Build Guide
This whole Support Demon Hunter build revolves around buffing allies, debuffing mobs, pulling mobs ahead or behind, and slurping up all that good health globe JUICE!
- Use Wolf on cooldown
- Keep a Guardian Sentry on the Monk's Inner Sanctuary at all times, or in any area you or your allies may take damage
- Multishot every 3 seconds to keep mobs debuffed with Iceblink as well as the 15% crit chance for your allies from the Wind Chill rune
- Spike Trap every 3 seconds to keep mobs debuffed with Iceblink as well as the 20% damage amplifier for your Wiz from the Echoing Blast rune - this also will keep your Numbing Traps passive activated for 25% damage reduction from effected enemies
- Use Entangling Shot as your filler, focusing on any Rift Guardians, Elites, and large health pool mobs to keep them debuffed with the Odyssey's End 25% damage amplifier - this will also keep your Wraps of Clarity's 35% damage reduction active
- Use Shadow Power at least once every 8 seconds to keep the Elusive Ring's 50-60% damage reduction active (It's also recommended to use Shadow Power for more mobility, as the movement speed from the Shadow Glide run (5 seconds) and the Tactical Advantage passive (2 seconds) will help move from pack to pack, pick up red orbs, as well as move ahead or behind to aggro monsters to your group.)
TL;DR^^^
Initially, the playstyle may feel a bit confusing as you try to keep track of all the debuffs and buffs for yourself, your group, and the mobs - but it will become habit to move, buff, debuff, grab orbs - rinse and repeat. The details are listed above, but generally you want to move with, or ahead, of your group -> guardian sentry when your position is chosen and/or when Monk Sanc goes down - Spike Trap->Multishot->Entangling. Shadow Power-ing for mobility between packs will keep your Elusive Ring active when you engage, and it will become second nature to use it while gathering health globes, pulling trash mobs, or generally moving from affixes. Use Wolf always and on cooldown - num lock winning!
Variations:
Amulet
Hellfire Amulet is not necessarily needed, although survival isn't normally an issue, even when getting into GR90+. Overwhelming Desire is a good offensive ammy to use, although the charm effect on the mobs can be quite annoying for positioning or used by another support class
2pc Unhallowed Essence
- After trying multiple armor choices for gloves/legs/belt, I found that 2pc Unhallowed Essence was best as the 2 Hatred and 1 Disc per Entangling Shot help keep both resources up while orbs are sparse - like Rift Guardians with no adds, or finishing off that Yellow mob.
- You CAN use 2pc Marauders for all the companions, although it often hinders the group due to the pets attacking random monsters and keeping them from grouping as well as activating the Companion on your bar, as the Spider slows enemies to a crawl and the Ferrets nom all orbs all at once. The positive to this is you can then use Zoey's Secret for a big toughness bonus (with or without Cloak of the Garwulf)
- You CAN also use 2pc Captain Crimsons for the 10% cdr, although with Obsidian Ring cubed, you don't really need the cdr - you would end up replacing String of Ears for Captain's Belt, and most likely wearing St. Archews Gage in your gloves slot.
Rings
Its recommended to wear Elusive Ring and Oculus Ring so you can get the rolls you're looking for. Obsidian Ring can be equipped if you don't have both Elusive or Oculus. With Obsidian it would be recommended to roll off crit chance for a socket, but attack speed will always remain and isn't sought after.
Main-Hand / Off-Hand
Calamity and Helltrapper are the recommended 1h'ers to use, Calamity being the main choice. Other bows can be used here if you don't have both well rolled 1h'ers, as well as Stormshield for a more tanky build. It's not recommended to use a 2h Bow like Odyssey's End, as your damage doesn't matter, and your attack speed will suffer, effecting all of your skills and abilities making it less smooth and more clunky. Cube Odyssey instead.
Skills/Abilities
- Shadow Power can be substituted for a lot, usually Vault or Smoke Screen for mobility with Tactical Advantage, or even another buff like Marked for Death. Shadow Power with the Shadow Glide rune gives the best mobility for the longest time per cast (5 sec) and can easily be swapped for the Gloom rune if more personal damage reduction is necessary.
- Entangling Shot can also be substituted if you want to run a build with no generator (in which case you'd change the Odessey's End in the cube as well as the 2pc UE) or just a build where you rely solely on resource regen and/or health globes with Blood Vengeance. This would remove the Odessey's End debuff on mobs, but allow another cubed weapon as well as an open skill slot on your bar.
Legendary Gems
Although Iceblink and Esoteric Alteration will be go-to gems for your jewelry slots, you can swap out Efficacious Toxin to Moratorium to avoid getting one-shot (normally moving between pulls)
FYI / TIPS:
- Don't slurp all the health globes at once, normally you want to grab 2-4 orbs at a time, this way your wizard is always getting resource from what you gather and is not full on resource when you pick up the globes
- Use force move and force stop to keep mobile or stay stationary while using your normal rotation
- For larger pulls you can throw 2 or 3 spike traps to cover an area the mobs are in - but be smart and don't waste hatred on mobs that won't be hit by your Wizard within 3 seconds
- The zDH's main job is to collect health globes for your Wizard, but you're also in charge of pulling more trash mobs to your party. Don't pull everything all at once or the trash will all die too fast and no juice will be left for the elite/champion, TRICKLE!
- Always try to buff your allies and debuff mobs before leaving your party when heading for more mobs or to relocate and setup at the next pull. Recast your sentry if needed, make sure to hit Shadow Power on your way out, aim for red orbs on the way to fill up your Wiz while you're out, and shoot back a multishot while you leave to buff your Wiz' crit for the 3 seconds you're gone
BUT WHAT ABOUT SOLANIUM?!?!?!
You definitely, definitely CAN run Solanium in the cube to produce orbs for your party, although it's rather unnecessary. If you want to run Solanium in the cube, you're primary stat will then immediately change to Crit Chance, you'll wear Stormshield with your Calamity so you can gain toughness as well as Crit since no quivers give any major benefit. It's advised to use the Archery passive talent to add an additional 5% Crit chance.
With that said, it's almost unnecessary for the zDH to run a health globe generating build, as the monk and barb spawn the majority of the globes and the zDH becomes the mobile class focused on retrieving the globes and spending the most time away from the engaged mobs while not buffing or debuffing.
If you have any questions or for any discussions you can find me daily at www.twitch.tv/totes_mahgotes
GR98 Clear zDH Gameplay -- http://www.twitch.tv/totes_mahgotes/v/40347542
GR99 Clear zDH Gameplay -- http://www.twitch.tv/totes_mahgotes/v/40355186
What? Entangled Shot is a generator. Did you stay up too late when you wrote this?
This build uses Entangling Shot to keep up Odeyssey's End debuff and utilizes the 2pc UE set to keep hatred and discipline up. There are other options and you can use a no-generator setup, but relying solely on health globes for your Aquila and your mobility isn't ideal during low globe return
Is running spike trap better than running marked for death?
Hi, I've been wondering about Echoing Blast.
Tooltip says "whilst frozen damage is amplified by 20%".
My question is: does that debuff work when CC resist is fully ramped and the freeze only lasts for a split second?
Also, is it worth it for the DH to add to the crowd control (which makes pulling tougher for the monk / barb) instead of just slotting MfD for a no-freeze 20%?
Thanks for using zDH though, I'm always stoked to see more
Tooltip error, the freeze is not required to apply the debuff
Also, I would also suggest Fortress Ballista as your secondary, as every attack grants you a bubble for 2~3% of your max hp, up to 10 stacks for 30%.