Hey guys - Just looking for some friendly community feedback regarding this solo Inferno farming build - Any helpful criticism is welcomed! I've included explanations on why I've chosen each ability / rune combo.
This build is intended purely for solo'ing Inferno end-game. I made this build with Inferno being as hard as advertised.
Hungering Arrow (Puncturing Arrow) : I feel the single target dps of this with piercing will be substantial. I Dont need the AoE dmg from Bola, or the slows from Entangling.
Elemental Arrow (Nether Tentacles): I chose this as a Semi-Aoe / Semi-single target ability, that with the Nether Tentacles will allow me to heal when health globules arent around.
Caltrops (Hooked Spikes) : With the speed increase in mobs in later difficulty, I needed some form of slow. This will give great synergy to keep mobs at bay longer with Steady Aim, and give me great survivability.
Vault (Tumble) : I'm very weary of how much help companion would be, I dont feel my build would need Preparation. This ability gives me even better survivability when paired with Caltrops, as well as giving me a faster way in general of navigating the landscape.
Fan of Knives (Fan of Daggers) : This is for one of those O'sht moments. I feel the AoE on FoK is strong as is, but it allows me a stun, ample time to place caltrops, and vault away to gain distance and resume combat from afar.
Multi-Shot (Fire at Will): My bread and butter long-range AoE. This in combination with the slow from Caltrops, and my passives in Archery / Steady Aim, will allow for some serious pelting from long-range. I chose Fire at Will simply because I don't feel that my discipline usage will be too high. I don't think I'll need Supressive Fire.
As for my passives - I choose Vengeance, Steady Aim, and Archery. Vengeance as Pseudo Hate generator / stockpile. Steady Aim and Archery were to play off the strengths of staying at range easier with increased survivability from Fok Stun / Caltrops / Tumble.
If anyone has any suggestions I'm all ears. Any feedback would be appreciated.
I'd agree with Reeyou, especially if you want to play a DH. They have by far the most limited defensive toolkit of the 5 classes, and as such will probably have the most trouble soloing in inferno.
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I grew up gaming without internet forums. The entire phenomenon of being upset with a game developer makes no sense to me. No sense. I cannot imagine spending my time and energy being upset about something I choose to do for recreation.
I feel like in Inferno, Hungering Arrow just won't be enough to take down a high priority target. I read somewhere about a Blue who was playing Inferno and couldn't beat certain enemies because they would heal faster than he could damage them. When you think about it 115% damage is quite low, and even when it punctures 50% of the time, you aren't guaranteed that the piercing arrow will hit the same target again. I would recommend something like Rapid Fire or Impale to take out a boss faster.
I also feel that you have more damage abilities than you need. I think it's good to take 1 hatred generator, and, at most, 1 dedicated single target ability and 1 high damage AoE ability. I think in Inferno you will need more defensive abilities, like Smoke Screen or Shadow Power.
Why is it that everybody is obsessed with making a solo inferno build when blizz have said that inferno will be so hard that you will need a group to get the full out of it (the item buff and stuff like that) Soloing is a waste of time unless you want to progress in your own speed or get all the lore. Make a build that will help your team.
Completely disagree. A blue post stated that Blizzard employees were actually finding it easier to solo Inferno. If you can play DH really well, with the right gear and avoid damage with CC and high mobility, there should be no problem playing solo. In fact, they've finely tuned the balance of the game so that you can solo Inferno with any hero, assuming you have sufficient items and skill.
Why is it that everybody is obsessed with making a solo inferno build when blizz have said that inferno will be so hard that you will need a group to get the full out of it (the item buff and stuff like that) Soloing is a waste of time unless you want to progress in your own speed or get all the lore. Make a build that will help your team.
They have actually said the opposite. The entire game will be soloable.
In fact, they've finely tuned the balance of the game so that you can solo Inferno with any hero, assuming you have sufficient items and skill.
Just to clarify and separate myself, I don't think solo-ing inferno with a DH isn't doable. It just seems from looking at the toolkit as it exists now, that Demon Hunter is the class that will ask the most of the player to solo Inferno.
Where other classes have builds that synergize defensive stat stacking, or provide numerous "oh shit" buttons, the DH seems to rely mostly on positioning, and mobility. To solo inferno, I expect your're going to have to maximize the skills that help you kite, and escape hairy situations.
I grew up gaming without internet forums. The entire phenomenon of being upset with a game developer makes no sense to me. No sense. I cannot imagine spending my time and energy being upset about something I choose to do for recreation.
Solo inferno should be possible with a lot of kiting. So take Vault with some slows and good burst damage.
It could make a lot of sense to include the Sentry in your build then. Assuming it lasts for the whole duration, it's basically a 600% weapon damage ability unruned - and the runes don't look too shabby either.
Sentry is terrible... Its dmg output is horrifically slow, and it costs your defensive resource....
I would never consider using that pile of shit...
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
You could lay down 8 caltrops or do 6 vaults pretty easily without any source of regen.
Check this out,
You have vengeance to help support multi-shot.
Then you have multi-shot to create discipline.
In other words, you are using the passive to fix the problem of multi-shot's expense to fix the problem of the lack of discipline. Doesn't make much sense if you ask me, especially when you could argue there isn't a disc shortage.
If you really wanted more discipline wouldn't it make more sense to cut out the middle man, multi-shot, and just get night stalker over vengeance? Heck, even with vengeance you get +2 disc when you walk over a health globe, and they are pretty much everywhere.
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
I think it will be ok against mobs etc... but I dont know what will happen against an act boss, especially if you are in close quarters duriel like....
I'd definitely suggest replacing Vengeance with Cull the Weak or Sharpshooter (for offense) or Brooding for Survivability.
I'd also recommend taking just about any other multishot rune. Discipline isn't all that necessary when your two Discipline skills are so low cost and situational. Fire at Will or Full Broadside would be much better runes in my opinion.
P.S. whoever said Blizzard has been quoted as saying it's easier to solo Inferno is full of it. They said VERY recently that it was slightly easier in a group play.
Of course it's easier in a group.
Monster HP is at 325% with a 4-man group, but your DPS is at 400% (four player = four times the damage). Monster damage doesn't scale.
Don't forget about all the group buffs and debuffs or simply the ranged/melee synergy. Solo will never be worth it unless for the challenge.
I was surprised to hear that the dmg didn't go up at all.
I suppose that might be taken care of by the fact that they can get into you faster without dying, but idk. Kinda seems like group play might be too good.
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One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
I was surprised to hear that the dmg didn't go up at all.
I suppose that might be taken care of by the fact that they can get into you faster without dying, but idk. Kinda seems like group play might be too good.
Afaik the damage doesn't scale and that has been tested. It also makes perfect sense: if something almost one-shots you in a 1-man inferno game, it surely would kill you every time in a 4-man game (given the monster damage scales).
Solo inferno is still just an achievement and not worth the time otherwise. You don't even have to be afraid of someone stealing your loot anymore.
Thats just it
Its not supposed to be just an achievement. Its supposed to be on par with group play, or at least close, assuming you can believe anything blizzard says that is.
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One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Calling it my tinkerer build. Spike traps x3 every cast - this is my primary form of damage. Grenades because 1) they give the most hatred, and 2) they are a lot of fun. Caltrops for slow, Vault for avoidance, and getting from point a to b, Sentry because I love turrets, Multishot is replaceable. I'm thinking of replacing it with Mark of Death coupled with either place on ground rune, or spreads to 2 targets.
Custom engineering, because 60/80 second sentry is awesome, other two are just moar damage.
Just as a heads up - is ANY spell in the game as damaging as triple spike traps are? 825% damage with just 30 hatred?
I'm pretty sure that will cost you 90 Hatred, not 30.. otherwise it would just say "Increases the damage to 825% but reduces the maximum number of traps to 1"
This is my current plan. It offers a snare from Entangling Shot/Chain Gang, single target damage through Rapid Fire, Aoe damage with Multi-shot and Rain of Vengeance, high mobility from Vault and Tumble and some utility with Mark of Death/Contagion.
I'll also have multiple damage types for those pesky double immunes which I expect to exist.
I'm pretty sure that will cost you 90 Hatred, not 30.. otherwise it would just say "Increases the damage to 825% but reduces the maximum number of traps to 1"
This. Whenever you can use it, it still results in an insane AoE DPS though.
It could lay the 3 traps in a triangle formation on the ground, instead of placing them all in the same spot. Which in turn means that you won't get the 3x trap dmg, just a much larger area.
I think there is a good possibility that this will be how the ability actually functions. I also think it will be 90 hatred, otherwise its just way too good, even in the triangle formation.
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
http://us.battle.net/d3/en/calculator/demon-hunter#aRYdhQ!bYe!acabYb
Thoughts on this build:
This build is intended purely for solo'ing Inferno end-game. I made this build with Inferno being as hard as advertised.
Hungering Arrow (Puncturing Arrow) : I feel the single target dps of this with piercing will be substantial. I Dont need the AoE dmg from Bola, or the slows from Entangling.
Elemental Arrow (Nether Tentacles): I chose this as a Semi-Aoe / Semi-single target ability, that with the Nether Tentacles will allow me to heal when health globules arent around.
Caltrops (Hooked Spikes) : With the speed increase in mobs in later difficulty, I needed some form of slow. This will give great synergy to keep mobs at bay longer with Steady Aim, and give me great survivability.
Vault (Tumble) : I'm very weary of how much help companion would be, I dont feel my build would need Preparation. This ability gives me even better survivability when paired with Caltrops, as well as giving me a faster way in general of navigating the landscape.
Fan of Knives (Fan of Daggers) : This is for one of those O'sht moments. I feel the AoE on FoK is strong as is, but it allows me a stun, ample time to place caltrops, and vault away to gain distance and resume combat from afar.
Multi-Shot (Fire at Will): My bread and butter long-range AoE. This in combination with the slow from Caltrops, and my passives in Archery / Steady Aim, will allow for some serious pelting from long-range. I chose Fire at Will simply because I don't feel that my discipline usage will be too high. I don't think I'll need Supressive Fire.
As for my passives - I choose Vengeance, Steady Aim, and Archery. Vengeance as Pseudo Hate generator / stockpile. Steady Aim and Archery were to play off the strengths of staying at range easier with increased survivability from Fok Stun / Caltrops / Tumble.
If anyone has any suggestions I'm all ears. Any feedback would be appreciated.
I also feel that you have more damage abilities than you need. I think it's good to take 1 hatred generator, and, at most, 1 dedicated single target ability and 1 high damage AoE ability. I think in Inferno you will need more defensive abilities, like Smoke Screen or Shadow Power.
Completely disagree. A blue post stated that Blizzard employees were actually finding it easier to solo Inferno. If you can play DH really well, with the right gear and avoid damage with CC and high mobility, there should be no problem playing solo. In fact, they've finely tuned the balance of the game so that you can solo Inferno with any hero, assuming you have sufficient items and skill.
They have actually said the opposite. The entire game will be soloable.
Just to clarify and separate myself, I don't think solo-ing inferno with a DH isn't doable. It just seems from looking at the toolkit as it exists now, that Demon Hunter is the class that will ask the most of the player to solo Inferno.
Where other classes have builds that synergize defensive stat stacking, or provide numerous "oh shit" buttons, the DH seems to rely mostly on positioning, and mobility. To solo inferno, I expect your're going to have to maximize the skills that help you kite, and escape hairy situations.
This is the way I'd think about it:
http://us.battle.net/d3/en/calculator/demon-hunter#bcYXfP!TXc!YcZcYb
Sentry is terrible... Its dmg output is horrifically slow, and it costs your defensive resource....
I would never consider using that pile of shit...
Epicurus
Check this out,
You have vengeance to help support multi-shot.
Then you have multi-shot to create discipline.
In other words, you are using the passive to fix the problem of multi-shot's expense to fix the problem of the lack of discipline. Doesn't make much sense if you ask me, especially when you could argue there isn't a disc shortage.
If you really wanted more discipline wouldn't it make more sense to cut out the middle man, multi-shot, and just get night stalker over vengeance? Heck, even with vengeance you get +2 disc when you walk over a health globe, and they are pretty much everywhere.
Epicurus
http://us.battle.net/d3/en/calculator/demon-hunter#bcjkiY!cUh!aZcYYY
so much slow! nothing will be able to touch you lol
Eat My Dust!
http://us.battle.net/d3/en/calculator/demon-hunter#UXSdfk!abf!ccccZb
http://us.battle.net/d3/en/calculator/demon-hunter#aRgjbQ!YeT!YZcabY
I think it will be ok against mobs etc... but I dont know what will happen against an act boss, especially if you are in close quarters duriel like....
I'd also recommend taking just about any other multishot rune. Discipline isn't all that necessary when your two Discipline skills are so low cost and situational. Fire at Will or Full Broadside would be much better runes in my opinion.
P.S. whoever said Blizzard has been quoted as saying it's easier to solo Inferno is full of it. They said VERY recently that it was slightly easier in a group play.
I suppose that might be taken care of by the fact that they can get into you faster without dying, but idk. Kinda seems like group play might be too good.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Its not supposed to be just an achievement. Its supposed to be on par with group play, or at least close, assuming you can believe anything blizzard says that is.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Calling it my tinkerer build. Spike traps x3 every cast - this is my primary form of damage. Grenades because 1) they give the most hatred, and 2) they are a lot of fun. Caltrops for slow, Vault for avoidance, and getting from point a to b, Sentry because I love turrets, Multishot is replaceable. I'm thinking of replacing it with Mark of Death coupled with either place on ground rune, or spreads to 2 targets.
Custom engineering, because 60/80 second sentry is awesome, other two are just moar damage.
Just as a heads up - is ANY spell in the game as damaging as triple spike traps are? 825% damage with just 30 hatred?
This is my current plan. It offers a snare from Entangling Shot/Chain Gang, single target damage through Rapid Fire, Aoe damage with Multi-shot and Rain of Vengeance, high mobility from Vault and Tumble and some utility with Mark of Death/Contagion.
I'll also have multiple damage types for those pesky double immunes which I expect to exist.
I think there is a good possibility that this will be how the ability actually functions. I also think it will be 90 hatred, otherwise its just way too good, even in the triangle formation.
Epicurus
http://us.battle.net/d3/en/calculator/demon-hunter#aZgdhl!dYb!ZZcbbZ
I want to add Rapid Fire instead of Impale depending the situation also