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On May 18 2012 22:23 Doctorbeat wrote:Show nested quote +On May 18 2012 22:20 Sandster wrote:On May 18 2012 22:10 Miiike wrote: I think that in all ways, smoke screen is superior to tumble, which is contrary to my initial thoughts (tumble op!). There's no wind-up animation, and you can use it to dodge incoming projectiles very easily. For those who choose tumble in their spec, what is your reasoning? (just trying to get some discussion going about the hows and whys instead of just posting specs)
For those just posting their spec, I think that people can make any spec really work, as long as you have a slow, an evasion skill, hatred generator, a stun. From what I've seen on inferno in general and demon hunters on that difficulty, having SS+vault seems almost mandatory. SS is 100% necessary. You can theoretically get away with not having vault, but not having a movement ability is extremely rough when you're not allowed to change abilities/runes and realize there are times you'll just get stuck. They really need to remove the cast time on tumble though. The most common inferno build I've seen is hungering/bola, frost arrow, SS, vault, prep with heal, and bat companion, which lacks single target damage. Bat is probably the only skill you can reasonably replace, for more damage or group utility (sentry probably). You definitely need tumble with the rare packs. Molten, mortar, arcane, plagued, stuff like that you need to gtfo as fast as possible out of that. It sucks that Vault doesn't go through waller walls though... If you get walled in a sucky spot and there's shit all under your feet, you're as good as dead. That's why I think that SS is superior, if you're walled in with mortar on the way, SS saves you, tumble may not. in the 3s on SS you can get as far as a tumble (or close to it). Maybe I'll need both for inferno (won't go into that until tomorrow afternoon probably), but that remains to be seen.
I may have said this yesterday, but after being away from the internet Tues/Weds while playing, I have found a lot of interesting ways to do the stuff I've been doing differently. Frost arrow seems like a better version of using caltrops for kiting and bola wasn't something i considered while going through normal/nm. Whenever I read stuff here, it makes me want to leave work and try new stuff out, lol.
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Wow ok I did NOT know smokescreen was a snare breaker and immunity.
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On May 18 2012 23:08 Sandster wrote: Wow ok I did NOT know smokescreen was a snare breaker and immunity.
You cant survive without it.
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On May 18 2012 23:08 Sandster wrote: Wow ok I did NOT know smokescreen was a snare breaker and immunity. There was a theorycrafted build that used multi-shot - Suppression Fire along with Night Stalker Passive to boost discipline enough to keep near constant SS just due to the damage immunity factor. With Grenade - Tinkerer, Grenadier Passive, and Bat companion, you can boost hatred regen enough to keep multi-shot spammable. I haven't heard as to whether it works or not, but the math checked out okay.
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I'm loving the caltrops[torturous ground]+spike trap combo, its really effective in one shotting mobs that spawn close together; ST has such a % atk modifier and you can stack them~
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i've seen a lot of debates between 2 hander or 2x 1 hander, but what about 1 hander + shield? i gave it a try towards the end of NM and it seems to improve my survivability significantly.
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On May 19 2012 01:38 garsh0p wrote: i've seen a lot of debates between 2 hander or 2x 1 hander, but what about 1 hander + shield? i gave it a try towards the end of NM and it seems to improve my survivability significantly.
I'm on A3 NM so far, and have yet to even consider it. Your dex should be high enough for a fair dodge chance, and with some vitality plus judicious use of CC, AOE, and vault, you shouldn't need a shield.
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i was just in a 4 player hell group and always the last to die if i died at all, so i dont think you need a shield, really.
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On May 18 2012 22:20 Sandster wrote:Show nested quote +On May 18 2012 22:10 Miiike wrote: I think that in all ways, smoke screen is superior to tumble, which is contrary to my initial thoughts (tumble op!). There's no wind-up animation, and you can use it to dodge incoming projectiles very easily. For those who choose tumble in their spec, what is your reasoning? (just trying to get some discussion going about the hows and whys instead of just posting specs)
For those just posting their spec, I think that people can make any spec really work, as long as you have a slow, an evasion skill, hatred generator, a stun. From what I've seen on inferno in general and demon hunters on that difficulty, having SS+vault seems almost mandatory. SS is 100% necessary. You can theoretically get away with not having vault, but not having a movement ability is extremely rough when you're not allowed to change abilities/runes and realize there are times you'll just get stuck. They really need to remove the cast time on tumble though.The most common inferno build I've seen is hungering/bola, frost arrow, SS, vault, prep with heal, and bat companion, which lacks single target damage. Bat is probably the only skill you can reasonably replace, for more damage or group utility (sentry probably).
lol this whole time I thought I was lagging when I used tumble. I definitely agree it should feel instataneous because the delay is really annoyinig when trying to dodge aoe abilities while kiting
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On May 19 2012 02:43 gape.ninja wrote:Streaming some DH soloing through hell, in act4 atm. Servers are struggling though, 400 ms atm -.- http://www.twitch.tv/supergape2012just killed diablo- on to inferno
what's your build?
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On May 19 2012 04:49 garsh0p wrote:what's your build?
http://us.battle.net/d3/en/calculator/demon-hunter#aZXVdQ!YeT!YbZcba General build, I swap around runes on impale/prep and remove multi for marked for death on pure single target. Switched passives around at some points when I felt like I needed more mobility. Not far into Inferno at all so IDK how it'll hold up
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I've been running Vault with Tumble for mobility, Caltrops with 80% slow for a snare, Impale with chemical burn for single target damage, Hungering Arrow with piercing rune for hatred generator, and I can't decide between twin chakrams, arcane chakram, or electric elemental shot for my aoe ability.
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so tell me about hatred generator using hungering arrow w piercing rune, does it work like for each shot you hit monster you get +3? so say you pierce them then you get +12?
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On May 19 2012 08:54 angra86 wrote: I've been running Vault with Tumble for mobility, Caltrops with 80% slow for a snare, Impale with chemical burn for single target damage, Hungering Arrow with piercing rune for hatred generator, and I can't decide between twin chakrams, arcane chakram, or electric elemental shot for my aoe ability.
None of those. Use multishot + reduced hatred rune. Best, most reliable AoE.
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I think Bola + Range is by far the best, reliable and spammable aoe. ;-)
Caltrops + snare -> Snare adds Smoke + 1s -> insane survivability, never wanna play without (OMG I took it on 59 for the first time) Marked for death + 12yard aoe -> Group utility Preparation + 60% heal -> emergency heal Bola + Range -> crazy aoe dps (especially with a barb that pulls them together) Impale + 125% dot -> crazy single target dps, only hatred spender
Passives: Archery, Steady Aim, Sharpshooter (this one can be swapped for anything, but I quite like it, probably the highest dps increase of the remaining passives)
Safest hardcore build possible imho. Could swap out Caltrops for vault and Marked to 1% heal on pure single target bosses. I did not plan out to use so many discipline skills originally, but it is just heaven for hardcore mode. 
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In late A3 NM, current setup: 2h bow+quiver. Hungering Arrow+Shatter shot, Impale+Impact. Elemental Frost arrow for a snare, Vault+tumble for escape, Spike Trap+slow fuse for stupidly high damage, Multishot with the rune to cost less for AOE.
Passives are Vengeance for the extra hatred and hatred+disc from health orbs, Cull the weak to do more damage to slowed shit, and Archery for +15% damage with bows.
So far, I've had very few problems, even disgusting combinations of elite packs have yet to kill me more than 3 times. And that only happened once with Teleport+Arcane enchanted on those nasty bull things in a very tight space pinned down in a cave.
For stats, I stack damage+dex, but I try to weight dex evenly with vitality. If I sacrificed HP to get more damage, I might boost my DPS by another 10-15%, but I'd have to ditch probably 50% of my health to do it, and sometimes being able to soak a hit or two while spamming hungering for quick hatred, or while waiting for a trap to go active on a highly mobile elite, is the number one success strat.
In short, while yes, you can avoid most things, and kite a lot, but there's some situations where kiting gets you killed, and just going toe to toe for a second works wonders. Being prepped for that in your gear is great.
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This is what I use personally: http://us.battle.net/d3/en/calculator/demon-hunter#WcYVdj!bce!aaabZa
Naturally speed of killing depends on DPS of dexterity + weapons+ attack speed survival largely on vitality + dodge chance + resistance, but I find this build solid. Bola takes care of masses of stacked enemies, caltrops makes them slow down or stack up, Prep for emergency healing, and making sure you can vault+caltrops again and again marked for death for increased damage, and contagnation cuz I'm lazy like that to cast it only once. and lastly Rapid Fire to quickly right click tougher enemies down. Vault has double utility = escape mechanism and offensive stun of healers/casters/ressurecters.
Slow em to a crawl, kite them if need be, and kill them from range. I prioritize vitality+dexterity on all gear.
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On May 19 2012 05:59 gape.ninja wrote:Show nested quote +On May 19 2012 04:49 garsh0p wrote:On May 19 2012 02:43 gape.ninja wrote:Streaming some DH soloing through hell, in act4 atm. Servers are struggling though, 400 ms atm -.- http://www.twitch.tv/supergape2012just killed diablo- on to inferno what's your build? http://us.battle.net/d3/en/calculator/demon-hunter#aZXVdQ!YeT!YbZcbaGeneral build, I swap around runes on impale/prep and remove multi for marked for death on pure single target. Switched passives around at some points when I felt like I needed more mobility. Not far into Inferno at all so IDK how it'll hold up
Got Inferno butcher down in a couple attempts with Grievous Wounds glyph on Impale and Marked for Death in place of multi. Really easy avoid stuff, hit SS in oh shit situations. Also I regemmed and got up to around 35k HP so I wouldn't get one shot by his random frontal cone hook thing and saved the healing wells for when I took damage from those.
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companion is so bad it takes your criticals from sharpshooter
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