Demon Hunter - Builds/Discussion - Page 39
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thoradycus
Malaysia3262 Posts
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ZerG~LegenD
Sweden1179 Posts
On May 30 2012 19:13 lynx.oblige wrote: For those of you that have solo'd inferno diablo recently - how are you surviving his regular attacks? He seems to teleport and attack at a faster rate than my 45 discipline can handle (using SS/prep of course). Keep him roughly one screen away and he'll charge you instead of teleporting. Then you either dodge with Vault or by just running sideways. If you do it right you shouldn't even need Preparation during phase one and three. Some other tricks for Diablo: Keep Shadow Diablo in vision when he gets close to 33% and 66% so you can see on his animation when he's about to summon the Shadow Clone. This helps a ton in avoiding getting surprise killed. Don't cancel the cutscenes before phase two if you're using sharpshooter. It does charge up. Keep one of the crystals between you and Diablo when he gets close to 55% in phase one. Or you might get killed by a fireball during the cutscene if you've got bad luck with the timing. Don't do this too much in general though as he's more fond of teleporting when you do it. Use the airstrike against your Shadow. It's awesome. You won't have enough skill slots for both a hatred spender and Bat or Marked unless you can dodge charges perfectly without Vault. This is fine. Devouring Arrow does almost as much damage as your best hatred spenders. | ||
lxanderl
United States629 Posts
On May 30 2012 19:13 lynx.oblige wrote: For those of you that have solo'd inferno diablo recently - how are you surviving his regular attacks? He seems to teleport and attack at a faster rate than my 45 discipline can handle (using SS/prep of course). Just killed him by adding in a vault, with the no disc 15 sec cooldown rune. Some runs he was extremely aggressive with the blinking and emptied my pool quickly, but usually with kiting, vault, and prep, the first and third phases were pretty safe (it's just the shadow clones that always gets me!). I only had 40 disc btw edit: yeah ^ the guy above me :D | ||
Fugue
Australia253 Posts
I know with a good crit change greivous wounds would be an excellent switch, but what do people use for single target DPS other than Impale? Or do people just go without it because they have a better use for the slot? | ||
whoso
Germany523 Posts
On May 30 2012 22:44 Fugue wrote: I'm level 48 now, and I don't think there has been a single build I've tried that hasn't included Impale Chemical Burn as a single target DPS hatred spend. I tried overpenetration and just couldn't adapt to using it to mow down lines of enemies, and it felt so much less powerful against single targets. I know with a good crit change greivous wounds would be an excellent switch, but what do people use for single target DPS other than Impale? Or do people just go without it because they have a better use for the slot? once youre 60 (or 59) just abuse nether tentacles. its strongest against both single and multiple enemies, as long as they are not widely spread out. until then i used rapid fire because of the low hatred cost with the rune, impale really drained the hatred fast. | ||
ilbh
Brazil1606 Posts
On May 29 2012 23:17 Logo wrote: I've read in here before that a lot of people love Nether Tentacles and what not... but I don't see it over ball lightning. The life leech of Nether Tentacles is pretty much worthless in Inferno where it's reduced by 80%. You're only getting ~0.6% of your life back from the hit, though I seem to see even less than that (I hit for 10-15k and get ~100hp back). The single hit DPS is greater, but I don't think that matters for many situations & builds (and if it did Impale would probably be better). Ball lightning vs a pack will hit more (while still hitting double on many mobs), that much I think most people agree on. Even if it's only doing about 60-75% Damage/hit it's still hitting way more vs packs and groups. Ok so that's fine, but what about solo enemies or smaller champ/elite packs? Well I still think ball lightning is more DPS based on a few properties. 1. Ball lightning misses less often in a situation where you're kiting or fighting fast monsters. Sure Nether is maybe more DPS straight up, but Ball can be used more often where as there are many enemies where you'll missing a large % of nether shots. 2. Ball lightning travels slower. You'd think that's bad, but actually it's really good in certain situations. If you have sharp shooter you can overlap 3-4 ball lightnings (way more if using a 1h or have fast attack speed) and they'll all hit a pack at the same time. Since you have sharpshooter they'll hit/double hit with up to 100% critical chance for a large amount of damage. Nether on the other hand doesn't stack on itself as well and you can abuse this much less. 3. Ball lightning + missile dampening = fun. Ok so you can kinda do this with Nether, but it's not nearly as effective. When facing a missile dampening mob, at least one that stays relatively still, ball lightning is amazing. The missile dampening only affects the projectile speed, not it's attack rate. The projectile life is also based on distance, not time. That means that it will hit a missile dampening mob about 10-30 times when it finally pierces through to the mob in the center. Overlay 10 of these with sharpshooter and watch the elite melt. It's super fun time, unless the elite is damage reflect then it's not so fun. The last thing that is a nail in the coffin for nether is how I use abilities. Nether may be better in some situations vs 1-2 targets... but so what? Hungering Arrow already does 200%+ dps to a single target with the right runes and is great for kiting because of the homing properties. So why do I need another largely single target dps spell, when instead I can deal more DPS with hungering or more AoE with ball lightning. Now maybe in Act 3 or 4 inferno Ball lightning will do an even lower % of my normal damage to mobs, but if it doesn't I don't see myself ever going back to Nether Tentacles. ---- @Using +10% crit caltrops on boss fights.... hmmm I see that as counter productive. For boss fights it's never my DPS that's an issue and it's just a matter of having enough smoke screen to avoid dieing. So for bosses it's always just spam hungering arrow + suppression fire (even at 1 disc/shot it still feels worth it) and use all my disc on smoke screen when I need it. what I most like about the tentacles is that against invulnerable minions it will still hit the champion mob. its just awesome that it hits a lot of mobs for a lot of damage and so few hatred cost. as for the +10% critical, if DPS is not a problem then yeah, I'm even considering changing to the immobilize rune lol got to remember that the 10% obviously is not only good against bosses but everything else too BTW, thanks anyone who told me to only focus on DPS, I'm now able to do act 2 inferno just fine with some upgrades. | ||
Logo
United States7542 Posts
On May 30 2012 22:50 ilbh wrote: what I most like about the tentacles is that against invulnerable minions it will still hit the champion mob. its just awesome that it hits a lot of mobs for a lot of damage and so few hatred cost. as for the +10% critical, if DPS is not a problem then yeah, I'm even considering changing to the immobilize rune lol got to remember that the 10% obviously is not only good against bosses but everything else too BTW, thanks anyone who told me to only focus on DPS, I'm now able to do act 2 inferno just fine with some upgrades. Ball lightning will hit a champion in the pack the same way. It's almost the exact same as the tentacles with just a few little differences (really I can see going either way, but a lot of people seem to think tentacles flat out replaces ball lightning and I disagree). Speaking of which that's one of the best parts of caltrops + immobilize, it will hit the invuln minions so you can control their positioning making it easier to fight the champion. The only thing it doesn't do unfortunately is protect from some charging attacks. | ||
zeehar
Korea (South)3804 Posts
On May 30 2012 18:25 HotCookies wrote: I am using the "old" build to farm siegebreaker 5 stacks and pony level sometimes,i die a lot but i get the job done. 115k dps w/ passives. I ll also start streaming for a bit now. http://www.justin.tv/hotcookies (ACT 3 inferno) how does one get 115k dps, even with sharpshooter? do you just stack dex? i only get 40k dps with sharpshooter even with a 1k bow. | ||
JingleHell
United States11308 Posts
On May 30 2012 23:21 zeehar wrote: how does one get 115k dps, even with sharpshooter? do you just stack dex? i only get 40k dps with sharpshooter even with a 1k bow. Stack more crit damage. | ||
whoso
Germany523 Posts
also, use a crossbow for the crit build//bragging off with high crit 'dps', because of the archery bonus. | ||
Sated
England4983 Posts
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oneofthem
Cayman Islands24199 Posts
lightning enchanted ones do resist it, so does ghom as far as i can tell. | ||
kaztah
Norway1221 Posts
On May 30 2012 19:13 lynx.oblige wrote: For those of you that have solo'd inferno diablo recently - how are you surviving his regular attacks? He seems to teleport and attack at a faster rate than my 45 discipline can handle (using SS/prep of course). He only teleports in phase 1 and 3 if you're close to edges. Both the inside and outsides, so just watch out when you run around corners and stuff. I could never decide if that's what happened in phase 2, because it seems like he's a bit more random there, but try to avoid corners there too. Outside of that, vault with tumble is amazing for that boss, and better than smokescreen at times. Preferably have both though. I had 37 disc, and was enough to avoid every attack, so 45 should be good. | ||
Teddyman
Finland362 Posts
Skills: Hungering Arrow//Devouring Arrow Impale//Chemical Burn (I like it over Nether Tentacles since Diablo might teleport or charge through the balls making them hit for less/no dmg) Smoke Screen//Lingering Fog Vault//Tumble Preparation//Backup Plan Marked for Death//Mortal Enemy (you have room to play around with this slot) Passives: nothing super essential, Tactical Advantage can be nice. I used Steady Aim, Archery and Sharpshooter. Phase 1: You can basically do this by running away and kiting him around the edges of the room. If he charges, vault away. If he teleports, vault away. Dodging the fire attacks is easy if you keep him at full screen range. This phase can be done with just vault and hungering arrows. You can often survive if you get caged by spamming smokescreen and heading for the nearest healing well as soon as he lets you go. There's a chance you get a fire DoT curse from it and die though. Be careful around 60% (when his hp bar is around the start of the word "Evil" in "The Prime Evil") so you don't get stunned while a fireball is heading your way. Phase 2: When Diablo disappears, wait 1 second and pop smokescreen. Your clone will appear, what you'll do is just vault away and get some distance. Forget about attacking it and just run in a circle along the outer rim of the area. After about 30 seconds, Diablo will pop back. Keep running away from your clone and diablo, using vault to avoid attacks. After another 30 seconds your clone will die automatically and you can resume phase 1 tactics. At 33% and 67% you'll get a clone again so be ready. The HP bar is is divided to 3 parts like this: Te|rror Phant|asm. Phase 3: Same as phase 1, just ignore the meteors. The lightning attack is easily dodged by vaulting once or twice. Try not to panic! The general idea is to use vault over smokescreen as often as possible, saving a lot of discipline. Make sure you have enough discipline during the clone spawns, saving preparation for it if necessary or watching the cutscenes to regen more. I probably died 50 times on him, mostly oneshots from my clone. Not killing the clone means you save a lot of discipline in that phase. | ||
karazax
United States3737 Posts
On May 30 2012 23:19 Logo wrote: Ball lightning will hit a champion in the pack the same way. It's almost the exact same as the tentacles with just a few little differences (really I can see going either way, but a lot of people seem to think tentacles flat out replaces ball lightning and I disagree). Speaking of which that's one of the best parts of caltrops + immobilize, it will hit the invuln minions so you can control their positioning making it easier to fight the champion. The only thing it doesn't do unfortunately is protect from some charging attacks. I tested out ball lightning some last night on my act 1 inferno farming, and the damage was signficantly lower for me. My crits were 25-35k with ball lightning and 50k+ with nether tentacles. I didn't test it for very long, and perhaps I was fighting some lightning resist heavy mobs, but the damage difference was pretty huge. | ||
Logo
United States7542 Posts
On May 31 2012 01:44 karazax wrote: I tested out ball lightning some last night on my act 1 inferno farming, and the damage was signficantly lower for me. My crits were 25-35k with ball lightning and 50k+ with nether tentacles. I didn't test it for very long, and perhaps I was fighting some lightning resist heavy mobs, but the damage difference was pretty huge. No, that's about right, but I still think the practical DPS is about the same from playing with both. Ball lightning double hits way more often and way more mobs and I think it stacks with sharpshooter way better. I feel like mobs running towards you unsnared will often miss out on the 2nd hit of Nether. Plus you never 'miss' with ball lightning while it's pretty easy to do with nether vs a lot of mobs if you're shooting from full screen or beyond. It might depend really on how you guys use it. Typically I use Elemental Arrow to clear out everything BUT the champions/elites and not as much on the actual elites themselves. I find it helps a lot to be able to approach a pack with champions and just clear the trash quick and easy so you can focus on kiting. I also still use multishot + suppression so I can kite indefinitely with ss and caltrops without being drained of discipline (this also lets me use the healing on prep rather than the 45 disc regen). The elites I care about making easier are ones that I find hard to manage nether with anyways: fast elites, teleporting elites, elites with immune minions*, and elites that shift around (like the bugs in act 2 that shoot other bugs). Waller elites are also typically not threatening (depending on their other mods), but nether isn't very helpful vs them. Ball Lightning isn't that much either, but it can 'arc' over the wall before hitting it or you can shoot into any gap in the wall to get hits. I was finding that with nether I was only picking up like a 50% efficiency between all the stuff that can cause me to miss or waste a shot. Besides hungering arrow, vs a single target is something like 220% weapon dps with devouring rune and pretty much always hits. I really am not convinced that Nether was beating this except vs large targets that always take the double hit, but those targets are the ones I typically have no problem killing anyways. *Yes nether pierces through, but I find it difficult to line up nether when a pack of immune minions are shifting around and the shot has a tendency to 'stick' to a minion or if you're shooting from full screen it's tough to gauge where in the pack the elite is. ---- The tl;dr is that the numbers may be smaller, but that doesn't mean it's less dps. But I also don't think either choice is really wrong, it's just that I think both are viable/useful. | ||
Infernal_dream
United States2359 Posts
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VoirDire
Sweden1923 Posts
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Infernal_dream
United States2359 Posts
On May 31 2012 02:31 VoirDire wrote: What is the point of using two one-handed crossbows instead of a 2h crossbow and a quiver with 15% increased attackspeed (which lvl 60 quivers have by default)? The 2h will do way more damage in almost all situations. Shields. | ||
Logo
United States7542 Posts
On May 31 2012 02:31 VoirDire wrote: What is the point of using two one-handed crossbows instead of a 2h crossbow and a quiver with 15% increased attackspeed (which lvl 60 quivers have by default)? The 2h will do way more damage in almost all situations. You're too poor to afford a quiver/shield that's better than the 2nd 1h crossbow you have. But as for why you'd use a 1h crossbow... 1. Increased hatred generation (because of #2) 2. Faster attack speed 3. Archery talent for crit chance 4. More procs/sec and crits/sec (because of #2) 5. To use a shield. As far as I can tell 1h crossbow + quiver is always going to be better than 2x 1h crossbows provided you can get a quiver that has good stats. It's easy to more or less prove, if you get 2 1h crossbows and don't want to tank your DPS both have to have modifiers that boost damage that only apply when that weapon hits. So you end up wasting a lot of the modifiers. A quiver can have all its modifiers apply to boosting the DPS of all your attacks rather than 1/2 of them. The standard inferno build type (hungering arrow & elemental arrow) the better attack speed doesn't mean much for DH builds, but it might for some builds in some situations. Maybe there's some set 1h crossbows that'd be worth using though. | ||
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