I managed to figure out a way to get really good use out of the dagger. If you get 25% RCR and use a Karlei's dagger that has +15 Impale, after the first impale is cast you can impale a single target infinitely. In situations were there are multiple enemies, the bounces from Ricochet will proc another 15 hatred, so it is possible to get 45 hatred from one throw. Same goes for Overpenetration, any enemies hit by the pierce will return 15 hatred.
Not the highest but I'm still trying to find an ancient Dagger and a lidless wall that has lightening and CHC so i can reroll the monks spirit to Discipline, as well as ancient armor. I don't think it's going to take me much higher into the grifts though. the set may need a buff. Maybe if they made the 6 piece: "Impale deals an additional 40,000% weapon damage to the first enemy hit and has an additional 30% chance to proc area damage".
Ok, definitely going much better with current build - Chakram generator is really good to proc Iceblink due to the pathing.
Also, FoK dagger is insane - using it on CD i've seen 6b crits often. Definitely an option and helps with AoE a lot.
However - it seems confirmed that Impale dagger returns hatred for every enemy hit on its path if you choose the Lightiuning rune - hence it's time for a full Cold build:
I won't use Chakram sword, but FoK and Impale daggers to maximize damage from these skills.
Other "discoveries": the "free vault" belt is awesome, but requires some planning and a vaultless build seems to be viable with Wolf/Garwulf meatshield. Mobility doesn't seem to be an issue duen to the base 30% more running speed.
Ideally, if everything works accordingly to the plan, Impale/penetration should net me enough hatred to keep spamming it indefinitely. Also with 25% RCR i should get basically it free even on single target.
F/R won't be anymore an option if i run without a generator, but i can try a CoE/Zodiac combo for more Vengeance/Wolf uptime, or actually equipping Elusiveness ring and try various stuff with the cube.
I see this combo becoming pretty popular.
I also REALLY hope that 6 pieces get to be stronger - using shadows only for a flatdmg increase because other bonuses are not on par with other sets really kills my hopes.
I'll always have Mara6 or UE to run for season, or even Natalya with the two xbows (200% strafe damage) but Shadows is really waht i'm looking for 2.4
I see this combo becoming pretty popular.
I also REALLY hope that 6 pieces get to be stronger - using shadows only for a flatdmg increase because other bonuses are not on par with other sets really kills my hopes.
I'll always have Mara6 or UE to run for season, or even Natalya with the two xbows (200% strafe damage) but Shadows is really waht i'm looking for 2.4
MR6 unleashed with its full potential and synergy from all new complementary items could beat this combo, but a really difficult gr64 rift (one you would abort rightaway upon entering) completion with ease made me want to push this farther. After all I'm having fun and this is PTR
Yes, the shadows set has some really nice synergies with Mara. It's fun to test out new stufftrying to discover the "best" combos.
EDIT: i'm kinda sad that we've actually not many options for the offhand of the Shadow set. Chakram quiver is useful only if you want it as generator, then either go for quiver/shield with elemntal damage. Stormshield may be a choice if we want to be super defensive, but imho it's really overkill.
-With full shadow set, it's funny that I was frequently gimped by the crowd, while elites were falling like leaves.
This kind of makes sense that no matter how weak the mob is, you get overrun if you can't spill your damage around.
- I tried lightning element. Used an ancient Fulminator that I'd found + TgV belt; it looks really cool and crazy frying everything like a Sith lord, we still need to figure out the crowd handling issue though. One cannot say "I'm done" with so many options to try, but I ended up with a worse overall performance against the hybrid S2(or S4)+ MR4 with Chakram sword/quiver
- chakram/razor disc + impale/impact + Strongarm Bracers wins against twin chakram+chemical burn. I know everyone has been whining about CC nerfs overboard, but I'm telling you I was able to stunlock the RG and finish it off too fast by the help of the impact rune. A few lousy GR runs and I can see 70+ is very doable with proper items. I'm still running around with unoptimized placeholder gear btw. Lack of crafting items is also a pain in the ass
Ok, i tested the two builds in my post and here's the outcome - stuff i've found.
-F/R and/or CoE are two too big damage increases and my setups were too much oriented on survival. Maintaining at least F/R or CoE is basically required if we want to climb up GR decently.
- Impale daggers actually returns hatred for every enemy hit more than twice - so lightining and cold rune (especially cold) make a way better use of it than the other ones. However the return is still not reliable enough, and the other runes may net some advantage only with RG and only at high levels since first enemy hit usually gets instagibbed by an impale crit even at GR60. Overall, a pretty bad legendary and an Impale-generator build is simply not possible.
- MfD/Grim Reaper: the synergy is awesome. Too bad monsters love t get in the way so most of your implae big crits get eaten by random runnning small mobs and the AoE damage sucks. And sucks bad. It's awesome when you actually manage to hit the rigth one, but it happens too rarely until you swap MfD every time a monster moves.
So when i have seen TastySoup online (i have linked you the greenstonedagger and you diodn't answer me!!! XD) i remebered about the build using Sticky trap. Hence i tried this: http://us.battle.net/d3/en/calculator/demon-hunter#eZTShf!VciR!ZcccZc
- 6 Shadow
- F/R
- Greenstone Dagger
- Chakram Quiver
- Companion belt
- Wraps of Clarity
- cubed: Demon's Demise, Garwulf, CoE
- gems: lvl 11 Iceblink, lvl 26 Trapped, lvl 1 Pain Enhancer (lol)
FoK with the dagger hits for a lot - definitely worth keeping. Sticky Trap aoe is much much more reliable than MfD and whne CoE goes fire does a nice damage (also procs over itself, thsted on 2 mobs and trap was bouncing form each other every explosion). I cast it only to keep up F/R, as it spread automatically and indefinetly if there's a monster to hit.
I use Chakram/Serpentine to spread slow/Iceblink and proc Numbing traps for the 25% damage debuff. 35% dmg reduction comes from Shadow Power, another 35% from bracers, 19.5% from the 3 wolves.
Impale is used only on Elites/champions for faster nukes, and obviously on RG; i've chosen Grevious Wounds because fok+trap is a decent aoe already, and Impale is the heavy ST hitter, so i boosted it to the limit (hope they fix the bug).
With this setup i'm nearly beating GR60. And the reason is obvious - i have abysmal gems, and i'm open to opinions options on their setup. I'm pretty much sold on Trapped+Iceblink (it's an incredible offensive/defensive combo with Numbing Traps), i need to understand what would be better for the third one (STricken looks good on paper but with Impale hitting this hard basically we don't get it to stack that high at least in solo and at these levels, the 25% dmg bonus is stringer i assume).
hahaha my bad! I was falling a sleep at my desk >.< I saw it and thought "damn that's a good one" and started to nod off again. I forgot you had an idea that needed the FoK dagger, kinda disappointed I logged off now >.<
Nice to see it's working for you ^.^ I was talking to a guy on the battle.net forums and he's been using Endless Walk + Elusive Ring to pretty good effect, check out his post, you might be able to steal some ideas: http://us.battle.net/d3/en/forum/topic/19892049375#5
hahaha my bad! I was falling a sleep at my desk >.< I saw it and thought "damn that's a good one" and started to nod off again. I forgot you had an idea that needed the FoK dagger, kinda disappointed I logged off now >.<
Nice to see it's working for you ^.^ I was talking to a guy on the battle.net forums and he's been using Endless Walk + Elusive Ring to pretty good effect, check out his post, you might be able to steal some ideas: http://us.battle.net/d3/en/forum/topic/19892049375#5
Hm, definitely lots of stuff to look at - also great tactic combining Endless Walk plus Elusive Ring for more damage and uber toughness. Maybe i'll ditch Wolves and try a Dawn+Vengeance helm cube combo, but that also would mean cubing Zodiac and ditching Wraps as we're not casting generators anymore.
Worth trying for sure, he's got to GR70 so it's working.
EDIT: i don't know how much we can rely on Elusiveness without the Chain of Shadows. However since i would ditch Wolves, i'll have the belt slot free anyway.
My only thing about Endless Walk is I hate being forced to stand still, it just doesn't lend well to the way I like to play. I'm also a bit of a stickler for aesthetics and I hate the way Vengeance makes our char look all crazy and out of control, there's just to much visual stuff going on with it IMO. So I'm reluctant to use them, I think I might trying gaining toughness from other ways and see how far I can take it.
Also, I'm really curious how he is pushing Grift 70 with only impale and no AoE. If we compare the damage modifiers that we have exclusively compared to each other's set ups the numbers look like:
His spec has EW and Vegenace
Endless Walk = 100% Damage = x2
Vengeance = 40% Damage = x1.4
Overall Damage Buff = x2.8
We have F&R as well as Convention of Elements
Focus = 50% = x1.5
Restraint = 50% = x1.5
CoE = 200%/4 = x1.5
Overall Damage Buff=x3.375
Theses are the only differences we have in regards to damage buffs, all other buffs being used are available to both our specs so they can be ignored. So our impales should be dealing more DpS than his, we just have waaaayyyy less toughness. This is also ignoring Sticky Trap and its uptime with CoE. Maybe I missed something? Maybe I'm just dying to much? I'll take the guys word for it, but I'm a bbbit sceptical of his claims. Again, maybe I missed something.
Also, I'm really curious how he is pushing Grift 70 with only impale and no AoE. If we compare the damage modifiers that we have exclusively compared to each other's set ups the numbers look like:
Eh, basically you summed up my doubts.
What i see good: EW + Elusiveness is a great increase in survivability for a tradeoff in damage (we lose a 5th passive from Hellfire, but we keep the 100% bonus). EW is kinda good for tghis spec as DH doesn't have many skills to be cast on the move, so maybe it's actually better.
Also from his posts if you plan to use Vengeance in a decent way, you're giving up a skill slot + 2 cube slots (Dawn+Zodiac) which i would also use (and in fact use with Marauder). This way we would ditch the wolf (doesn't make a good meatshield alone) and Sticky Trap because it would turn out useless without Demon's Demise.
His core build should be like this: http://us.battle.net/d3/en/calculator/demon-hunter#.ZTO!acR!.Y.Z - no generator is an option since EW doesn't require one.
But this way he's also passing over Carity's Wraps, so no 35% reduction from it. Also, requiring the Impale Dagger and Dawn is a must-cube weapon, FoK returns to be the semi crappy aoe skill.
The toughness is amazing - he got to that level because he simply doesn't die due to all buffs stacking. But i think that with just EW and Elusiveness i can reach very similar toughness amounts (200 million is a bit overkill imho) while keeping higher damage.
He may be right on the gems choice. Tough with our build Gogok won't be useful as we won't have CDs apart wolf - with my buil Trapped+Iceblink+Taeguk seems the best way to proceed (until Stricken is more powerful, but i don't think so given the high crits from Impale).
FUN FACT: i'm still runnign with Grevious Wounds hoping for a bug fix. Still when CoE runs into Phisical i see 8billion crits from FoK and 27billion crits from Impale - which would be higher XD
TCK, can you upload some videos of that build if you could, so we can visualize.
I would really like, but connection sucks and it may take like err....a day or so? Really, i have like 0.38Mb of upload bandwidht (fuck yeah 2015).
I will try this evening anyway. I'll think i'll run a GR60 so i can actually push something tougher, but i expect to melt it quite fast.
Tried the lighting build - i am having more or less the same outcome and have less aoe; though Vengeance/Dark Heart is a great survivability tool. Still stays the fact i have pretty crap gems and would like to raise some ofthe and actually try to push higher stuff.
Here's a clumsy GR 68 clear with some good items, and a meh chakram sword mostly unoptimized rolls.
I'm not sure if the gems and cubed armor item are the right choice. I'm not also sure if I should neglect +% sentry damage increase on chest and shoulders or not with that much from the rucksack.
S2/MR4 is more or less the same damage output with a little bit edge from extra offset item(s), but benefit from S4 more than doubles the toughness and makes it possible to push everything further..
Anyway you can see the power of impale/impact on RG..
Quick note
Was able to ditch iceblink gem with new (redesigned) passive Thrill of the Hunt- Enemies hit by your Hatred spenders are slowed by 80% for 2 seconds
(thanks to whoever posted the video on the passive over the weekend). Check that out if you haven't already.
Rollback Post to RevisionRollBack
"My final offer is this: nothing. Not even the fee for the gaming license, which I would appreciate if you would put up personally."
Nice video. Only thing that gripes me is the permastunlock on the Guardian at the end - afaik that shouldn't be possible anymore and i think something's not right between Impact rune and sentries.
However, it's not much a problem. In case it's a bug and it gets fixed, you can equip the bracers and cube Aquila cuirass. With Chakram as generator you shouldn't have issues in keeping the hatred high for triggering the bonus.
Also EW looks an option again, coupled with either CoE for more damage or Elusiveness for a good OHSHIT button in shadow power.
It's my retardedness that I'd left that sentry behind that large column for a long time -a bad habit from using twin chakram too much..
Apparently impale can't pass through obstacles so be more picky while placing sentries
Apparently impale can't pass through obstacles so be more picky while placing sentries
Which is the main gripe for the skill.
I think the synergy between Grim Reaper and S6 is great and actually what Blizzard wants us to do or at least thought was a good strategy. The Impale collision and how the S6 bonus works makes it not viable.
Something on the line of "Impale does 40000% damage to MfD enemies" and giving Overpenetration rune baseline would make things much better. Well, likely this combo would be too much (especially if you count a Calamity) but the idea is to get rid of the collision (Overpenetration rune) and to keep the bonus to 40k on single target.
Something like "Impale does 5000% more damage. If it hits 2 or less targets, it does 40000% damage". I don't think it's broken.
2pc shadow bonus
4pc MR bonus
chakram sword
rucksack
garwulf cloak--> MagefistStrongarm Bracers
in cube:
chakram quiver
T&T-->Wraps of ClarityRoRG
Impale/
chemical burn-->impact & twin chakramGR64 full of Act V monsters/elites and Choker done with little care ,a normal weapon and "meh" optimization
I managed to figure out a way to get really good use out of the dagger. If you get 25% RCR and use a Karlei's dagger that has +15 Impale, after the first impale is cast you can impale a single target infinitely. In situations were there are multiple enemies, the bounces from Ricochet will proc another 15 hatred, so it is possible to get 45 hatred from one throw. Same goes for Overpenetration, any enemies hit by the pierce will return 15 hatred.
I've managed to clear up to Grift 63 with:
http://us.battle.net/d3/en/calculator/demon-hunter#WZTShj!aciR!YY.cZb
-Shadow 6 Piece
-Karlei's dagger
-Lidless Wall
-Ess of Johan
-F&R
-WoC
-Witching Hour
Cube:
Demons Demise
Garwulf
CoE
Not the highest but I'm still trying to find an ancient Dagger and a lidless wall that has lightening and CHC so i can reroll the monks spirit to Discipline, as well as ancient armor. I don't think it's going to take me much higher into the grifts though. the set may need a buff. Maybe if they made the 6 piece: "Impale deals an additional 40,000% weapon damage to the first enemy hit and has an additional 30% chance to proc area damage".
http://us.battle.net/d3/en/profile/TastySouP-1157/career
Ok, definitely going much better with current build - Chakram generator is really good to proc Iceblink due to the pathing.
Also, FoK dagger is insane - using it on CD i've seen 6b crits often. Definitely an option and helps with AoE a lot.
However - it seems confirmed that Impale dagger returns hatred for every enemy hit on its path if you choose the Lightiuning rune - hence it's time for a full Cold build:
http://us.battle.net/d3/en/calculator/demon-hunter#eZTdfj!VciR!Zbc.Zb
I won't use Chakram sword, but FoK and Impale daggers to maximize damage from these skills.
Other "discoveries": the "free vault" belt is awesome, but requires some planning and a vaultless build seems to be viable with Wolf/Garwulf meatshield. Mobility doesn't seem to be an issue duen to the base 30% more running speed.
Ideally, if everything works accordingly to the plan, Impale/penetration should net me enough hatred to keep spamming it indefinitely. Also with 25% RCR i should get basically it free even on single target.
So, again if everything works as expected, i'm trying this to push with this: http://us.battle.net/d3/en/calculator/demon-hunter#ZfTSOj!VciR!bZcccb
F/R won't be anymore an option if i run without a generator, but i can try a CoE/Zodiac combo for more Vengeance/Wolf uptime, or actually equipping Elusiveness ring and try various stuff with the cube.
I also REALLY hope that 6 pieces get to be stronger - using shadows only for a flatdmg increase because other bonuses are not on par with other sets really kills my hopes.
I'll always have Mara6 or UE to run for season, or even Natalya with the two xbows (200% strafe damage) but Shadows is really waht i'm looking for 2.4
Yes, the shadows set has some really nice synergies with Mara. It's fun to test out new stufftrying to discover the "best" combos.
EDIT: i'm kinda sad that we've actually not many options for the offhand of the Shadow set. Chakram quiver is useful only if you want it as generator, then either go for quiver/shield with elemntal damage. Stormshield may be a choice if we want to be super defensive, but imho it's really overkill.
-With full shadow set, it's funny that I was frequently gimped by the crowd, while elites were falling like leaves.
This kind of makes sense that no matter how weak the mob is, you get overrun if you can't spill your damage around.
- I tried lightning element. Used an ancient Fulminator that I'd found + TgV belt; it looks really cool and crazy frying everything like a Sith lord, we still need to figure out the crowd handling issue though. One cannot say "I'm done" with so many options to try, but I ended up with a worse overall performance against the hybrid S2(or S4)+ MR4 with Chakram sword/quiver
- chakram/razor disc + impale/impact + Strongarm Bracers wins against twin chakram+chemical burn. I know everyone has been whining about CC nerfs overboard, but I'm telling you I was able to stunlock the RG and finish it off too fast by the help of the impact rune. A few lousy GR runs and I can see 70+ is very doable with proper items. I'm still running around with unoptimized placeholder gear btw. Lack of crafting items is also a pain in the ass
Ok, i tested the two builds in my post and here's the outcome - stuff i've found.
-F/R and/or CoE are two too big damage increases and my setups were too much oriented on survival. Maintaining at least F/R or CoE is basically required if we want to climb up GR decently.
- Impale daggers actually returns hatred for every enemy hit more than twice - so lightining and cold rune (especially cold) make a way better use of it than the other ones. However the return is still not reliable enough, and the other runes may net some advantage only with RG and only at high levels since first enemy hit usually gets instagibbed by an impale crit even at GR60. Overall, a pretty bad legendary and an Impale-generator build is simply not possible.
- MfD/Grim Reaper: the synergy is awesome. Too bad monsters love t get in the way so most of your implae big crits get eaten by random runnning small mobs and the AoE damage sucks. And sucks bad. It's awesome when you actually manage to hit the rigth one, but it happens too rarely until you swap MfD every time a monster moves.
So when i have seen TastySoup online (i have linked you the greenstonedagger and you diodn't answer me!!! XD) i remebered about the build using Sticky trap. Hence i tried this:
http://us.battle.net/d3/en/calculator/demon-hunter#eZTShf!VciR!ZcccZc
- 6 Shadow
- F/R
- Greenstone Dagger
- Chakram Quiver
- Companion belt
- Wraps of Clarity
- cubed: Demon's Demise, Garwulf, CoE
- gems: lvl 11 Iceblink, lvl 26 Trapped, lvl 1 Pain Enhancer (lol)
FoK with the dagger hits for a lot - definitely worth keeping. Sticky Trap aoe is much much more reliable than MfD and whne CoE goes fire does a nice damage (also procs over itself, thsted on 2 mobs and trap was bouncing form each other every explosion). I cast it only to keep up F/R, as it spread automatically and indefinetly if there's a monster to hit.
I use Chakram/Serpentine to spread slow/Iceblink and proc Numbing traps for the 25% damage debuff. 35% dmg reduction comes from Shadow Power, another 35% from bracers, 19.5% from the 3 wolves.
Impale is used only on Elites/champions for faster nukes, and obviously on RG; i've chosen Grevious Wounds because fok+trap is a decent aoe already, and Impale is the heavy ST hitter, so i boosted it to the limit (hope they fix the bug).
With this setup i'm nearly beating GR60. And the reason is obvious - i have abysmal gems, and i'm open to opinions options on their setup. I'm pretty much sold on Trapped+Iceblink (it's an incredible offensive/defensive combo with Numbing Traps), i need to understand what would be better for the third one (STricken looks good on paper but with Impale hitting this hard basically we don't get it to stack that high at least in solo and at these levels, the 25% dmg bonus is stringer i assume).
Nice to see it's working for you ^.^ I was talking to a guy on the battle.net forums and he's been using Endless Walk + Elusive Ring to pretty good effect, check out his post, you might be able to steal some ideas:
http://us.battle.net/d3/en/forum/topic/19892049375#5
http://us.battle.net/d3/en/profile/TastySouP-1157/career
Hm, definitely lots of stuff to look at - also great tactic combining Endless Walk plus Elusive Ring for more damage and uber toughness. Maybe i'll ditch Wolves and try a Dawn+Vengeance helm cube combo, but that also would mean cubing Zodiac and ditching Wraps as we're not casting generators anymore.
Worth trying for sure, he's got to GR70 so it's working.
EDIT: i don't know how much we can rely on Elusiveness without the Chain of Shadows. However since i would ditch Wolves, i'll have the belt slot free anyway.
My only thing about Endless Walk is I hate being forced to stand still, it just doesn't lend well to the way I like to play. I'm also a bit of a stickler for aesthetics and I hate the way Vengeance makes our char look all crazy and out of control, there's just to much visual stuff going on with it IMO. So I'm reluctant to use them, I think I might trying gaining toughness from other ways and see how far I can take it.
Also, I'm really curious how he is pushing Grift 70 with only impale and no AoE. If we compare the damage modifiers that we have exclusively compared to each other's set ups the numbers look like:
His spec has EW and Vegenace
Endless Walk = 100% Damage = x2
Vengeance = 40% Damage = x1.4
Overall Damage Buff = x2.8
We have F&R as well as Convention of Elements
Focus = 50% = x1.5
Restraint = 50% = x1.5
CoE = 200%/4 = x1.5
Overall Damage Buff=x3.375
Theses are the only differences we have in regards to damage buffs, all other buffs being used are available to both our specs so they can be ignored. So our impales should be dealing more DpS than his, we just have waaaayyyy less toughness. This is also ignoring Sticky Trap and its uptime with CoE. Maybe I missed something? Maybe I'm just dying to much? I'll take the guys word for it, but I'm a bbbit sceptical of his claims. Again, maybe I missed something.
http://us.battle.net/d3/en/profile/TastySouP-1157/career
Eh, basically you summed up my doubts.
What i see good: EW + Elusiveness is a great increase in survivability for a tradeoff in damage (we lose a 5th passive from Hellfire, but we keep the 100% bonus). EW is kinda good for tghis spec as DH doesn't have many skills to be cast on the move, so maybe it's actually better.
Also from his posts if you plan to use Vengeance in a decent way, you're giving up a skill slot + 2 cube slots (Dawn+Zodiac) which i would also use (and in fact use with Marauder). This way we would ditch the wolf (doesn't make a good meatshield alone) and Sticky Trap because it would turn out useless without Demon's Demise.
His core build should be like this: http://us.battle.net/d3/en/calculator/demon-hunter#.ZTO!acR!.Y.Z - no generator is an option since EW doesn't require one.
But this way he's also passing over Carity's Wraps, so no 35% reduction from it. Also, requiring the Impale Dagger and Dawn is a must-cube weapon, FoK returns to be the semi crappy aoe skill.
The toughness is amazing - he got to that level because he simply doesn't die due to all buffs stacking. But i think that with just EW and Elusiveness i can reach very similar toughness amounts (200 million is a bit overkill imho) while keeping higher damage.
He may be right on the gems choice. Tough with our build Gogok won't be useful as we won't have CDs apart wolf - with my buil Trapped+Iceblink+Taeguk seems the best way to proceed (until Stricken is more powerful, but i don't think so given the high crits from Impale).
FUN FACT: i'm still runnign with Grevious Wounds hoping for a bug fix. Still when CoE runs into Phisical i see 8billion crits from FoK and 27billion crits from Impale - which would be higher XD
TCK, can you upload some videos of that build if you could, so we can visualize.
I would really like, but connection sucks and it may take like err....a day or so? Really, i have like 0.38Mb of upload bandwidht (fuck yeah 2015).
I will try this evening anyway. I'll think i'll run a GR60 so i can actually push something tougher, but i expect to melt it quite fast.
Tried the lighting build - i am having more or less the same outcome and have less aoe; though Vengeance/Dark Heart is a great survivability tool. Still stays the fact i have pretty crap gems and would like to raise some ofthe and actually try to push higher stuff.
Here's a clumsy GR 68 clear with some good items, and a meh chakram sword mostly unoptimized rolls.
I'm not sure if the gems and cubed armor item are the right choice. I'm not also sure if I should neglect +% sentry damage increase on chest and shoulders or not with that much from the rucksack.
S2/MR4 is more or less the same damage output with a little bit edge from extra offset item(s), but benefit from S4 more than doubles the toughness and makes it possible to push everything further..
Anyway you can see the power of impale/impact on RG..
Sorry for the video quality and lack of audio.
I'm skimming over the gear at the end part..
https://youtu.be/oJTNpft6M-k
Quick note
Was able to ditch iceblink gem with new (redesigned) passive Thrill of the Hunt- Enemies hit by your Hatred spenders are slowed by 80% for 2 seconds
(thanks to whoever posted the video on the passive over the weekend). Check that out if you haven't already.
"My final offer is this: nothing. Not even the fee for the gaming license, which I would appreciate if you would put up personally."
Last edited by HuckleberryPhlegm: 2 hours from now
Nice video. Only thing that gripes me is the permastunlock on the Guardian at the end - afaik that shouldn't be possible anymore and i think something's not right between Impact rune and sentries.
However, it's not much a problem. In case it's a bug and it gets fixed, you can equip the bracers and cube Aquila cuirass. With Chakram as generator you shouldn't have issues in keeping the hatred high for triggering the bonus.
Also EW looks an option again, coupled with either CoE for more damage or Elusiveness for a good OHSHIT button in shadow power.
It's my retardedness that I'd left that sentry behind that large column for a long time -a bad habit from using twin chakram too much..
Apparently impale can't pass through obstacles so be more picky while placing sentries
I think the synergy between Grim Reaper and S6 is great and actually what Blizzard wants us to do or at least thought was a good strategy. The Impale collision and how the S6 bonus works makes it not viable.
Something on the line of "Impale does 40000% damage to MfD enemies" and giving Overpenetration rune baseline would make things much better. Well, likely this combo would be too much (especially if you count a Calamity) but the idea is to get rid of the collision (Overpenetration rune) and to keep the bonus to 40k on single target.
Something like "Impale does 5000% more damage. If it hits 2 or less targets, it does 40000% damage". I don't think it's broken.
Anyone playing with the sharpshooter (passive)/ envious blade mechanic? Might be interesting in a melee build.
"My final offer is this: nothing. Not even the fee for the gaming license, which I would appreciate if you would put up personally."
Last edited by HuckleberryPhlegm: 2 hours from now