Items
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Head
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Shoulders
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Amulet
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Torso
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Wrists
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Hands
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Waist
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Legs
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Feet
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Rings
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Weapon
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Offhand
The biggest difference in gearing in 2.2 is the fact that we will now run with Full M6 and Focus + Restraint. After doing a substantial ammount of Grifts, including my current 51 clear with a pretty trash rift, it's crystal clear; F+R is here to stay and long are the days of RoRG/SoJ. I personally feel this limits item diversity a little, and could be fixed with making M6 into a 5 set, but that would be way too powerful in the current state of the game.
Step-By-Step gearing/stats:
SOLO:
Marauder's Visage: Dex/Crit/Socket/CA Damage.
Marauder's Chest: Dex/Vit/SentryDmg/3 Sockets. All Resist isnt a bad substitute for Vitality.
Marauder's Spines: Dex/RCR/Area Dmg/SentryDmg. This setup is now optimal for both group AND solo play.
Belt: Any Dex/Vit/%Life/Resi belt will do until you find WH. Ideally you'd want a BT belt to pair with the neck for the 3 piece until you get a good alternative neck and WH. For the rolls on the Witching Hour, Dex/Vit/AS/CHD.
Bracers: Reaper's Wraps. With the loss of RCR from Pride's Fall, these bracers have become nearly a must, as you rely on globes and your generator alot more now to keep up Taeguk stacks up.
Marauder's Legs: Dex/Vit/AR/2 Sockets. Armor is a decent substitute for AR.
Marauder's Boots: Dex/Vit/MoveSpeed/CA Damage. All Resist isnt bad over movespeed but it's mostly not needed.
Weapon: With craftable items being able to roll as Ancient and 2HXbows making their return, the Arcane Barb is now BIS. While it has everything else the other crossbows have, it's way more acessible since you can just brute force a decent roll. RCR is the absolute best affix to get apart from %Dmg and DEx. Most likely you'l end up with a vita roll tho, so deal with it. If you get an ancient Etrayu, run with a cold build, as it makes both builds comparable in output (More math about this at wudijo's post). An Ancient Kridershot does just as fine aswell.
Bombadier's Rucksack: Dex/Vit/Crit/AS/CA Dmg/Discipline. Disc being the key factor here. You can ditch Vit for RCR/CDR/EliteDmg for higher GRifts.
Amulet: This is where things get messy. Hellfire Amulet is by far the best amulet right now. Reason being, you need Nightstalker to facilitate keeping Taeguk stacks up (And increasing your dps by reducing the number of generators you need to shoot), but you cant drop Custom Engineering / Awareness / Ballistics. Cull the Weak was the only feasible option to remove, and it's really really powerful (Flat 20% damage multiplier). Nothing else comes close to HFA at the moment, so get grinding. If you dont have one, any Dex/CC/CHD/Socket amulet will suffice.
Rings: Focus + Restraint. The changes to this set made it insanely overpowered (2 separate 50% multiplicative buffs, for a total of 125% extra damage (1 x 1,5 x 1,5)) and nothing comes close to them. While Convention of Elements might SEEM strong, at it's element it can peak higher than F+R, but the downtime on the buff means overall it does less consistent damage. You want Dex/Crit/CHD/Socket on both rings, which can be tricky to get.
Gloves: Marauder Gloves. Dex/Crit/CHD/RCR.
SPEEDRIFTING:
M6:
While not being optimal for Speedrifting anymore due to being overshadowed by Natalya's, M6 can still hold it's ground. Itemization remains the same, simply switch your bracers for Fire, and your build to http://us.battle.net/d3/en/calculator/demon-hunter#UdPkVS!bZUi!YbcaZc. Passives will depend on what you have on your HFA, but genereally you want Blood Vengeance / TA / Awareness / CE / Either Nightstalker or Cull the Weak.
Natalya's:
Oh boy. The new king of Speedrifting. Be it T6, 35-38's or even 45+ (Double Nata's / Monk / Barb can clear 45+ in sub 2 minutes), Natalya's is here to not only introduce another playstyle, but to keep the DH in it's topdog place for speedfarming. Our great sensei Wudijo has written a guide on this build, so rather than just writing another wall of text, ill leave you with his. (http://www.diablofans.com/builds/53651-2-2-natalya-strafe-speedfarm).
That build is perfect for T6 speedfarming. For 35-38's and 45+, there's a few things to change. Vengeance becomes Evasive Fire - Focus, RoV goes from Shade to Flying Strike, you run Focus + Restraint and 6P Natalya's. Getting as much CDR as possible to have as low CD possible on RoV, thus dispatching of elites quickly with Crashing Rain's ridiculous burst and the 2 buffs from F+R.
High GRifting:
M6:
The good old M6 can still hold it's own when it comes to high GRifting, despiste once again, being overshadowed by Unhallowed Essence + Kridershot + Meticulous Bolts.
Gearing is simply full M6, F+R, and a fire build akin to http://us.battle.net/d3/en/calculator/demon-hunter#UdPkjS!XcUi!Ybcaac. You can replace MFD for Punishment if your group isnt healthglobe savy, and you should have Blood Vengeance in the mix of passives (Either on HFA or baseline depending on your amulet's passive). Cluster Bombs is also an option but alot harder to use. Dont forget to keep your F+R buffs up through the use of generators, and you're set. This build is VERY VERY resource consuming, so a laws of hope crusader or solanium WD is highly recommended.
Unhallowed Essence:
Our new toy in 2.2 has already started to show it's potential when paired with Kridershot and Meticulous Bolts, scoring an impressive #1 56 solo clear, and taking the #1 place in the 2, 3 and 4 player leaderboards on EU. The build used is http://www.diablofans.com/builds/53767-gr-50-ue-lightning-blue-balls-demon-hunter-build-2, as described quite accurately by Philosophios.
Some key points to this build:
You require a kridershot with discipline, preferably ancient and with either Attack Speed, Damage vs Elites or CDR/Area Damage.
You require a meticulous bolts with discipline, preferably with Dex/AS/Crit/Elemental Arrow Damage and either Dmg vs Elites/CDR or Area Damage. Key note on this quiver is that you also want the MINIMUM ammount of BL speed possible, which is 30%. There is a big difference going from 30% to 40% regarding the number of times BL will hit an enemy, and VocaloidNyan has already shared this information on this topic: http://us.battle.net/d3/en/forum/topic/14610620934.
Full UE set with Focus + Restraint. Elemental Arrow damage on both Head and Boots. Probably Trifecta UE gloves as there is no need for RCR. Maximum Discipline on chest. Lacuni's/Steady Strikers with Lightning/Dex/AttackSpeed/Crit. WH over Thunder God's Vigor, definitively.
Build would look something like this for group: http://us.battle.net/d3/en/calculator/demon-hunter#RdQVYS!cRSi!abaacc . Replace Bait the Trap with MFD according to your other DH. Mix of 5 passives with HFA would be Awareness/Cull the Weak/Single Out/Ambush/Steady Aim. For solo, http://us.battle.net/d3/en/calculator/demon-hunter#RdQVkj!cRSi!abcaYa is the build to use.
Legendary Gems: Bane of the Trapped / Zei's /Taeguk for M6 (Can go Bane of the Powerful for Speedrifts), Bane of the Trapped / Taeguk / Powerful for Natalya's Speedfarm, Trapped / Zei's / Powerful for UE Slowball.
Paragon Priorities
Core
Movement Speed
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Primary Stat
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Maximum Resource
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Vitality
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Offense
Critical Hit Damage
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Critical Hit Chance
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Cooldown Reduction
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Attack Speed
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Defense
Resist All
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Armor
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Life
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Life Regeneration
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Utility
Resource Cost Reduction
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Area Damage
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Life on Hit
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Gold Find
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Paragon Points:
CORE: 15% Movespeed (Or whatever you need to cap at 25%) > Dex. If in trials, go for all out Dex. In group play you should have MS on boots to get more dex here. Offense: CHD > CC > CDR > AS Defense: All Resist > Armor > %Life > LifeRegen Adventuring: Resource Cost Reduction > Area Damage > Life on Hit > Gold Find
Build Guide
Ahoy all, Bleed here.
Decided to finally update the guide for 2.2 after some testing both yesterday and today. It'l be alot shorter than before as M6 has turned a bit more simple, but ill go over Solo / Group and T6/Speedrifting. DH's now have 3 different playstyles, all of them viable and suited for specific content. Im going to take a step back and rather than writing a whole new guide on Natalya's and SlowBall, ill just leave you with Wudijo's previously written and detailed guides for both those speccs. All of the info on those guides is Wudijo's and he takes full credit for it.
This build is a physical M6 build, which is the highest dps solo build for M6. If you'd like to know the deep math behind this, you can check (http://www.diablofans.com/forums/diablo-iii-class-forums/demon-hunter-the-dreadlands/105714-physical-cluster-the-ultimate-solo-dh-build-math#c14), where our sensei Wudijo replaces his ordinary bedsheets and sleeping hours with Excel sheets and theorycrafting. All the info in his guide is fully credited to him. A small reminder, Kridershot/Meticulous Bolts with UE is stronger than this for both solo and group play but it requires very specific items and it's alot harder to gear for. I managed to clear 54 with UE with unoptimized kit and there's 2 57 clears on the EU leaderboard, showcasing the true potential of this new set compared to our old M6 overlord.
Armory: http://eu.battle.net/d3/en/profile/bleed-1789/hero/149095
Follower: For solo play, you should be using the Templar. Reason being his massive heals, CC, bodyblock potential, but most importantly, his insane DPS compared to all other followers. Pretty much what was said in this post:
"Templar. He pushes out more dps than enchantress with Thunderfury with STR and RedGem, Moonlight Ward with Str/Asp/Crit/Socket, Unity with STR/Crit/Elitedmg/Socket, Bul'kathos Wedding Band with Str/Crit/Attack Speed/Socket, Defender of Westmarch with STR/Crit/Socket/%Block, and the templar relic with 100% CHD and STR/Block%.
Maxing STR and not going over 150% CHD (50% Base + 100% from Relic or any other combo, since followers are capped at 150% CHD) with a Thunderfury and Defender of Westmarch turns this guy into an absolute dps beast. Heal/Intimidate/Charge/Inspire, he proccs BoTT, bodyblocks enemies along with your pets, tanks electrified hits, gives you hatred/sec ,etc.
This video showcases it pretty well, even tho he doesnt have perfect gear: https://www.youtube.com/watch?v=zt_duCaVBiA "
MY THOUGHTS ON 2.2:
I honestly think this patch is amazing. There's alot more balance between classes, we finally have a higher Bloodshard cap, and for some reason rifts feel a bit more dense to me. Im quite happy that DH's now have 3 powerful builds to choose from (M6 / Nat's / UE), all of them viable at the endgame, with certain limitations ofc. I most likely wont be playing season 3, but once it ends, i definitively want to give UE MS with DML a try. Overall a very good patch, lets hope they keep going in the right way with future ones.
Any questions or suggestions you might have, feel free to leave it in the comments.
Until then, my questions:
1. No mention of Hex Pants, is there a specific reason for this? According to my calculations: for a 2 spender ms/ca build, Hex pants are the best dps option assuming you can manage roughly an 86-88% uptime on the positive effects and actually attack personally. While this may not carry over completely to a 3 spender build, I cannot see it completely falling out of favor! To be fair, from what I've looked up on 3 spenders, T&T looks to be almost required in that even for a build that lacks either EA or Chak, the jump in the number of the 3rd spenders fired skyrockets at the 1.74 BP and again at the 2.84 BP. The sheer number of EA and Chakram jumps at those BPs thogh make me question if Impale is really the best option for a 3rd spender with T&T.
2. Have you tested the functionality of dual wielding Calamity + Helltrapper? I have made several posts recently that have received a lot of attention on this potential combo... I think it holds a lot of untapped potential, especially in the case of 3 spender builds with T&T.
Facts not everyone knows about Helltrapper:It functions like Rucksack in that the sentries it summons do NOT count towards your sentry cap, meaning you can still have 4 sentries without rucksack using it. It also seems to have been buffed in 2.1, no longer following the old rules of 2-2-2; rather it seems to act more like 2-4-4 or even 2-6-6! It can also (and this might be a bug mind) be procced by your own sentries, meaning that, yes, your sentries can summon sentries! This has the added bonuses of Drastically reducing the value of CDR for you (meaning you can focus on other stats), sharply increasing your burst by being able to get out 4 sentries in the time it would take a rucksack to get 2 out due to there being no ICD on the proc, and also reducing the amount of Hatred you must spend on sentries in any given fight by half.
Pros: Gain 130% CHD from a second gem, Gain 10% Elite damage/7%AS/10% CDR/750 vit, Gain Spike Traps and Caltrops for free, Reach much higher BPs easily, Still bring MfD to the table even with 3 spenders, actually have your weapons do something with their unique properties, get faster weapon animations allowing for faster reactions, only have to place two sentries every 30 seconds as opposed to 4 and are able to place them twice as fast.
Cons: Lose 10% CC, Lose 15% sentry, Lose roughly 28% flat weapon damage, Drastically loses value if in a group with another Calamity user.
Conclusion: If a target would normally die before a Rucksack user could get 3 sentries active, then I think it likely that Calamity-Trapper is the better choice. Second, depending on how intelligently the Spike Traps are placed, it may still get enough free damage to help compensate for the weapon damage and sentry% loss. Third, the potential for more easily running 10% elite damage on both weapons as opposed to 10% CDR might also cause the damage to be Much closer than it would otherwise be. Finally, the higher BPs may or may not be enough to turn the tide even further, especially in an EA or Chak build where the BP's effects are much more noticeable.
3. Why do you believe that the HfA is going to be BiS? What 5th passive has power enough to be more valuable than a 5th primary, an element immunity, or the Eye of Etlich's 31-42% ranged damage reduction?
4. Speaking of Necks, it appears that the Enforcer gem functions like the WD's Mask of Jeram in that it gives the pet's whatever % it rolls by applying the % to each of their elemental bonuses. So, a 35% enforcer gives the pets 35% Physical, Fire, Cold, Lightning, Poison, and Arcane elemental % damages. This means that this gem reduces the value of elemental %... As such, it may be worth considering dropping the elemental roll on the neck for another legendary gem. Depending on how high Enforcer gets, this might open up the potential for multi-element rocket builds.
Final Note: I do seriously commend you on testing the Polar Station and Cull the Weak though! That was something I was definitely going to test, especially in a 3 spender build where sentries are rarely - if ever - firing normal bolts.
1) Fair enough! The biggest issue I have with Impale as the third spender is the complete lack of aoe scaling on it, which was actually the same issue I found with T&T in the 2 spender build. That said, AoE scaling may not be needed in a 3 spender.
2) Is there any confirmation that this is indeed a bug? They already buffed the proc by increasing the number of traps and caltrops it can summon, so I don't see it as an impossibility that they also made it work with sentries. Though if it is a bug, then I have to agree with you in that there is no benefit to using it over Rucksack, even with a Calamity. If it is not however, I still refer to what I said above. That Helltrapper might be able to completely remove our reliance on CDR for sentry placement could very well be a huge boon. In a 2h-sack setup, you would almost certainly use our new primary on the 2h-xbow for a 10% CDR roll. That a Dw Calamity-Trapper might be able to give up CDR on your gloves/shoulder/weapon in favor of something else might be enough to bring the difference much closer. The benefit of the extra 130% CHD was a great deal more significant with how the Enforcer gem was when I started comparing the two setups, I admit. I will admit that the reason I am so insistent on this subject is because I am trying to figure out the absolute best way to use my new Live 2890 calamity lol...
3) Yeah, I already knew that that would be how you would want a HfA to roll from the very first time I saw the thing, and being a fan of TA+Vault I completely agree on that bit.
4) As far as I know, that is how it works... That is what the other testers I know are saying at least, and it makes sense that they would copy it's functionality from the existing model that does essentially the same thing, aka MoJ. FoT will be best if you don't need the toughness from Eye or an arcane immunity neck for jailer. Also, I'm not 100% on this, but don't both the Traveler's Pledge and Compass Rose also roll 5 primary stats now? I can't help but wonder if those might have some viability as well or not if so. Replacing Unity, since that has to have a socket now, with a Traveler's + Compass Rose set would potentially offer 100% CHD, 250 vit, 7% AS/8% CDR, and an extra primary on the neck if I am right on those both having 5 primarys...
Always glad to help refine things and play devil's advocate!
First I wanna commend you on the guide.
Second I want to point out some Strongarm bracer mechanics and explain the reason you should remove it from your recommended items.
The way Strongarm bracer works is by applying a 25% resistance DEBUFF on monsters that are moved(in any way). What this means is that if one wizard casts a wyrmhole next to a monster while wearing strongarms then that monster will take 25% extra damage from every person in the party. If a second monk then casts cyclone strike, that monster will get a second 25% debuff from strongarms.
Since your build has no knockback skills it is not smart to use strongarm bracers unless some of your items came with knockback %, and even then it will most likely be beaten out by reapers wraps.
It is also worth noting that sentries (and other pets) cannot currently proc strongarms, so having them fire something with knockback would not proc strongarms.
Since this is such a complete guide you might want to post an explanation of the attack speed breakpoints and what skills they cast at the end of the guide. It would help a lot of people.
Well if I had common knowledge of the build I wouldn't exactly be reading the guide then would I? How a build works or how it should be played should be in the guide. Otherwise its not a guide, its just a bunch of recommendations if you don't enlighten people on how it works. As with myself I noticed there were no generators, nor anything to help you generate, which gave me an obvious question as to how you generate with this build. It did not require a snippy response. I was hoping you had a better answer then place turrets waste all hated then run around in circles... That is what I assumed the build was like from what was shown to me and was hoping the build would actually have more meaning to it, as running in circles isn't a very attractive build.
I asked hoping you had some enlightening info on the missing spender, but you couldn't handle that simple question and started throwing poo at me and questioning my intelligence for no reason. I also see how you treated another poster here when he questioned your build and you went off on him as if you were god himself gracing us with your presence acting like you were the know all. If you can't take a question or the slightest bit of feedback that doesn't fit your fancy don't make a guide. I actually did get an answer from you, though how it was acquired wasn't exactly what expected. Good day sir, down vote due to lack of maturity.