I posted this over at Reddit already, here is a guide I made for the Patch 2.3 DH farming builds. Keep in mind this is mostly focused on Torment farming (which is something we're going to do a lot, like it or not), but can be applied to speed GRs almost the same up to around tier 50-55. For GRs specifically, I will make other videos once the new meta has settled a little during Season 4, right now it's very difficult to predict what tiers and party compositions are going to be the preferred choice.
The Video is split into the following parts:
1) Intro
2) Difficulty scaling + general considerations
3) Unhallowed Essence setup + runs
4) Embodiment of the Marauder setup + runs
5) Natalya's Vengeance (Strafe) setup + runs
6) Natalya's Vengeance (Vault) setup + runs
7) Outro
I've tried to keep it as short as possible while still including all the vital information, even to players new to the Demon Hunter class or the game in general. Feel free to skip the parts / builds you don't need to see, this video is intended to give an overview of the different options and to be a place to go back to once you decide to try some of the other builds. Torment builds are something that can never be set entirely in stone, and personal experimentation is definitely encouraged. Especially with the new Kanai's Cube we have a lot of new and exciting options to either boost our damage, mobility or utility, and many choices bring their own advantages and disadvantages.
TL;DW:
DH is really good for speedfarming, UE and Natalya are almost equal with different strengths and weaknesses; M6 is usable if you are a fan but a little behind the other builds. Going for Torment 10 is not always the best choice if you have to sacrifice too much mobility, so lower difficulties might be more efficient (especially when soloing).
As for Kanai's Cube: In-Geom is definitely a good addition to almost any build, we don't have many compelling choices for the weapon slot. For jewelry, RoRG or Obsidian Ring are the way to go, Convention of Elements is not really good because it's just not consistent (you want to nearly oneshot anything even without the buff anyway). For the armor slot, we have a lot of good options: Cindercoat / Pride's Fall for resource heavy builds, Goldwrap + Boon of the Hoarder for invincibility, or just some nice bonuses like Nemesis Bracers / Warzechian Armguards / Gloves of Worship.
Thanks for a comprehensive overview! I'm wondering how the Nat's set is going to perform for speedfarming. I've been using it for quite some time now and it's doing quite well. I hadn't factored in the ORotZ and it seems to work quite well. I had a Wiz on seasonal and made a DH today to see how it performs and I like it quite a bit. Looking forward to your GR guide, if and when that's coming
Depends on what tiers you're running, I guess for the most part, both sets will remain almost equal going from 2.2 to 2.3. Obviously Natalya profits a little more from quicker runs (In-Geom has more value for Nats), and UE profits a little from longer runs (Convention of Elements has more value in extended fights). If you want to see my UE vs. N6 comparison for 2.2, I have done a video for that.
I noticed you mentioned that Loaded for bear isn't good. Why is this? It seems like the best rune for clusters or enemies.
Loaded for Bear has the most damage but suffers because the Grenadier passive is less effective than Ballistics. If you could bunch up the monsters Loaded for Bear could be viable. But don't forget this is Marauders, and the best Sentry rune is easily Spitfire Turrets, so you are back to Ballistics. I suppose you could go with Bolas to try to bunch them, but then you are relying on a proc coefficient. I tend to think LfB is a lot of fun, but, if you are trying to clear monsters, the Rockets will target a lot better if you are mostly going for speed. Once you get to the Rift Guardian, LfB will be much better. But the 2.3 meta is that the RG has less Hit Points and there are more Minions in Rifts. So LfB again loses value.
Yes, Loaded for Bear is just not that good in general, and much less so for speed farming. You generally don't have someone grouping things up for you, and if you did, you'd use Cluster Bombs because they are just much stronger. The rockets on the other hand go all over the screen and seek out those targets that did not get caught in your explosions, making it much easier to clear big areas with many monsters.
Hi Wudijo, an idea of mine i really want to test for 2.3 is a cold Nat's build with frostburns + rimeheart in the cube.
What's your opinion of that?
The cold RoV build will be dead in 2.3 with the new cc changes, there's no reason to use a weaker version of it when you can't even freeze anymore - and even assuming a permanently frozen target the numbers for Rimeheart are deplorable.
Thanks for a comprehensive overview! I'm wondering how the Nat's set is going to perform for speedfarming. I've been using it for quite some time now and it's doing quite well. I hadn't factored in the ORotZ and it seems to work quite well. I had a Wiz on seasonal and made a DH today to see how it performs and I like it quite a bit. Looking forward to your GR guide, if and when that's coming
Depends on what tiers you're running, I guess for the most part, both sets will remain almost equal going from 2.2 to 2.3. Obviously Natalya profits a little more from quicker runs (In-Geom has more value for Nats), and UE profits a little from longer runs (Convention of Elements has more value in extended fights). If you want to see my UE vs. N6 comparison for 2.2, I have done a video for that.
Your Hatred generators attack 30% faster and deal 45-60% increased damage
It means that slow balls with Krinder can profit from this belt?
Can someone pls test it on PTR and give me(us) feedback? Thx
Krider does not work with Hunter's Wrath, regardless of wording
Aye, I have seen the 2.2 vid. I was however wondering on the 2.3 GR guide. Which set would be the most viable, options for the cube. They are pretty different from Speed Builds I reckon. I'm going to be mucking about with UE at least and probably some Nat's as well and see what I like best and gets me furthest. Some pro insight is never bad though
It seems like UE vs. Nats will be a tight race for basically anything. I'll cover that in more detail once things have settled on live - I don't like to do a guide on something no one can have a clue about yet.
Just a short heads up, I have updated my 2.2 Natalya Strafe Speedfarm guide to 2.3 and reworked it a to fit the new meta a little better. I think Multishot farming builds are being covered enough, and Desolacer already took care of the Armageddon build as well. Not sure if there's enough interested for more details about Marauder, so I will rather focus on greater rift pushing guides for UE and N6 more, because there's still a lot of work to do.
Wudijo, will you play other classes in S4? (just my curiousity)
Yes, but DH is still my main. Probably Barb support if DH turns out to be useless for XP grind and high GR pushing.
Wudijo, you have only DH in you profile atm. And still your S4 paragon is very nice. How do you farm it? What group is optimal?
Can you please give us some information, how to survive playing DH in patch 2.3? I love DH, but can't play it, because people ask only barbs&monks in chats
The reason why I am included in the groups is because I make the groups. To be honest though, it's difficult to get people to play with you, and I can only play DH because we're still very early in the season and not everyone is used to fully optimized group setups yet. DH can perform quite well as a dps in speedruns (around tier 60) but loses out after that. Best results I had so far were in SupMonk / SupBarb / DmgBarb / DH and SupMonk / SupBarb / Hybrid XP/Palm SWK Monk / DH groups, regular Uliana's Monk as the second dps works fine too, SupWD instead of SupBarb is also good if your party can survive (mostly suited for tiers slightly below 60). So far, Multishot seems to work best for speedruns, I've tried Natalya and Ball Lightning a little and they are okay but difficult to optimize, I need many more items to make them work. Especially Ball Lightning seems to have some potential in higher GRs, we've cleared 67 in 8:30 with it. It's a little bit less consistent regardless and definitely loses out in bad rifts.
DH Builds for Torment 6-10
Hey everyone,
I posted this over at Reddit already, here is a guide I made for the Patch 2.3 DH farming builds. Keep in mind this is mostly focused on Torment farming (which is something we're going to do a lot, like it or not), but can be applied to speed GRs almost the same up to around tier 50-55. For GRs specifically, I will make other videos once the new meta has settled a little during Season 4, right now it's very difficult to predict what tiers and party compositions are going to be the preferred choice.
The Video is split into the following parts:
1) Intro
2) Difficulty scaling + general considerations
3) Unhallowed Essence setup + runs
4) Embodiment of the Marauder setup + runs
5) Natalya's Vengeance (Strafe) setup + runs
6) Natalya's Vengeance (Vault) setup + runs
7) Outro
I've tried to keep it as short as possible while still including all the vital information, even to players new to the Demon Hunter class or the game in general. Feel free to skip the parts / builds you don't need to see, this video is intended to give an overview of the different options and to be a place to go back to once you decide to try some of the other builds. Torment builds are something that can never be set entirely in stone, and personal experimentation is definitely encouraged. Especially with the new Kanai's Cube we have a lot of new and exciting options to either boost our damage, mobility or utility, and many choices bring their own advantages and disadvantages.
TL;DW:
DH is really good for speedfarming, UE and Natalya are almost equal with different strengths and weaknesses; M6 is usable if you are a fan but a little behind the other builds. Going for Torment 10 is not always the best choice if you have to sacrifice too much mobility, so lower difficulties might be more efficient (especially when soloing).
As for Kanai's Cube: In-Geom is definitely a good addition to almost any build, we don't have many compelling choices for the weapon slot. For jewelry, RoRG or Obsidian Ring are the way to go, Convention of Elements is not really good because it's just not consistent (you want to nearly oneshot anything even without the buff anyway). For the armor slot, we have a lot of good options: Cindercoat / Pride's Fall for resource heavy builds, Goldwrap + Boon of the Hoarder for invincibility, or just some nice bonuses like Nemesis Bracers / Warzechian Armguards / Gloves of Worship.
Cheers,
wudijo
Profile | Twitch | Youtube | Twitter | Recruitment: Zero Empathy are looking for the best players in Europe
this is awesome, thanks^^
Season 7 Hardcore Demon Huntard #14 @ GR78
Unhallowed Essence Multishot Guide
Depends on what tiers you're running, I guess for the most part, both sets will remain almost equal going from 2.2 to 2.3. Obviously Natalya profits a little more from quicker runs (In-Geom has more value for Nats), and UE profits a little from longer runs (Convention of Elements has more value in extended fights). If you want to see my UE vs. N6 comparison for 2.2, I have done a video for that.
Krider does not work with Hunter's Wrath, regardless of wording
Profile | Twitch | Youtube | Twitter | Recruitment: Zero Empathy are looking for the best players in Europe
I noticed you mentioned that Loaded for bear isn't good. Why is this? It seems like the best rune for clusters or enemies.
Loaded for Bear has the most damage but suffers because the Grenadier passive is less effective than Ballistics. If you could bunch up the monsters Loaded for Bear could be viable. But don't forget this is Marauders, and the best Sentry rune is easily Spitfire Turrets, so you are back to Ballistics. I suppose you could go with Bolas to try to bunch them, but then you are relying on a proc coefficient. I tend to think LfB is a lot of fun, but, if you are trying to clear monsters, the Rockets will target a lot better if you are mostly going for speed. Once you get to the Rift Guardian, LfB will be much better. But the 2.3 meta is that the RG has less Hit Points and there are more Minions in Rifts. So LfB again loses value.
Yes, Loaded for Bear is just not that good in general, and much less so for speed farming. You generally don't have someone grouping things up for you, and if you did, you'd use Cluster Bombs because they are just much stronger. The rockets on the other hand go all over the screen and seek out those targets that did not get caught in your explosions, making it much easier to clear big areas with many monsters.
Profile | Twitch | Youtube | Twitter | Recruitment: Zero Empathy are looking for the best players in Europe
The cold RoV build will be dead in 2.3 with the new cc changes, there's no reason to use a weaker version of it when you can't even freeze anymore - and even assuming a permanently frozen target the numbers for Rimeheart are deplorable.
It seems like UE vs. Nats will be a tight race for basically anything. I'll cover that in more detail once things have settled on live - I don't like to do a guide on something no one can have a clue about yet.
Profile | Twitch | Youtube | Twitter | Recruitment: Zero Empathy are looking for the best players in Europe
Just a short heads up, I have updated my 2.2 Natalya Strafe Speedfarm guide to 2.3 and reworked it a to fit the new meta a little better. I think Multishot farming builds are being covered enough, and Desolacer already took care of the Armageddon build as well. Not sure if there's enough interested for more details about Marauder, so I will rather focus on greater rift pushing guides for UE and N6 more, because there's still a lot of work to do.
[2.3] Natalya Strafe Reloaded
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Wudijo, will you play other classes in S4? (just my curiousity)
Profile | Twitch | Youtube | Twitter | Recruitment: Zero Empathy are looking for the best players in Europe
Can you please give us some information, how to survive playing DH in patch 2.3? I love DH, but can't play it, because people ask only barbs&monks in chats
The reason why I am included in the groups is because I make the groups. To be honest though, it's difficult to get people to play with you, and I can only play DH because we're still very early in the season and not everyone is used to fully optimized group setups yet. DH can perform quite well as a dps in speedruns (around tier 60) but loses out after that. Best results I had so far were in SupMonk / SupBarb / DmgBarb / DH and SupMonk / SupBarb / Hybrid XP/Palm SWK Monk / DH groups, regular Uliana's Monk as the second dps works fine too, SupWD instead of SupBarb is also good if your party can survive (mostly suited for tiers slightly below 60). So far, Multishot seems to work best for speedruns, I've tried Natalya and Ball Lightning a little and they are okay but difficult to optimize, I need many more items to make them work. Especially Ball Lightning seems to have some potential in higher GRs, we've cleared 67 in 8:30 with it. It's a little bit less consistent regardless and definitely loses out in bad rifts.
Profile | Twitch | Youtube | Twitter | Recruitment: Zero Empathy are looking for the best players in Europe