actually multishot is pretty bad compared to ball lightning...
i dont understand why some people use multishot
Instant dmg, spamable to the extent that when your hatred bar is empty, everything WILL be dead, does more damage (165% wep dmg vs 155%) than ball lightning, mobs can't walk out of its path. Roll Multishot for AOE with NT for singletarget-pierce for invul minions / high hp mobs standing in a line, GG.
I've been switching it up back and forth for farming act 1, since act 1 is easy to roll through =D I've found frost arrow to kick way more ass then BL, because it slows and can be considered a 'smart pierce'; It'l hit multiple enemies past the first one even if they aren't in a perfect straight line. Plus it's 170% dmg =D
I also like using rapid fire w/ fire support. Just awesome single target dps, even with the initial cost you can still cast smoke screen while firing (go to give you an extra couple seconds to fire)
As far as a generator I'm actually loving covering fire w/ the 3 pronged rune. It'l attack 3 targets inside a cone, even if they don't line up with the animation. The damage is instant across the screen, and It's fun to keep flipping backwards while kiting a melee champion.
There's a lot of options as a DH. Some of them might be easier to use, but you can still use em =)
Yeah, if you can't even aim the huge aoe of Ball Lightning/NT, then use Multishot.
Because various mobs doesn't have a habbit of running around like spastic retards, right? (quillfiends, Molok's, Those suicide-poison-deviled thingies, Fallen mages, Hounds, Fallen soldiers all seem to have a habbit of running around like retards when I get them as elite, farming act 3. "aiming" is not the issue, but knowing where the mob will be in 3 seconds when the ball actually reaches mob-distance is. Not to mention that they can walk out of the second hit even if the first hits, especially if they're small mobs, making it a 78.5% weapon dmg attack).
Yeah, if you can't even aim the huge aoe of Ball Lightning/NT, then use Multishot.
Because various mobs doesn't have a habbit of running around like spastic retards, right? (quillfiends, Molok's, Those suicide-poison-deviled thingies, Fallen mages, Hounds, Fallen soldiers all seem to have a habbit of running around like retards when I get them as elite, farming act 3. "aiming" is not the issue, but knowing where the mob will be in 3 seconds when the ball actually reaches mob-distance is. Not to mention that they can walk out of the second hit even if the first hits, especially if they're small mobs, making it a 78.5% weapon dmg attack).
Yes, well you do make a point there, but that justifies having half as much AoE against swarms of goatmen and fallen? against mobs running around like crazy there's Devouring Arrow, you can't sustain Multishot with that hatred cost for long anyway, so it's only a fraction of your DPS against elites.
And you use Ball Lightning over Devouring arrow to take out elites? Thats even more odd. Besides, it's not "half the damage" versus hordes of goatmen and fallen - it's 165% weapon dmg per shot vs 155% weapon dmg per shot for multishot vs ball lightning.
Sustainability is not really an argument either, as there's no packs of mobs that requires AOE that should be able to survive 7 multishots in a row.
Ball lightning does less dmg.
Ball lightning is "harder" to hit with.
Ball lightning is less reliable due to the traveltime and having to hit mobs twice to do its full dmg.
Yeah, if you can't even aim the huge aoe of Ball Lightning/NT, then use Multishot.
Because various mobs doesn't have a habbit of running around like spastic retards, right? (quillfiends, Molok's, Those suicide-poison-deviled thingies, Fallen mages, Hounds, Fallen soldiers all seem to have a habbit of running around like retards when I get them as elite, farming act 3. "aiming" is not the issue, but knowing where the mob will be in 3 seconds when the ball actually reaches mob-distance is. Not to mention that they can walk out of the second hit even if the first hits, especially if they're small mobs, making it a 78.5% weapon dmg attack).
Yes, well you do make a point there, but that justifies having half as much AoE against swarms of goatmen and fallen? against mobs running around like crazy there's Devouring Arrow, you can't sustain Multishot with that hatred cost for long anyway, so it's only a fraction of your DPS against elites.
And you use Ball Lightning over Devouring arrow to take out elites? Thats even more odd. Besides, it's not "half the damage" versus hordes of goatmen and fallen - it's 165% weapon dmg per shot vs 155% weapon dmg per shot for multishot vs ball lightning.
Sustainability is not really an argument either, as there's no packs of mobs that requires AOE that should be able to survive 7 multishots in a row.
Ball lightning does less dmg.
Ball lightning is "harder" to hit with.
Ball lightning is less reliable due to the traveltime and having to hit mobs twice to do its full dmg.
With 2 targets ball lightning already does more dps than devouring. Why not ?
It is half, if you empty your hatred globe. It's 155% for 10 hatred against 165% for 20 hatred.
If you have enough dps to kill elite packs in 7 multishots, you could make almost anything work in the place you're farming.
Sure it does less damage, ~6% less than multishot for half the cost. Also, the aoe of ball lightning is so wide, consider consulting an optometrist if you can't hit with it. It could also argue that ball lightning is more reliable as by the time the monster reacts to the first ball lightning hit, a stream of it is already en route.
Imo multishot is only clearly better in a few scenarios : Very fast mobs that BL can't hit twice reliably, large numbers of enemies coming in from multiple angles, enemies with extremely erratic pathing(if you haven't snared them or forced them into chokepoints already)
I've had a thought rolling around on this topic I want to get out. There are only 2 times that Ball lightning and Nether Tentacles are equal
1) If both ticks do not crit, then that shot is equal to a non crit Nether tent
2) If both ticks crit, then it is equal to a crit NT
Consider the following third case: what if one of the ticks crit? Suppose that the first tick of BL was the crit, then the comparison between it and NT would show that NT would do more damage (that tick would have been the full 155%*crit dmg). If it was the second tick that crit, then we have had a dps gain (78.5%+78.5%*crit dmg), compared to a noncrit NT (it wouldn't have crit since it only gets one chance to. But, the probability of getting a BL to be equal to NT crit would require 2 rolls, which would lower its probability dramatically. This I believe is what would put BL behind both NT, and multishot in straight damage.
I've had a thought rolling around on this topic I want to get out. There are only 2 times that Ball lightning and Nether Tentacles are equal
1) If both ticks do not crit, then that shot is equal to a non crit Nether tent
2) If both ticks crit, then it is equal to a crit NT
Consider the following third case: what if one of the ticks crit? Suppose that the first tick of BL was the crit, then the comparison between it and NT would show that NT would do more damage (that tick would have been the full 155%*crit dmg). If it was the second tick that crit, then we have had a dps gain (78.5%+78.5%*crit dmg), compared to a noncrit NT (it wouldn't have crit since it only gets one chance to. But, the probability of getting a BL to be equal to NT crit would require 2 rolls, which would lower its probability dramatically. This I believe is what would put BL behind both NT, and multishot in straight damage.
is this confirmed to be accurate
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Instant dmg, spamable to the extent that when your hatred bar is empty, everything WILL be dead, does more damage (165% wep dmg vs 155%) than ball lightning, mobs can't walk out of its path. Roll Multishot for AOE with NT for singletarget-pierce for invul minions / high hp mobs standing in a line, GG.
I also like using rapid fire w/ fire support. Just awesome single target dps, even with the initial cost you can still cast smoke screen while firing (go to give you an extra couple seconds to fire)
As far as a generator I'm actually loving covering fire w/ the 3 pronged rune. It'l attack 3 targets inside a cone, even if they don't line up with the animation. The damage is instant across the screen, and It's fun to keep flipping backwards while kiting a melee champion.
There's a lot of options as a DH. Some of them might be easier to use, but you can still use em =)
Because various mobs doesn't have a habbit of running around like spastic retards, right? (quillfiends, Molok's, Those suicide-poison-deviled thingies, Fallen mages, Hounds, Fallen soldiers all seem to have a habbit of running around like retards when I get them as elite, farming act 3. "aiming" is not the issue, but knowing where the mob will be in 3 seconds when the ball actually reaches mob-distance is. Not to mention that they can walk out of the second hit even if the first hits, especially if they're small mobs, making it a 78.5% weapon dmg attack).
And you use Ball Lightning over Devouring arrow to take out elites? Thats even more odd. Besides, it's not "half the damage" versus hordes of goatmen and fallen - it's 165% weapon dmg per shot vs 155% weapon dmg per shot for multishot vs ball lightning.
Sustainability is not really an argument either, as there's no packs of mobs that requires AOE that should be able to survive 7 multishots in a row.
Ball lightning does less dmg.
Ball lightning is "harder" to hit with.
Ball lightning is less reliable due to the traveltime and having to hit mobs twice to do its full dmg.
With 2 targets ball lightning already does more dps than devouring. Why not ?
It is half, if you empty your hatred globe. It's 155% for 10 hatred against 165% for 20 hatred.
If you have enough dps to kill elite packs in 7 multishots, you could make almost anything work in the place you're farming.
Sure it does less damage, ~6% less than multishot for half the cost. Also, the aoe of ball lightning is so wide, consider consulting an optometrist if you can't hit with it. It could also argue that ball lightning is more reliable as by the time the monster reacts to the first ball lightning hit, a stream of it is already en route.
Imo multishot is only clearly better in a few scenarios : Very fast mobs that BL can't hit twice reliably, large numbers of enemies coming in from multiple angles, enemies with extremely erratic pathing(if you haven't snared them or forced them into chokepoints already)
1) If both ticks do not crit, then that shot is equal to a non crit Nether tent
2) If both ticks crit, then it is equal to a crit NT
Consider the following third case: what if one of the ticks crit? Suppose that the first tick of BL was the crit, then the comparison between it and NT would show that NT would do more damage (that tick would have been the full 155%*crit dmg). If it was the second tick that crit, then we have had a dps gain (78.5%+78.5%*crit dmg), compared to a noncrit NT (it wouldn't have crit since it only gets one chance to. But, the probability of getting a BL to be equal to NT crit would require 2 rolls, which would lower its probability dramatically. This I believe is what would put BL behind both NT, and multishot in straight damage.