mobs and bosses from moving at all?
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On May 25 2012 21:36 gostunv wrote: Is a stun lock build not viable?
Using lightning bolt and a 1hdxbow with other crit chance and ias gear couldnt you keep mobs and bosses from moving at all?
Invulnerable minions, highly mobile base mob type, CC, AOE. GG.
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Which weapon setup is best for DH?
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On May 25 2012 22:32 thoradycus wrote: Which weapon setup is best for DH? 1hand Xbow + shield, so you can at least survive 1hit, from some mobs.
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On May 25 2012 22:32 thoradycus wrote: Which weapon setup is best for DH?
if you are talking about in terms of doing damage, its really not that simple
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Some random DH things I've noticed recently:
-Thrill of the Hunt will do an aoe immobilize for abilities that are instant damage, specifically multishot. I'm not sure if all enemies need to be at about the same range, but it definitely can immobilize an entire group. Skills light elemental arrow do no have this property since they deal damage in multiple attacks over time.
-I don't trust the stun grenade tooltip, or mobs in hell/inferno have reduce cc duration maybe, or something else entirely (level difference a factor?). My DH has 2.05 attacks/sec so with stun grenades being 25% 2s stun I should expect mobs to be stunned about 70% of the time (there's only a 30% chance of all 4 attacks not proccing a stun), yet it feels a lot lower than that in practice. On nightmare when I did the same build with the same attack speed it did actually feel a bit better, but it's tricky as I don't have any actual data besides feel. On the same line though grenades seem to rarely crit in an awkward way. I have 21% crit and with 6+ attacks/sec (in situations where all 3 grenades hit at least 1 mob) you'd expect a sea of yellow numbers (only 20% chance for 6 attacks at 20% crit rate to all not crit), yet I'd only see a significant # of crits when sharpshooter was fully charged from being between battles. In terms of discipline regen, using ball lighting seems to proc way more night stalker +1 disciplines than spamming grenades did.
-Spider is kinda cool against mob packs where you can peel off 1 mob or where it's easy to dps down the minions, but not the elite. Unfortunately he's utter trash in all other situations since the slow is only single target.
As for weapons my thoughts...
-dual wield seems pretty trash. You get about .05 attacks/second over 1h xbow + quiver, but most of the stats that make an xbow good DPS (other than dex) apparently only apply to the xbow it's on. With 1h xbow + quiver you can get a quiver that just gives things like hatred regen, dex, vit and not have to worry about taking a big hit to your DPS. The advantage of this weapon setup is fast attack speed to proc abilities like stuns or discipline gain.
-2h bow vs 2h xbow seems about balanced I don't really have much insight or preference other than knowing that archery gives more dps for bows if your crit % is low and will proc slightly more stuff, but 2h xbow is going to give you better dps when kiting and is great for attack speed independent stuff like spike trap.
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infinity21
Canada6683 Posts
Just started playing inferno last night. God some of the elite mobs are so ridiculous esp. with a shorter ss uptime. Mortar kills me half the time if I'm not already running or SS then run. Invulnerable minions/shielding is just lol since I don't dish out damage that quickly and I run out of disc before I can kill them. I think I ran into something like mortar, arcane, waller, invulnerable minions haha. Is there anything I can do to increase my survivability? Right now I have ~20k hp and 15-16k base DPS (no passive boost).
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On May 26 2012 00:13 infinity21 wrote: Just started playing inferno last night. God some of the elite mobs are so ridiculous esp. with a shorter ss uptime. Mortar kills me half the time if I'm not already running or SS then run. Invulnerable minions/shielding is just lol since I don't dish out damage that quickly and I run out of disc before I can kill them. I think I ran into something like mortar, arcane, waller, invulnerable minions haha. Is there anything I can do to increase my survivability? Right now I have ~20k hp and 15-16k base DPS (no passive boost).
More resists. Resists are beautiful. Life regen/steal can be unsung heros once you can survive some hits, HP from orbs.
Don't forget that int boosts resists, so you can use it as an inefficient way to itemize for survivability.
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On May 25 2012 22:44 NotSorry wrote:1hand Xbow + shield, so you can at least survive 1hit, from some mobs.
What skills did you use for your inferno HC DH? Levelling a HC DH now taking SS, prep, vault and spider summon, with hungering + chakram, but spider feels so useless.
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On May 26 2012 00:22 JingleHell wrote:Show nested quote +On May 26 2012 00:13 infinity21 wrote: Just started playing inferno last night. God some of the elite mobs are so ridiculous esp. with a shorter ss uptime. Mortar kills me half the time if I'm not already running or SS then run. Invulnerable minions/shielding is just lol since I don't dish out damage that quickly and I run out of disc before I can kill them. I think I ran into something like mortar, arcane, waller, invulnerable minions haha. Is there anything I can do to increase my survivability? Right now I have ~20k hp and 15-16k base DPS (no passive boost). More resists. Resists are beautiful. Life regen/steal can be unsung heros once you can survive some hits, HP from orbs. Don't forget that int boosts resists, so you can use it as an inefficient way to itemize for survivability.
How much resist should you strive for? I'm in act 4 hell currently (lvl60), with 100~ resistance on everything, 55.24% dmg reduct, 32.6% dodge change and 13.0% block chance (carrying shield).
How is this achievable, btw?
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That's possible by having no fucking offensive stats, and not being a DH.
As for what you should shoot for, no ideas, I'm still building it up myself. I know most things take 2-3 hits to kill me in inferno A1 at this point, but my gear is still shit. Unfortunately, I got a lot of really well itemized rares while levelling, so it's hard to upgrade without losing good stats, but the numbers aren't good by inferno standards. Annoying.
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On May 26 2012 01:19 BentoBox wrote:How is this achievable, btw? ![[image loading]](http://i.imgur.com/ZaQ3T.jpg)
how is this achievable? by wearing gear with a value of 30m upwards....
edit: and ofc its a barb, not a dh.
as str boosts both a barbs dps and survivability, I suspect that barbs will be one of the stronger classes with toptoptoptoptop-end items. (I'm talking about items that are yet to be found....)
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what do you think about "magic find" items with lvl 60? -how many % would be acceptable? -are you comfortable sacrificing some dps/vit for it? -does "magic find" also count for rare (yellow) items or only for magic (blue)? -if i would have an acceptable amount of it, should i shoot every barrel/destructible object or does this attribute only count for enemys?
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