Rating
+8

[S4 2.3 HC] Fire UE Multishot GR60+ with Iceblink / Smoke Screen

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Skills

  • Evasive Fire Focus
  • Multishot Arsenal
  • Companion Wolf Companion
  • Vault Trail of Cinders
  • Preparation Invigoration
  • Smoke Screen Healing Vapors
  • Awareness
  • Ambush
  • Ballistics
  • Cull the Weak

Items

More Details
  • Legendary Gems

    • Iceblink
    • Bane of the Trapped
    • Zei's Stone of Vengeance

Kanai's Cube

  • Calamity
  • Cindercoat
  • Convention of Elements

Hello, quick intro about myself, I have been playing DH on and off pretty much from Season 1 when Marauder's was all about attack speed breakpoints, dropping Sentry's, and going AFK. I am currently #11 with GR60 on the seasonal hardcore boards with UE fire and this is the setup I have been using since GR45. This is a fairly standard build this season, so if you already have prior knowledge of the build, feel free to skip down below for some tips!


My profile is http://us.battle.net/d3/en/profile/timoseewho-1824/hero/69024097


The Unhallowed Essence set is a Demon Hunter set introduced in patch 2.2 (Season 3) and has become a fairly popular set, replacing Marauder's and going head to head with the revamped Natalya's. Its main perks are its ease to learn and gearing, to an extent. I would recommend against making a push on the leaderboards with UE until you have at least Yang's Recurve, Dead Man's Legacy, Focus/Restraint, and of course the full 6-piece set as we do not run Royal Ring of Grandeur (either cubed or equipped). The 6-piece bonus increases your Multishot damage based on your CURRENT discipline, but you want to aim as close to 81 as possible through Invigoration and discipline on the cloak, bow, and quiver (30 base discipline, 15 from Invigoration, and 36 from gear).


With 2.3 and the introduction of Wraps of Clarity, we have found ourselves in an unfamiliar territory, we can actually afford to take a hit or two now. This gives a little more value to defensive stats. I am currently sitting at ~40M toughness self-buffed and all with the new bracers, I can normally take 2-3 hits from regular mobs before I proc Awareness (bathe in frozen/thunderstorm for a little over a second), so I think I can afford to drop some defense for offense.


Fire Resistance is a desirable secondary to have now as reflect damage reflects the school of magic you are dealing, so if you are hitting a reflect with Multishot:Arsenal (fire rune), you will be reflected with fire damage as opposed to the old standard physical. Chill% and Slow% can appear on Shoulders and Pants respectively, which are quite nice to have to help proc the debuffs necessary for Bane of the Trapped and Cull the Weak, both extremely strong modifiers.


Gear

Yang's Recurve (Bow) - Dexterity / 10% Damage / 24% Area Damage / 12 Discipline. Ohhh the bread and butter of this build, for both its innate over-the-top RCR and passive. Discipline and is a MUST-HAVE here again. AD is extremely flexible here and may be turned into toughness or other secondary primary's. A non-ancient YR is almost always better than any other non-YR ancient weapon, you WANT to have this weapon. It is also not the biggest deal if the RCR does not roll top end, a 40% is more than enough coupled with the cubed Cindercoat.


Dead Man's Legacy (Quiver) - Dexterity / 20% Increased Attack Speed / 10% Critical Hit Chance / 20% Area Damage / 15% Multishot / 12 Discipline. It may sound overwhelming at first here to get a good DML, but Dexterity, IAS, CHC are all native stats, and Discipline is a relatively common roll as there is little to choose from in the secondary. You will most likely always end up turning an useless primary into Multishot%. The difference between a 50% and 60% passive is quite noticeable at higher GR's and always aim for a 55%+ one, but is not a dealbreaker if the other stats are right. This is one of the few slots where you may want to keep/enchant for Vitality if it is ancient due to its higher roll potential.


Accursed Visage (Helm) - Dexterity / 6% Critical Hit Chance / 15% Multishot. If you happen to get an ancient one with a Vitality roll, you may want to consider rolling the third primary to Multishot% as the CHC is less effective especially since Iceblink is in play here, also since the helm is one of the few item slots that can roll up to 1000 core stat (take advantage of the added Vitality).


Unsanctified Shoulders (Shoulders) - Dexterity / Vitality / All Resistance / 20% Area Damage. I highly recommend having Vitality and AR on the shoulders, with the fourth stat being AD or even Life%, both viable gearing routes. This is a very good slot to have ancient on as Dexterity, Vitality, and AR can ALL benefit from being ancient and you most likely want to carry those 3 stats.


Cage of the Hellborn (Cloak) - Dexterity / Vitality / All Resistance / 12 Discipline. Discipline is a MUST-HAVE here as it is one of the few slots that can roll discipline. It is also an option to have Life%, Armor, or Elite Reduction instead of AR. Increase Hatred Regeneration is nice to have, but it is not worth trading a defensive stat for. This is another good slot to have ancient on especially if you choose to go with AR or Armor.


Wraps of Clarity (Bracers) - 20% Fire / Dexterity / Vitality / 6% Critical Hit Chance. This pair of bracers is what gives us the tankiness we need to be able to take a hit or 2 before Awareness procs, granted that you keep the passive up. Having a 35% passive roll is definitely nice, but is not a dealbreaker.


Fiendish Grips (Gloves) - Dexterity / Vitality / 50% Critical Hit Damage / 10% Critical Hit Chance. I prefer to go with the defensive route on the gloves, especially if an ancient roll since the Vitality can go up to 1000. If not ancient, you may choose to go with AD over Vitality.


Hunter's Wrath (Belt) - Dexterity / Vitality / All Resistance / Life%. Unfortunately, unless Witching Hour (or the RCR belt, cannot remember the name for the life of me), there is no room for damage stats in the waist slot, which is alright, because having some defensive stats is beneficial. The main appeal of this item is how the passive makes the whole rotation feel a lot more fluent to go with the YR, the extra primary damage is a huge bonus. Having Freeze% in the secondary is nice, but nowhere close to necessary.


Unholy Plates (Pants) - Dexterity / Vitality / All Resistance. Armor can replace AR and having an ancient tag over this one is great as all 3 primary stats you want benefit from being ancient.


Hell Walkers (Boots) - Dexterity / Vitality / All Resistance / 15% Multishot. Just like the pants, Armor can easily replace AR here, and is a very good slot to be ancient as well. The Multishot% is necessary as well since it is one of the three slots that CAN give you more Multishot damage, which is what this build is all about. If you happen to get Movement%, make sure to take that into account when distributing paragon points, 1% Movement saves you 2 points and gives you 10 extra Dexterity. It is necessary to have max Movement at 25% either through the boots or just paragon points.


Hellfire Amulet (Amulet) - 20% Fire / 100% Critical Hit Damage / 10% Critical Hit Chance / Open Socket. The most important thing with the HfA is to make sure you get one with a useful passive, otherwise the ammy is as good as any other non-HfA ammy. Aside from the four passives listed, I consider Steady Aim, Night Stalker, and Perfectionist all viable passives to run as a 5th passive. Trying to get this quadfecta ammy can be hard, especially since you are basically hoping for all Fire%, CHD/CHC (either or, so you can roll the Dexterity to the missing one), and a viable passive. I can say that it is more than alright to be missing CHC or Fire% (having Dexterity instead), so you are only praying for a good passive and either of the three, Fire%/CHD/CHC. A HfA with Fire%/Dexterity/CHD or Dexterity/CHD/CHC with a good passive is just fine.


Focus/Restraint (Rings) - Dexterity / 50% Critical Hit Damage / 6% Critical Hit Chance. This set ring practically doubles your damage (2.25x to be exact), so there is no question here. IF you happen to get a ring with near-perfect CHD/CHC, you may want to consider turning the Dexterity to AD.


Skills/Passives

Evasive Fire, Multishot, and Preparation (along with their runes) are set in stone and should not be changed whatsoever. Some prefer to have Companion:Bat to help with hatred management, but Wolf is nice to help tank to some extent as well as provide the extra damage boost. Many prefer to go with an either/or with Vault and Smoke Screen but I like to run both, Vault is nice to get out of sticky situations and SS is nice for reflect and other miscellaneous damage. If you do run Vault, go with Trail of Cinders for more overall discipline reduction with the cubed Cindercoat. The rune for SS is a personal preference, Displacement and Lingering Fog are both viable.


Awareness is absolutely necessary (I do not think any hardcore player has gone all out yolo yet). Ambush helps with reaching the DML threshold. Ballistics contributes way too much damage to not use. Lastly, this is CtW, which is just a really awesome multiplicative passive.


Gems

Iceblink is required here since it is your main source to proc BotT/CtW. Zei's Stone of Vengeance and BotT are both extremely good gems as their damage is multiplied on TOP of your current damage, also known as separate modifiers, and not added all together before being multiplied like Steady Aim, Calamity's Marked for Death, Wolf, etc.


Normal gems are fairly standard, emerald in the weapon and all over the armor except for the helm, where you slip an amethyst in there for some added survivability (Cooldown Reduction is close to useless for this build).


Cube Passives

Using Iceblink opens up the weapon cube slot for Calamity. Cindercoat really complements the Multishot spamming with YR. Hexing Pants of Mr. Yan is also an alternative to Cindercoat, but requires a little more management. If you are playing fire, there is absolutely no reason to cube Pride's Fall over Cindercoat. Lastly, Convention of Elements is the undisputed damage-output king for the jewel slot, but it is also viable to run some sort of immune like fire to help you get through reflect, mortar, molten, and Winged Assassins (yes, their jump is fire hehe).

Paragon Priorities

Core

Movement Speed
Primary Stat
Maximum Resource
Vitality

Offense

Critical Hit Damage
Critical Hit Chance
Attack Speed
Cooldown Reduction

Defense

Resist All
Life
Armor
Life Regeneration

Utility

Life on Hit
Area Damage
Resource Cost Reduction
Gold Find

Core

Maxing out 25% Movement is required, 1% Movement is 2 points, and remember to take into account if you have Movement% on your boots! After Movement% goes Dexterity, resource is less of an issue now with the immense reduction with this build.


Offense

The general rule of thumb here is to keep a 7-10:1 ratio of CHD:CHC and the best way to keep that balance is through points. For example, if you have 300% CHD, having 30-42% CHC is a sweet spot. You NEVER want to enchant CHD or CHC to one another to hit this ratio, NEVER. Attack Speed and CDR are both not as important to have, with AS being slightly better to help the spam.


Defense

Not much to say here, Dexterity gives us Armor to begin with, and AR helps with practically any source of damage, with Life% adding some sponge-tank.


Utility

Life on Hit is there to help with buffer and sustain and AD/RCR are interchangeable.


In general, the value of RCR has gone down drastically with YR's passive along with a cubed Cindercoat, making room for AD even though it is still not working properly with multipliers like Focus/Restraint. AD really shines with dense maps, more-so than other primary's like Elite%/IHR/CDR. It does help however to have RCR on an extra slot.

Build Guide

The general idea of this UE-play is fairly straight forward. The things you want to be aware of are:

- ALWAYS go into fire CoE with more than 75% hatred, take advantage of the cold CoE before fire and spam the heck out of EF to regenerate. This is a win-win, you get more damage with EF AND apply the 5 second Focus+Restraint/WoC buffs prior to your 4 second Multishot spam.

- ONLY be hitting Multishot during fire CoE, find a good spot to plant your feet.

- AVOID being at hatred cap, any hatred gained when at cap is wasted hatred. The only exception is when going into fire CoE.

- NEVER waste your time going 1 on 1 with an elite/champion pack, always be vaulting ahead in an attempt to herd mobs with the help of the follower or doing it with your slows. The ideal scenario involves you going from room to room gathering mobs during the 8-12 second downtime just to plow them down in the 4 second fire CoE window.

- Time your Companion(if using Wolf)/Vengeance(if slotted) with the cold/fire CoE spam OR DML's passive threshold for maximum output.

- Iceblink's slow portion lasts 3 seconds, so remember to refresh it. This is also a means of keeping Focus+Restraint/WoC up as well.

- If plausible, use your Companion(if using Wolf) before tagging a conduit pylon.

- NEVER spam Companion(if using Wolf) whenever it comes off cooldown under the effects of a channeling pylon, but use it whenever the buff is running out, you will figure out why;)!


Good to know things below:

1. Each point of discipline is not 15% more Multishot damage unfortunately. Discipline is additive with itself, going from 76 to 78 discipline is a (100+78*15)/(100+76*15)=1.0242=2.42% (100 for base damage of Multishot) increase in Multishot damage, not 30%.

2. To extend on #1, Focus/Restraint is superior to the Manald Heal / Stone of Jordan ring combo setup, for the reasons above. Focus/Restraint is a 125% increase in your damage (take your damage, and multiply it by 2.25).

3. The element type of your base damage does NOT matter (ie. getting it to X-Y Fire Damage will not benefit you in any way whatsoever).

4. There are a few ways to provide for BotT/CtW, which are Iceblink (as suggested), cubed Thunderfury, Sentry:Polar Station, Caltrops:Bait the Trap, and Entangling Shot. I do not recommend using ES as the aim required is a hassle. I have tried all first 4 and have found the most luck using Iceblink as opposed to a third damaging gem. I would go as much to say that a cubed Thunderfury is comparable to using Iceblink and requires one less thing to have to remember to do, opens up a gem slot, but it is really up to you! I do not condone having more than one way of providing for BotT/CtW. Either of the above combined with your follower should suffice.

5. There are a few ways to counter reflect (which seems to be just as much of a problem as before), and they are SS (as suggested), The Star of Azkaranth (cubed or not), Leech/Perfectionist, and a healing-based potion such as Regeneration, Leech, or Amplification. Unlike #4, I DO recommend having at least 2 (unless you are using star of course!) of the above to help you survive through some busting through reflect since a 5-6 second pause in a GR can be big depending on if affix RNG is on your side. However, I do NOT condone skipping, you are better off just remaking, especially on hardcore, if you do get a complex set of affixes.


Just a couple notes for GR's. I do not know too much about which rift guardians we want or do not want now, I just go with the flow with whatever I get. The general rule is that if time is at 50% and your progress is below 50, then you are better off remaking. If you are already at your GR max (cutting it close to timer constantly), then do not bother doing assassins and phantoms (aka ghosts). The giant stone guys and goats are the whammy spawns, take advantage of those. Unless you are purely there for practice, do not be stingy with your keystones, just remake. Thanks to /u/pitterpatterEU for the input.


Ps. Do not neglect your follower as a geared follower can really help provide for your BotT/CtW. The ideal follower setup is Thunderfury, Freeze of Deflection (if Templar), The Ess of Johan, Wyrdward, Oculus/Justice Lantern(if Templar), and the undying relic. You want as much AS/CDR on follower gear, more often than not, in place of damage stats like CHC/CHD. I have opted for the Enchantress for more crowd control and longer leash range. The Templar provides more healing, but resets too easily (approximately the 20-25 yard range), rendering it useless. Lastly, Bul-Kathos's Wedding Band does NOT proc Templar's Intimidate ability. Getting your hands on a Thunderfury and FoD can be tricky. You can either upgrade rares or simply ask for them when you do rifts with classes who have these items as part of their natural loot table (ie. Barbarians and Crusaders).


Pps. Feel free to add me at timoseewho#1824 to help you out with enchant choices or what have you.


Ppps. Push your limits, but stay safe bro's!