Let me explain something about the Demon Hunter First.
The Demon Hunter has two resource systems
1. Hatred
2. Discipline
Hatred is a fast rate regeneration resource that the Demon Hunter needs in order to use her offensive spells.
Discipline is a slow rate regeneration resource that is used for utility/defensive spells.
Okay, Here it is. The Demon Hunter HC Build.
Specializes in 3 things
-Killing mass enemies quickly
-Massive damage potential to single targets
-Escape mechanism
I'll start from the top.
Active Skills
(Multishot - Alabaster rune) 30 Hatred Cost
This is the mass spam/killing spell. Basically I'm just going to be holding down right click on this bad boy all day. I have equipped it with the Alabaster Rune. What that does is every time an arrow from the Multishot hits a target, I will regenerate 1 discipline point. So this also serves as my Discipline generator.
(Impale - Alabaster rune) 20 Hatred Cost
This is a single target (boss) kill spell. Massive damage to a single target. Alabaster rune adds 500% bonus damage to critical hits
(Marked for Death - Indigo Rune) 6 Discipline Cost
Start fights with Marked for Death. Kill first enemy with Impale, then mass spam Multishot. Indigo Rune provides mark of death with a plague type cast. When a target is killed with Mark of Death, Mark of Death will spread onto 8 nearby targets.
(Considering changing the rune to something that would increase damage output more because of the low discipline cost. I can just spam cast it perhaps because of Multishot - Alabaster rune)
(Shadow Power - Alabaster Rune) 20 Discipline Cost
Cast every 10 seconds. Alabaster Rune provides massive lifesteal opportunity which is a bonus; but isn't necessarily the focus of this Demon Hunter build. If Multishot's Discipline generator proves to be lacking in some scenarios, perhaps a Golden rune is preferred (reducing Discipline cost to 13)
(Vault - Alabaster Rune) 10 Discipline Cost
Escape Mechanism. It's Hardcore Bitch! Alabaster rune to ensure you don't die from Vaulting into enemies and die.
(Preparation - Crimson Rune)
Crimson rune completely changes this spell.
Instantly regenerates all hatred.
(I hope you can see how sweet my build is at this point with a Hatred and Discipline generator)
Passive Skills
(Archery)
With the massive amount of arrows that will be fired with this Demon Hunter build... this is a given.
(Sharpshooter)
For the most part this passive was chosen to help boost this Demon Hunter build in boss fights (where it will be weaker since up to this point this build is fantastic at killing mass amounts of enemies). This also pretty much guarantees a 1 hit kill in between battles which has a good synergy with Marked for Death and Impale openers before starting to mass spam Multishot.
Sharpshooter combined with Impale - Alabaster is set to deal massive amounts of damage to single targets.
(Fundamentals)
This is the second Hatred Generator. This one is purely for boss fights since your first Hatred/Discipline generators depend largely on Multishot hitting large quantities of enemies. Because you will have trouble generating enough rage (discipline will run out after casting Preparation a few times).
You will be greatly depending on normal attacks and spamming Impale whenever possible to defeat bosses. This passive should greatly assist in your damage output (increased attack damage and more Impales)
Your turn, make your own build or improve mine :P"
As far as straight skills we have almost the exact same =) The difference lies in that I built mine towards having a single target boss / aoe killer that uses the 20%dmg from slowed enemies =D
Impale - alabastar (500% dmg with crit) - def single target boss, agree with you there =)
Rapid fire - alabaster (slows targets by 40% for 5 seconds, this will be my pre-spam to slow, then launch multi shot)
Multi shot - crimson (did the math and indigo does over 2x dmg, so while I could spam almost twice with golden, this will do more damage in two hits, whereas golden would have to do 4 hits to do same dmg, making it same cost in hatred =D )
Marked for death - indigo (chain spread effect) Same plan as you, run in wtfpwnin first guy to spread to aoe group
Shadow power - crimson (7 H per sec, while not as efficient as the multi shot I believe, still my H regen, plus i'll use this + rapid fire at start)
Vault - indigo (70 yard vault, yayah) Using to escape, and better fits my passive.
Passives;
Cull the weak - 20% mo' dmg to slowed
Archery - I like bows so 10% mo' dmg. (duh)
Steady aim - 10% mo' dmg when no enemy is closer than 10 yards (using vault)
So hopefully with Marked for death up and spreading, aoe packs slowed with rapid fire, and using vault to keep away, i'll have a constant 60% plus damage up. =D
Nice synergy choice on the passives. The only reason I avoided the "yard" measurements is because I have no idea how far away 10 yards is in game lol.
This is mine. =D Multi-Shot + rockets for cleaning up AoE, in addition to Indigo Marked for Death to spread it out. Impale with the DoT for big single targets, and entangle for pretty much all the time. Got the bat companion for Hatred Regen since from the streams it looks like Hatred Regen is sloowww
My planned Wizard build(probably not my first character though). The plan is to gather up a group of mobs, cast arcane orb-> teleport in-> cast frost nova+mirror images-> reverse out cast blizzard and clean up with 20 yard spectral blades. Depending on how much arcane power the wizard has this should leave me with little arcane power when I get to the spectral blades phase, allowing my two arcane power passives to help me regen back to full. I take the damage talent because I have my images to tank for me and deal a little bit of damage on their own.
My planned Demon Hunter build(this will likely be my first character). The plan is to use impale(runestone i'm not settled on yet, depends on how high I can potentially get my crit) for massive single target damage combined with Marked for Death. For AoE I plan on gathering them up, running to the middle dropped a backup planned evasive fire+stun grenades and aoeing them down with a rocket multishot(with passive to complement it). Using a bat companion for hatred generation. Archery is a no-brainer(imo) with ballistics(again, a no-brainer for my rockets) and fundamentals to get my hatred back up when I happen to run out of it.
My planned Monk build. The plan is to stack as much bonus damage as possible through the use of Mantra of Conviction, Foresight on Deadly Reach, Guiding Light, and Blazing Wrath on Breath of Heaven. I'll use Serenity+Wave of light for my mass aoe damage, and seven sided strike+deadly reach for single target. I wish I knew if transcendence proc'd guiding light or not, but that will come with testing I suppose. I take The Guardian's Path because I plan to use a staff and with Beacon of Ytar I'm going to really need that bonus spirit generation.
All of these are obviously up for debate because I don't know how well these things actually work in game, just theorycrafting atm.
If I ever get around to making a barbarian this will be my build. Harpoon'd Ancient Spear to drag them into a staggered seismic slam, and whirlwind to finish them off. Have War Cry with Invigorate and Battle Rage with Marauder's rage for their super-duper awesome buffs. Frenzy will be my main source of single target damage as I absolutely loved my frenzy barb in d2.
I am amazed. This was totally unpredictable, and it's such an amazing website feature to have. I'm glad they're putting some time on this.
I just hope I get mindblown with the game as well, with 0 lag, 0 bugs, no cons about any systems (the health globe, the difficulty, the bosses, the new skill and stats system, etc).
Com'on Blizz, you can do it, BLOW MY MIND JUST ONCE MORE!!!
LOL the blizz site is down. also I think we did it with the skill cal stampede.
Edit: Looking at the "game guide" I'm hoping we get some info on the other artisans before launch.
This is from the what's new in D3 page:
Monsters and Items
Diablo III has more different, distinct monsters than Diablo I and II, and these monsters all bring their own special destructive abilities, some new and some familiar. The variety of Diablo III's random items is similar to that of the other Diablo games (though we've included Legendary items), but we've added thousands of new combinations, many with unique abilities and previously unseen properties.
Now this makes me wonder what they have in store for us.
I have to say - Mantra Of Evasion + Backlash (AoE every time you dodge an attack) seems ridiculously good. You can get 30% dodge from the Mantra itself, 20% from Fists of Thunder, 30% from Dashing Strike, 10% dodge from Guardian's Path, and 50% crit-to-dodge conversion from Sixth Sense. If Dodge chance was additive and uncapped, you could easily have 100% dodge with all those buffs - for that reason, I highly doubt that it would be additive and uncapped.
With multiplicative Dodge, you could get 1 - (0.7*0.8*0.7*0.9*0.95) = 66.5% Dodge with 10% crit rating. That means that only 1 out of 3 attacks would hit you, and the other 2 would trigger a Backlash for 120% weapon damage.
The actual usefulness of a Dodge stacking build depends almost entirely upon how many attacks are undodgable. If you can only dodge physical damage, you'll get absolutely reamed by elemental attacks.
So completely overwhelmed by this, so much customization and varied options that look amazing. Wont really know what i want to use til i play through and have a chance to mess around with it all.
Bit confused here or maybe its just 2 early in the morning for me :P, but
The calc has
6 Active skills
3 Passive skills
wowwiki: "The hotbar uses 1-5 to access a skill assigned to it as well as left and right mouse click with the right mouse click able to be swapped with the use of the tab key or scroll wheel. In total, it allows you to use eight skills/items without having to change any of them out."
I realize as standard the left mouse is set to your standard weapon attack (ie wand) and that gives 5 slots + 1 right mouse = 6, BUT in many videos or streams I see ppl using another spell in the left also, like Electrocute. Thus giving you 7 spell slots (8 with the right mouse scroll option??) like the wiki states.
Am I missing something?
Rollback Post to RevisionRollBack
"All the great things are simple, and many can be expressed in a single word: freedom, justice, honor, duty, mercy, hope" - Winston Churchill
Nice synergy choice on the passives. The only reason I avoided the "yard" measurements is because I have no idea how far away 10 yards is in game lol.
This is mine. =D Multi-Shot + rockets for cleaning up AoE, in addition to Indigo Marked for Death to spread it out. Impale with the DoT for big single targets, and entangle for pretty much all the time. Got the bat companion for Hatred Regen since from the streams it looks like Hatred Regen is sloowww
My planned Wizard build(probably not my first character though). The plan is to gather up a group of mobs, cast arcane orb-> teleport in-> cast frost nova+mirror images-> reverse out cast blizzard and clean up with 20 yard spectral blades. Depending on how much arcane power the wizard has this should leave me with little arcane power when I get to the spectral blades phase, allowing my two arcane power passives to help me regen back to full. I take the damage talent because I have my images to tank for me and deal a little bit of damage on their own.
Demon Hunter Build
My planned Demon Hunter build(this will likely be my first character). The plan is to use impale(runestone i'm not settled on yet, depends on how high I can potentially get my crit) for massive single target damage combined with Marked for Death. For AoE I plan on gathering them up, running to the middle dropped a backup planned evasive fire+stun grenades and aoeing them down with a rocket multishot(with passive to complement it). Using a bat companion for hatred generation. Archery is a no-brainer(imo) with ballistics(again, a no-brainer for my rockets) and fundamentals to get my hatred back up when I happen to run out of it.
Monk Build
My planned Monk build. The plan is to stack as much bonus damage as possible through the use of Mantra of Conviction, Foresight on Deadly Reach, Guiding Light, and Blazing Wrath on Breath of Heaven. I'll use Serenity+Wave of light for my mass aoe damage, and seven sided strike+deadly reach for single target. I wish I knew if transcendence proc'd guiding light or not, but that will come with testing I suppose. I take The Guardian's Path because I plan to use a staff and with Beacon of Ytar I'm going to really need that bonus spirit generation.
All of these are obviously up for debate because I don't know how well these things actually work in game, just theorycrafting atm.
Barbarian Build
If I ever get around to making a barbarian this will be my build. Harpoon'd Ancient Spear to drag them into a staggered seismic slam, and whirlwind to finish them off. Have War Cry with Invigorate and Battle Rage with Marauder's rage for their super-duper awesome buffs. Frenzy will be my main source of single target damage as I absolutely loved my frenzy barb in d2.
Also stop overlooking run and gun play on DH. Checkout strafe with indigo or about any other rune really.
I just hope I get mindblown with the game as well, with 0 lag, 0 bugs, no cons about any systems (the health globe, the difficulty, the bosses, the new skill and stats system, etc).
Com'on Blizz, you can do it, BLOW MY MIND JUST ONCE MORE!!!
Pumpkin Contest Submission:
http://habeasporpoise.deviantart.com/art/Diablo-3-Pumpkin-263477540
I just wonder if the effect diminishes as affected monsters die off. Still, outrageous indeed.
Edit: Looking at the "game guide" I'm hoping we get some info on the other artisans before launch.
This is from the what's new in D3 page:
Monsters and Items
Diablo III has more different, distinct monsters than Diablo I and II, and these monsters all bring their own special destructive abilities, some new and some familiar. The variety of Diablo III's random items is similar to that of the other Diablo games (though we've included Legendary items), but we've added thousands of new combinations, many with unique abilities and previously unseen properties.
Now this makes me wonder what they have in store for us.
With multiplicative Dodge, you could get 1 - (0.7*0.8*0.7*0.9*0.95) = 66.5% Dodge with 10% crit rating. That means that only 1 out of 3 attacks would hit you, and the other 2 would trigger a Backlash for 120% weapon damage.
The actual usefulness of a Dodge stacking build depends almost entirely upon how many attacks are undodgable. If you can only dodge physical damage, you'll get absolutely reamed by elemental attacks.
Pumpkin Contest Submission:
http://habeasporpoise.deviantart.com/art/Diablo-3-Pumpkin-263477540
Thanks for the info
Definitely will try out all skills. I just have no idea how Strafe works or looks? When I get my hands on the game though I will try everything out!
Everything from the world of Sanctuary
I lol'd.
The calc has
6 Active skills
3 Passive skills
wowwiki: "The hotbar uses 1-5 to access a skill assigned to it as well as left and right mouse click with the right mouse click able to be swapped with the use of the tab key or scroll wheel. In total, it allows you to use eight skills/items without having to change any of them out."
I realize as standard the left mouse is set to your standard weapon attack (ie wand) and that gives 5 slots + 1 right mouse = 6, BUT in many videos or streams I see ppl using another spell in the left also, like Electrocute. Thus giving you 7 spell slots (8 with the right mouse scroll option??) like the wiki states.
Am I missing something?
Pretty mych this + at least a week