#1 - 2013/06/14 04:55:00 PMGeneral changes
- Discipline regeneration increased by 1 per second
- Hatred regeneration increased by 2 per second
- Maximum possible hatred regeneration bonus from items increased by 200%
- Devices, traps and damage-over-time effects from abilities such as Caltrops: Jagged Spikes, Spike Trap and Grenades will no longer trigger Reflect Damage.
- All skills classified as "defensive" have an active and passive effect. Read below to see what they are.
Thrill of the Hunt
Every 10 seconds, your next skill that costs Hatred will bind your target(s) for 5 seconds.
[Binding is a new type of CC affix that is exclusive only to the demon hunter class. Binding prevents enemies from casting any spells or moving, though they can still physically attack.]
Your maximum Hatred is increased by 50. In addition, gain 20 Hatred and 4 Discipline and gain 10% damage for 10 seconds whenever you are healed by a health globe.
As long as there are no enemies within 10 yards, all damage is increased by 50%, and damage taken is reduced by 20%.
Night Stalker -> Stalker
Hits have a chance to restore 1 Discipline and 2 Hatred.
Increases your life regen by 2% of your maximum life per second. Increases your discipline regeneration by 1 per second.
Whenever you are at full Hatred, movement and attack speed is increased by 20%.
[Now works above the cap.]
Gain a bonus based on the weapon type of your main hand weapon:
Bow: 20% increased damage
Crossbow: 50% Critical Hit Damage
Hand Crossbow: 10% Critical Hit Chance
[Critical Hit chance now stacks when dual-wielding crossbows.]
Enemies hit by Fan of Knives, Spike Trap, Caltrops, Grenades and Sentry fire have their damage reduced by 35% for 15 seconds.
[Makes sense since the CD of Fan of Knives is 10 seconds.]
Reduces the Discipline cost of all skills by 20%. Increases your Armor and resistances by 20%.
The duration of your Caltrops, Marked for Death, Spike Trap, and Sentry now last indefinitely.
Increases the maximum number of Sentries to 3 and Spike Traps to 9.
Increases Hatred generated from Grenades by 2 and reduces the Hatred cost of Cluster Arrow by 20. When you are about to die, you drop a giant grenade that explodes for 2200% weapon damage as Fire and disappear behind a wall of smoke for 3 seconds. This effect an occur only once every 120 seconds.
[Making a niche build focused on spamming CA more realistic, as well as some much-needed buffs for HC.]
Grants 5% increased base Critical Hit Chance and then additionally gives 5% Critical Hit Chance every second. This bonus is reset 2 seconds after you successfully critically hit.
Active skills coming soon!
Base damage increased to 135%.
- No rune changes -
Impale all targets in line for 385% weapon damage.
Impact rune: Now has a 100% chance to stun the first target hit for 2 seconds.
Chemical Burn rune: Now leaves a pool of acid under the first enemy struck, dealing 220% damage over 2 seconds. Stacks.
Overpenetration rune: Increases the width of the attack by 6 yards.
Awareness rune: Releases multiple blades centered around the DH for 285% weapon damage, but causes the initial impale to no longer pierces it's targets.
Grievious wounds rune: -
Imbue an arrow with shadow energy that deals 112% weapon damage and entangles up to 4 enemies, slowing their movement by 80% for 4 seconds.
Chain Gang rune: Now hits upto 6 targets.
Shock Collar rune: Unchanged.
Life Leech rune: Damage to affected targets restores 6% health to any attackers.
Heavy Burden rune: Every has a 25% chance to immobilize all the affected targets for 1.5 seconds.
Bounty Hunter rune: Increases critical hit chance against the snared targets by 10%.
Passive: Skilling this ability always reduces damage taken by 20% when you are standing on your own traps.
Active: Lay a trap of caltrops on the ground that activates when an enemy approaches. Once sprung, the caltrops Slow the movement of enemies within 12 yards by 80%, as well as dealing 45% weapon damage per second. This trap lasts for 6 seconds.
Barricade rune: Caltrops no longer slows or deals damage. Instead, forms an immobile, destructible barricade around the target location, drawing the enemies to attack it and preventing their advance.
Torturous Ground rune: When the trap is sprung, all enemies in the area are bound for 2 seconds.
Jagged Spikes rune: Damage dealt is increased to 60% weapon damage per second as Physical.
Carved Stakes rune: Unchanged.
Bait the Trap rune: Unchanged.
Passive: Increases your dodge chance by 25%.
Active: Vanish behind a wall of smoke, becoming momentarily invisible for 2.5 seconds.
Displacement rune: Gain 55% movement speed when activated.
Shadow Stalker rune: First attack dealt after becoming invisible, deals 100% extrda damage.
Vengeance rune: Whenever you dodge, release a grenade wich deals 145% weapon damage as physical and stuns nearby targets for 2 seconds.
Special Recipe rune: Recudes the cost to 14 discipline and generates 6 hatred per second.
Choking Gas rune: Radius is increased by 100%.
[This ability still has a cooldown to prevent over-usage]
Passive: Increases armour and resistances by 20%.
Active: Draw in the power of the shadows, gaining 12% of all damage done as Life for 6 seconds.
Night Bane rune: Gain an additional 3 Hatred per second while Shadow Power is active.
Blood Moon rune: Increases damage done as Life to 25%.
Veil of Shadows rune: Increases armour and resistances granted by 20%.
Gloom rune: Reduced to 20% damage reduction.
Shadow Glide rune: Gain 20% bonus to movement and attack speed while Shadow Power is active.
Other skills need some DPS buffs, though there are some specific runes I would like to touch upon soon. So ,more to come soon.