This is a DH pvp build centered around control, similar to the trapper in D2. The idea is the spam slow and stuns while dancing around the sentries as your opponent is taking damage from multiple sources. Couple with heal/resource management to win a war of attrition.
mouse
Entangling Shot/Justice is Served - Spam slow and generate hatred for Impale.
Impale/Impact - Deal damage and spam stun and knock back.
action
Sentry/Spitfire Turret - Secondary damage and area denial.
Vault/Tumble - Evasion and mobility.
Companion/Bat Companion - Tertiary damage, distraction and generate hatred for Impale.
Preparation/Battle Scars - Recover discipline and life for extended battles.
passive
Perfectionist - Reduce the cost of discipline for extended engagements
Custom Engineering - Decrease the need for recasting sentry and conserve discipline.
Ballistics - Increase damage of sentry.
My favorite pvp character, aside from frozen orb pierce sorc, was easily my dual claw trap assassin in d2. But the reason for that was probably simply because of the multitude of aim botters, absorb stackers, and hacked resistance/absorb item users, to crush them with teammates like spirit necros, paladins, and ww barbs that you came across in "random world" pvp type scenarios.
A build like this definitely could be useful, it's like a mix of guided arrow amazon switching to walk+shield for survivability, mixed with the trap assassin with sentry and stun attacks.
They've already said there isn't going to be any stun lock/slow all day (diminishing returns) when they release the arenas and that the skills you see now, will have different numbers or reduced stuns/slows when it comes to PvP.
They've already said there isn't going to be any stun lock/slow all day (diminishing returns) when they release the arenas and that the skills you see now, will have different numbers or reduced stuns/slows when it comes to PvP.
They did say they don't plan on adding diminishing returns, however, so we might see the ability for two of these builds in team matches really shutting down people. Could be interesting to try.
I'll have to find the video, there was some interview with Jay Wilson talking about pvp and what they plan to do about being stun locked and things of that matter, he mentioned diminishing returns along with changing the numbers/effects of the skills in pvp
I'll have to find the video, there was some interview with Jay Wilson talking about pvp and what they plan to do about being stun locked and things of that matter, he mentioned diminishing returns along with changing the numbers/effects of the skills in pvp
No, I know the video you're talking about. He actually specifically said he did NOT want to add diminishing returns. There will be duration tweaks for abilities though, so stuns won't likely last as long. Still a team focused on stunning could probably keep people disabled quite well.
Oh, i guess i misheard that then. I just don't think a team focused on snares and stuns would be that viable. Maybe if 1 person focused on that while the other had more offensive abilities? I don't know.. Time will tell
Yeah, it'll be really hard to determine. Depends on how the tweaks to disables actually works out. I think that more DPS focused builds will likely be a bit better then disable builds...but as PvP is more casual in Diablo 3, it should be a lot of fun to play the disable-focused guy. heh.
This is a DH pvp build centered around control, similar to the trapper in D2. The idea is the spam slow and stuns while dancing around the sentries as your opponent is taking damage from multiple sources. Couple with heal/resource management to win a war of attrition.
mouse
Entangling Shot/Justice is Served - Spam slow and generate hatred for Impale.
Impale/Impact - Deal damage and spam stun and knock back.
action
Sentry/Spitfire Turret - Secondary damage and area denial.
Vault/Tumble - Evasion and mobility.
Companion/Bat Companion - Tertiary damage, distraction and generate hatred for Impale.
Preparation/Battle Scars - Recover discipline and life for extended battles.
passive
Perfectionist - Reduce the cost of discipline for extended engagements
Custom Engineering - Decrease the need for recasting sentry and conserve discipline.
Ballistics - Increase damage of sentry.
From what I've seen in the pvp videos they've posted, an "extended engagement" is about 10-15 seconds. With the 45 second cool down on prep, you can maybe rely on it 1 out of every 3 fights? Assuming you live through them all that is. I don't personally like this build. You have two passives that are taken solely for Sentry. Perfectionist plus Tumble means that your first Vault costs 8 and each subsequent one will cost 4 as long as they are done within 6 seconds. You have 30 discipline max from what I remember. If you vault and then do a second vault every, let's say 5 seconds you are looking at a constant Discipline +1 every 5 seconds. So the evasion is there perpetually. That's the part I like about this build.
The bat's not going to give you distraction, because pets can't be targeted. Entangling shot is a fairly slow flying projectile, probably easily dodge in most pvp scenarios. Impales fairly fast but only has a 65% chance of activating.
Passives wise, ballistics adds 4% extra damage per homing rocket, which is entirely not worth a passive. With the amount that you are vaulting, you should be taking something like Tactical Advantage. That will definitely make you more survivable, being able to run circles around people half the time. Now that thrill of the hunt applies to skills, that would be another viable passive, keeping in line with your control theme. Since you are already planning on playing keep away you could also use steady aim to make your killing combo go 20% faster.
What I don't like about this build is that it assumes your target would allow you to kite them for extended periods of time. I would counter this build by not fighting in your cordoned off area. Your snare is easy enough to dodge, and your stun is fairly unreliable. As mobile as your turret is you can only cast it so often, and every recast is less you can tumble.
The damage on this build is... well, I guess you are aiming for control. But don't you want the ability to kill things?
The damage is entirely dependent on how many sentries can be out at once, we won't know until game is released. Like traps in D2 the damage for a single trap isn't much but it's when they are combined the damage starts to add up.
From what I've seen in the pvp videos they've posted, an "extended engagement" is about 10-15 seconds. With the 45 second cool down on prep, you can maybe rely on it 1 out of every 3 fights? Assuming you live through them all that is. I don't personally like this build. You have two passives that are taken solely for Sentry. Perfectionist plus Tumble means that your first Vault costs 8 and each subsequent one will cost 4 as long as they are done within 6 seconds. You have 30 discipline max from what I remember. If you vault and then do a second vault every, let's say 5 seconds you are looking at a constant Discipline +1 every 5 seconds. So the evasion is there perpetually. That's the part I like about this build.
It's a Trapper, the trick of the build are the Sentries, so actually all 3 passives is to make it more effective. Vault is an emergency skill, used to reset your position if your sentry line is compromised, so you can gain distance to "re-camp" an area. Prep is an instant reset on the battle in your favor, full hp full energy, if someone can take to from 100% to 0% in 10s, either they are good or you are bad.
The bat's not going to give you distraction, because pets can't be targeted. Entangling shot is a fairly slow flying projectile, probably easily dodge in most pvp scenarios. Impales fairly fast but only has a 65% chance of activating.
The bat is mainly to generate hatred for impale. And I think it's pretty damn annoying having something you can't hit keep on damaging you, it's adds to the passive pressure for your opponent to make a move. If there was a better stun available I'd use it, but there is none. All you can do is try to generate more hatred increase it's availability to make up for the missing 35%.
Passives wise, ballistics adds 4% extra damage per homing rocket, which is entirely not worth a passive. With the amount that you are vaulting, you should be taking something like Tactical Advantage. That will definitely make you more survivable, being able to run circles around people half the time. Now that thrill of the hunt applies to skills, that would be another viable passive, keeping in line with your control theme. Since you are already planning on playing keep away you could also use steady aim to make your killing combo go 20% faster.
How does 50% extra damage per rocket become 4%? The damage bonus scales up with each sentry placed assuming you can have more than one. So if 5 is allowed it's be a 250% damage increase, but that's up to blizzard to balance. This build is centered around the sentry, not bow, everything is to supplement the sentry, trapper not bowazon-there's Hungering arrow for that. You don't use vault unless your position is compromised and you need to reset your position, that only happens if you've failed to snare and stun your opponent.
What I don't like about this build is that it assumes your target would allow you to kite them for extended periods of time. I would counter this build by not fighting in your cordoned off area. Your snare is easy enough to dodge, and your stun is fairly unreliable. As mobile as your turret is you can only cast it so often, and every recast is less you can tumble.
I'd just camp the health orb spawn, if you decide to avoid engagement, that's sort of the point. To control the area, your opponent, and you're own movement. Why would you need to tumble if your opponent is letting the turrets control them, you tumble if you failed to control. If you do run into trouble, preparation, you can restart the whole engagement again with you at 100% and your opponent not. Entangling shot seems easy enough dodge, but once you get hit you gotta dodge it 40% movement speed with 3 guys on you and rockets everywhere. If impale can be changed for mind blast it'd be great, but it's the best the DH's got in it's toolbox, unless you can get 100% crits on Elemental Arrow with Lightning Bolts.
I don't know if you've played 4v4 in D2, Wind Druid, WW Barb, Bone Necro, and Trap Sin. Each class has their role in the team. The role of the Trapper is support, to disrupt and control the other team long enough for the barb to telestomp. This build to recreate the role of a trapper in D3.
The power of the trap assassin wasn't in explosive head on power, but in range and in lockdown. Your traps extended a full screen beyond where you placed them giving you impressive range, and I think it was mind blast which stunned people to death while your traps (or kick or allies) picked them to pieces as a group. Even with enigma people feared coming near you, even with auto aim, because of this. In fact, a trapsin was the only *effective* workaround to hammerdins which used the enigma+ reanimate or summon or w/e bug (where you couldn't be hit after teleporting until all the minions were dead, which stacked ontop of you).
Just looking at the build you can tell what he was thinking, you spend a lot of time running away and placing sentries and stunning things so resource management becomes important. It's true that there will be teams which will just blow away players in even equal gear away in an instant, but all the same there's something to be said for being able to survive forever and when you're not doing that either chip away at the other team from a distance or lock down a key role on the other team.
My favorite character in d2 lod pvp vs hacked or legit teams was my dual claw assassin, and my favorite wow character was always frost mage. Both utilized kiting, trapping, crowd control. I have to admit that frost mage was generally more powerful in wow than trapsin in d2, and maybe a hunter would be more similar (though I didn't find them to my liking), but hey you didn't have absorb or hundreds of resistances in wow
Edit: Just re-read your name. I've heard gosu user before in sc2, though I forget where exactly. Are you borrowing the name?
The damage on this build is... well, I guess you are aiming for control. But don't you want the ability to kill things?
I would say that having your sentries up and constantly casting ES will actually be pretty good damage against another player. Plus add in that impale does a pretty nice amount of damage and I think it'l do alright =D
I'll have to find the video, there was some interview with Jay Wilson talking about pvp and what they plan to do about being stun locked and things of that matter, he mentioned diminishing returns along with changing the numbers/effects of the skills in pvp
No, I know the video you're talking about. He actually specifically said he did NOT want to add diminishing returns. There will be duration tweaks for abilities though, so stuns won't likely last as long. Still a team focused on stunning could probably keep people disabled quite well.
If a stun team is remotely viable in arena they will add dimishing returns. They do nto want stunlocking to be viable, it breaks every single rule of pvp gameplay development and gives the players one of the worst (if not the worst) gameplay expiriences.
I'll have to find the video, there was some interview with Jay Wilson talking about pvp and what they plan to do about being stun locked and things of that matter, he mentioned diminishing returns along with changing the numbers/effects of the skills in pvp
No, I know the video you're talking about. He actually specifically said he did NOT want to add diminishing returns. There will be duration tweaks for abilities though, so stuns won't likely last as long. Still a team focused on stunning could probably keep people disabled quite well.
If a stun team is remotely viable in arena they will add dimishing returns. They do nto want stunlocking to be viable, it breaks every single rule of pvp gameplay development and gives the players one of the worst (if not the worst) gameplay expiriences.
Sounds like every single season of PMR to me xD Or we could just hop around with hots and dots every season too, that was a great arena experience. Or trifecta/beast cleave explode people in an instant, brilliant!
How does 50% extra damage per rocket become 4%? The damage bonus scales up with each sentry placed assuming you can have more than one. So if 5 is allowed it's be a 250% damage increase, but that's up to blizzard to balance. This build is centered around the sentry, not bow, everything is to supplement the sentry, trapper not bowazon-there's Hungering arrow for that. You don't use vault unless your position is compromised and you need to reset your position, that only happens if you've failed to snare and stun your opponent.
Looks like you misread somewhere. Ballastics increases the dmg only the rockets do by 50%. so if the runed sentry has rockets that deal 8% wpn dmg, then ballistics is only going to make those rockets deal 12% wpn dmg- a 4% increase per rocket.
This is definitely NOT the build to run ballistics in. I would use either aid station or gurdian turret and hope that those passives bonuses stack with each turret you have out, and then replace ballistics with flat damage passive, like Archery w/ a Bow.
I'll have to find the video, there was some interview with Jay Wilson talking about pvp and what they plan to do about being stun locked and things of that matter, he mentioned diminishing returns along with changing the numbers/effects of the skills in pvp
No, I know the video you're talking about. He actually specifically said he did NOT want to add diminishing returns. There will be duration tweaks for abilities though, so stuns won't likely last as long. Still a team focused on stunning could probably keep people disabled quite well.
If a stun team is remotely viable in arena they will add dimishing returns. They do nto want stunlocking to be viable, it breaks every single rule of pvp gameplay development and gives the players one of the worst (if not the worst) gameplay expiriences.
Sounds like every single season of PMR to me xD Or we could just hop around with hots and dots every season too, that was a great arena experience. Or trifecta/beast cleave explode people in an instant, brilliant!
I'm not sure what you are trying to say. Blizzard has repeatedly stated their stance on this issue and that stance is stunlocking is anti-fun and should not exist in the pvp expiriences they are trying to make.
How does 50% extra damage per rocket become 4%? The damage bonus scales up with each sentry placed assuming you can have more than one. So if 5 is allowed it's be a 250% damage increase, but that's up to blizzard to balance. This build is centered around the sentry, not bow, everything is to supplement the sentry, trapper not bowazon-there's Hungering arrow for that. You don't use vault unless your position is compromised and you need to reset your position, that only happens if you've failed to snare and stun your opponent.
Looks like you misread somewhere. Ballastics increases the dmg only the rockets do by 50%. so if the runed sentry has rockets that deal 8% wpn dmg, then ballistics is only going to make those rockets deal 12% wpn dmg- a 4% increase per rocket.
This is definitely NOT the build to run ballistics in. I would use either aid station or gurdian turret and hope that those passives bonuses stack with each turret you have out, and then replace ballistics with flat damage passive, like Archery w/ a Bow.
Depends if it's interpreted as additive or multiplicative. Glass Cannon trait for Wizard increased damage by 15%, Is the 15% tacked on top of the damage modifier for a spell or is it 15% of the damage modifier. Any who played the beta actually knows or are we guessing based on wording.
I haven't seen anything that shows more than one turret out anywhere. If they do indeed stack that makes the skill much better. I'm not really into speculating on mechanics like that. I was under the assumption that you can only one turret out at a time. With the ability to have 3-5 out, then idea for this build is neat. I just think there is far too much speculation with this build. Speculating that PVP maps will have one health orb spawn for you to camp. All that being said, I'd take Spike Trap - Scatter instead of the raven for more area control/burst damage and more utilization of your custom engineering passive.
This is a DH pvp build centered around control, similar to the trapper in D2. The idea is the spam slow and stuns while dancing around the sentries as your opponent is taking damage from multiple sources. Couple with heal/resource management to win a war of attrition.
mouse
Entangling Shot/Justice is Served - Spam slow and generate hatred for Impale.
Impale/Impact - Deal damage and spam stun and knock back.
action
Sentry/Spitfire Turret - Secondary damage and area denial.
Vault/Tumble - Evasion and mobility.
Companion/Bat Companion - Tertiary damage, distraction and generate hatred for Impale.
Preparation/Battle Scars - Recover discipline and life for extended battles.
passive
Perfectionist - Reduce the cost of discipline for extended engagements
Custom Engineering - Decrease the need for recasting sentry and conserve discipline.
Ballistics - Increase damage of sentry.
A build like this definitely could be useful, it's like a mix of guided arrow amazon switching to walk+shield for survivability, mixed with the trap assassin with sentry and stun attacks.
They did say they don't plan on adding diminishing returns, however, so we might see the ability for two of these builds in team matches really shutting down people. Could be interesting to try.
No, I know the video you're talking about. He actually specifically said he did NOT want to add diminishing returns. There will be duration tweaks for abilities though, so stuns won't likely last as long. Still a team focused on stunning could probably keep people disabled quite well.
From what I've seen in the pvp videos they've posted, an "extended engagement" is about 10-15 seconds. With the 45 second cool down on prep, you can maybe rely on it 1 out of every 3 fights? Assuming you live through them all that is. I don't personally like this build. You have two passives that are taken solely for Sentry. Perfectionist plus Tumble means that your first Vault costs 8 and each subsequent one will cost 4 as long as they are done within 6 seconds. You have 30 discipline max from what I remember. If you vault and then do a second vault every, let's say 5 seconds you are looking at a constant Discipline +1 every 5 seconds. So the evasion is there perpetually. That's the part I like about this build.
The bat's not going to give you distraction, because pets can't be targeted. Entangling shot is a fairly slow flying projectile, probably easily dodge in most pvp scenarios. Impales fairly fast but only has a 65% chance of activating.
Passives wise, ballistics adds 4% extra damage per homing rocket, which is entirely not worth a passive. With the amount that you are vaulting, you should be taking something like Tactical Advantage. That will definitely make you more survivable, being able to run circles around people half the time. Now that thrill of the hunt applies to skills, that would be another viable passive, keeping in line with your control theme. Since you are already planning on playing keep away you could also use steady aim to make your killing combo go 20% faster.
What I don't like about this build is that it assumes your target would allow you to kite them for extended periods of time. I would counter this build by not fighting in your cordoned off area. Your snare is easy enough to dodge, and your stun is fairly unreliable. As mobile as your turret is you can only cast it so often, and every recast is less you can tumble.
The damage is entirely dependent on how many sentries can be out at once, we won't know until game is released. Like traps in D2 the damage for a single trap isn't much but it's when they are combined the damage starts to add up.
It's a Trapper, the trick of the build are the Sentries, so actually all 3 passives is to make it more effective. Vault is an emergency skill, used to reset your position if your sentry line is compromised, so you can gain distance to "re-camp" an area. Prep is an instant reset on the battle in your favor, full hp full energy, if someone can take to from 100% to 0% in 10s, either they are good or you are bad.
The bat is mainly to generate hatred for impale. And I think it's pretty damn annoying having something you can't hit keep on damaging you, it's adds to the passive pressure for your opponent to make a move. If there was a better stun available I'd use it, but there is none. All you can do is try to generate more hatred increase it's availability to make up for the missing 35%.
How does 50% extra damage per rocket become 4%? The damage bonus scales up with each sentry placed assuming you can have more than one. So if 5 is allowed it's be a 250% damage increase, but that's up to blizzard to balance. This build is centered around the sentry, not bow, everything is to supplement the sentry, trapper not bowazon-there's Hungering arrow for that. You don't use vault unless your position is compromised and you need to reset your position, that only happens if you've failed to snare and stun your opponent.
I'd just camp the health orb spawn, if you decide to avoid engagement, that's sort of the point. To control the area, your opponent, and you're own movement. Why would you need to tumble if your opponent is letting the turrets control them, you tumble if you failed to control. If you do run into trouble, preparation, you can restart the whole engagement again with you at 100% and your opponent not. Entangling shot seems easy enough dodge, but once you get hit you gotta dodge it 40% movement speed with 3 guys on you and rockets everywhere. If impale can be changed for mind blast it'd be great, but it's the best the DH's got in it's toolbox, unless you can get 100% crits on Elemental Arrow with Lightning Bolts.
I don't know if you've played 4v4 in D2, Wind Druid, WW Barb, Bone Necro, and Trap Sin. Each class has their role in the team. The role of the Trapper is support, to disrupt and control the other team long enough for the barb to telestomp. This build to recreate the role of a trapper in D3.
Just looking at the build you can tell what he was thinking, you spend a lot of time running away and placing sentries and stunning things so resource management becomes important. It's true that there will be teams which will just blow away players in even equal gear away in an instant, but all the same there's something to be said for being able to survive forever and when you're not doing that either chip away at the other team from a distance or lock down a key role on the other team.
My favorite character in d2 lod pvp vs hacked or legit teams was my dual claw assassin, and my favorite wow character was always frost mage. Both utilized kiting, trapping, crowd control. I have to admit that frost mage was generally more powerful in wow than trapsin in d2, and maybe a hunter would be more similar (though I didn't find them to my liking), but hey you didn't have absorb or hundreds of resistances in wow
Edit: Just re-read your name. I've heard gosu user before in sc2, though I forget where exactly. Are you borrowing the name?
I would say that having your sentries up and constantly casting ES will actually be pretty good damage against another player. Plus add in that impale does a pretty nice amount of damage and I think it'l do alright =D
If a stun team is remotely viable in arena they will add dimishing returns. They do nto want stunlocking to be viable, it breaks every single rule of pvp gameplay development and gives the players one of the worst (if not the worst) gameplay expiriences.
Looks like you misread somewhere. Ballastics increases the dmg only the rockets do by 50%. so if the runed sentry has rockets that deal 8% wpn dmg, then ballistics is only going to make those rockets deal 12% wpn dmg- a 4% increase per rocket.
This is definitely NOT the build to run ballistics in. I would use either aid station or gurdian turret and hope that those passives bonuses stack with each turret you have out, and then replace ballistics with flat damage passive, like Archery w/ a Bow.
I'm not sure what you are trying to say. Blizzard has repeatedly stated their stance on this issue and that stance is stunlocking is anti-fun and should not exist in the pvp expiriences they are trying to make.
Depends if it's interpreted as additive or multiplicative. Glass Cannon trait for Wizard increased damage by 15%, Is the 15% tacked on top of the damage modifier for a spell or is it 15% of the damage modifier. Any who played the beta actually knows or are we guessing based on wording.