Poll: How many Active Skills from the high tier (levels 24, 25, 27 & 2
YOU CAN ONLY HAVE A TOTAL OF 6 ACTIVE SKILLS ALTOGETHER. Theory craft your ideal build first before voting. Remember, the last 4 Active Skill slots can be unlocked at lvls 6, 12, 18 & 24, and the 3 Passive Skill slots unlocks at lvls 10, 20 & 30
Poll: How many Active Skills from the middle tier (levels 12, 14, 16 &
YOU CAN ONLY HAVE A TOTAL OF 6 ACTIVE SKILLS ALTOGETHER. Theory craft your ideal build first before voting. Remember, the last 4 Active Skill slots can be unlocked at lvls 6, 12, 18 & 24, and the 3 Passive Skill slots unlocks at lvls 10, 20 & 30
Poll: How many Active Skills from the low tier [levels 1(2x), 2, 3, 4,
YOU CAN ONLY HAVE A TOTAL OF 6 ACTIVE SKILLS ALTOGETHER. Theory craft your ideal build first before voting. Remember, the last 4 Active Skill slots can be unlocked at lvls 6, 12, 18 & 24, and the 3 Passive Skill slots unlocks at lvls 10, 20 & 30
8/5/2011 Hello fellow Demon Hunter followers. With many in the Chinese community not following honor , their sworn oath to their signed NDA agreements & not adhering to Blizzard protocols , we were lucky to catch a glimpse of the leaked images they had from Blizzard China for the Demon Hunter skills.
9/5/2011 This post had been edited recently & updated with the newest leaked info by a new site called wowbox.tw/d3. It ceases to amaze me how these people can leak out info & data from Blizzard China without getting caught at all. What's happening to Blizzard's security protocols if they have a snitch working for them. It seems they can't do a darn thing about it since this is the 2nd time valuable info had been leaked.
I just hope, this wont be a reason for us to see prevalent farming issues again in the future, especially in the RMAH for Diablo III, wherein only a select few who plays through Inferno should be able to have those coveted rare items & not everyone can buy duped copies or Chinese farmed items.
Damn Blizz, do something about tightening your security with your Chinese employees.
Though the good thing about this new leaked info is that I was finally able to edit my post & put in the skill descriptions as well as the effects of the runes for each skill.
9/23/2011 This post had been edited to update the recently revamped Demon Hunter Active Skills list.
There are a total of 23 ACTIVE SKILLS & 14 PASSIVE SKILLS.
(Note that skill cool-downs will vary between the assumed 3 skill tier levels I used for classification; The higher the level of the rune used should lessen the CD effect by x seconds or delay the CD from activating for x seconds. Script Formula or SF is Blizzard's different stat computation formulas)
- You can play the B-Roll video or the Skill Sample video to check time stamps & skill sample videos at the end of this post.
Note: Information on this page is based on a level 60 character and rank 7 runestones.
(Low Tier w/c most likely has from 0 to around 20 seconds cool-down)
--> req'd. lvl 1: Impale (Cost: 40 Hatred)
--> was called Ballista during early development; fire a massive shot to impale a target for 325% weapon damage (Script Formula 10).
-- Golden runed as seen on the Skill Sample video. It's the 2nd skill used by the female Demon Hunter. After shooting, leaves a golden-sphere-like residue same as the skill's image above.
- Crimson - Overpenetration - the shot will pierce through all enemies in a straight line for 358% weapon dmg (SF 0).
- Indigo - Impact - shots knock the target back & stun them for 3.5 seconds (SF 6 * 2).
- Obsidian - Liquid Flame - fire an explosive shell that deals an add'l 275% weapon dmg (SF 9) over 2.0 seconds (SF 8).
- Golden - Recoil - every shot releases a shockwave of energy centered on you dealing 120% weapon dmg (SF 12) to all enemies within 10 yards (SF 11).
- Alabaster - Grievous Wounds - critical hits deal an add'l 500% weapon dmg (SF 13).
--> req'd. lvl 2: Caltrops (Cost: 8 Discipline)
--> Lay a trap of caltrops on the ground that activates when an enemy approaches. Once sprung, the caltrops slow the movements of enemies within 12 yards (Script Formula 0) by 65% (Script Formula 6). This trap lasts for 12 seconds (Script Formula 2).
- Crimson - Jagged Spikes - enemies in the area also take 110% weapon damage per second (SF 20).
- Indigo - Hooked Spines - increase the slow amount to 79% (SF 3).
- Obsidian - NYI-Torturous Ground - when the trap is sprung, all enemies in the area are immobilized for 6.0 seconds (SF 24).
- Golden - Carved Stakes - reduce the cost to 4.5 Discipline (SF 7).
- Alabaster - Bait the Trap - become empowered while standing in the area of effect, gaining an add'l 11% chance (SF 28) to critical hit with all attacks.
--> req'd. lvl 2: Hungering Arrow (Generate: 5 Hatred)
--> was called Bone Arrow during early development; fire a magically imbued arrow that seeks out targets for 115% weapon damage (Script Formula 0) and has a 60% chance to pierce (Script Formula 5) through multiple targets.
-- Crimson runed as seen on the B-Roll video at time stamps 5:55 & 6:12.
Observe the Fire arrow seeking, zipping back & forth from one monster unto the next x number of monsters; rune level would be indicative of how many monsters it can hit.
- Crimson - Cinder Arrow - light the arrow on fire, dealing 160% add'l weapon dmg (SF 8) as Fire dmg over 5.0 seconds (SF 13) .
- Indigo - Shatter Shot - if the arrow successfully pierces the 1st target, the arrow splits into 8 arrows (SF 9 + 1).
- Obsidian - Devouring Arrow - each consecutive pierce increases the damage of the arrow by 140% (SF 10).
- Golden - Piercing Arrow - increase the chance for the arrow to pierce 95%(SF 5).
- Alabaster - Spray of Teeth - successful Crit Hits cause a burst of bone to explode from the target dealing 240% weapon dmg (SF 11) to enemies in that area.
--> req'd. lvl 3: Evasive Fire (Generate: 10 Hatred to shoot & an add'l 4 Discipline if you backflip)
--> was called Safety Shot during early development; shoot an arrow dealing 135% weapon damage (Script Formula 9). If an enemy is at close range, the Demon Hunter will backflip away 15 yards (Script Formula 1) after making the shot to give yourself more room to fire.
- Crimson - Shrapnel - fire exploding bullets that deal 60% weapon dmg (SF 20) to all enemies within 8.5 yards (SF 21) of the primary target.
- Indigo - Withering Fire - fire a spread of bullets that hit up to 9 targets (SF 24) dealing 46% weapon dmg (SF 3) each.
- Obsidian - Backup Plan - shoot for 115% of weapon dmg as Poison damage. Whenever a backflip is triggered, the Demon Hunter leaves a Poison bomb behind that explodes for 510% of weapon dmg as Poison in a 18 yard radius (SF 29) after 0.4 seconds (SF 30).
- Golden - Surge - shoot for 115% of weapon dmg (SF 9) as Lightning. Reduces the Discipline cost of the backflip component down to 0 (SF 8).
- Alabaster - Tumble - increase the distance of the backflip to 36 yards (SF 7).
--> req'd. lvl 4: Bola Shot (Generate: 5 Hatred)
--> shoot out an explosive Bola that wraps itself around its target. After 1 second (Script Formula 11), the Bola explodes dealing 110% weapon damage (Script Formula 0) as Fire to the target & an add'l 82% weapon damage (Script Formula 14) as Fire to all other targets within 7 yards (Script Formula 5).
-- Indigo runed as seen on the Skill Sample video. It's the 1st skill used by the female Demon Hunter that fired 3 Acid Bolas (green).
- Crimson - Volatile Explosives - increase the explosion radius to 14 yards (Script Formula 20).
- Indigo - Acid Strike - shoot 9 poison Bolas (SF 24) that deal 25% weapon dmg (SF 9) each. The Bolas no longer explode for area damage to nearby targets.
- Obsidian - Thunder Ball - when the Bola explodes, it deals 110% weapon dmg (SF 0) as Lightning damage and has a 35% chance (SF 28) to stun the target for 3.0 seconds (SF 29).
- Golden - Bitter Pill - after the Bola explodes, you have a 30% chance (SF 31) to gain 8 Discipline (SF 32).
- Alabaster - Imminent Doom - augments the Bola to deal 264% weapon dmg (SF 9) as Arcane to the target and an additional 198% weapon dmg (SF 6) to all other targets within 7 yards (SF 20), but increases the explosion delay to 2.0 seconds (SF 4).
--> req'd. lvl 5: Rapid Fire (Cost: 40 Hatred initially, & add'l 15 Hatred/sec while firing)
--> rapidly fire a stream of arrows at 6 times your normal attack speed dealing 35% weapon damage (Script Formula 0) with every shot.
-- Indigo runed as seen on the B-Roll video at time stamps 2:38, 2:47 & 2:53.
Firing short bursts of blue colored projectiles at high velocity.
-- Crimson runed as seen on the Skill Sample video. It's the 6th skill used by the male Demon Hunter. You'll see him use this skill after he sprouted Tyrael-like dark-purple-angel-wings on his back, then he started to rapid fire red projectiles (Fire dmg).
- Crimson - Bombardment - rapidly fire grenades instead of arrows that do 18% weapon dmg (SF 6) to all enemies within a 10 yard (SF 5) radius.
- Indigo - High Velocity - adds an add'l 70% pierce chance (SF 7) to the projectiles fired.
- Obsidian - Fire Support - while channeling Rapid Fire, launch 7 enemy-seeking missiles (SF 16) every second that deal 50% weapon dmg (SF 17) to each nearby targets.
- Golden - Withering Fire - Reduce initial Hatred cost to 20.
- Alabaster - Web Shot - slows the movement of affected targets by 40% (SF 8) for 5 seconds (SF 9 * 1).
--> req'd. lvl 6: Vault (Cost: 10 Discipline)
--> perform a cartwheel and tumble acrobatically 35 yards (Script Formula 10).
-- Crimson runed as seen on the Skill Sample video. It's the 5th (last) skill used by the female Demon Hunter that left a Trail of Cinders.
- Crimson - Trail of Cinders - Ignite with fire dealing 80% weapon dmg (SF 1) to everything along your path.
- Indigo - Acrobatics - increases your Vault distance to 70 yards (SF 0).
- Obsidian - Covering Fire - as you travel, shoot arrows for 205% weapon dmg (SF 4) at nearby targets.
- Golden - Tumble - after using Vault, your next Vault within 5 seconds (SF 9) has its Discipline cost reduced by 80% value (SF 6).
- Alabaster - Rattling Roll - all enemies within 8 yards (SF 7) of your destination are knocked back & stunned for 4.5 seconds [SF 8 (1)].
--> req'd. lvl 7: Chakram (Cost: 15 Hatred)
--> fire a swirling Chakram (like an oversized shuriken-like projectile moving in a semi-circular like motion), that does 150% weapon damage [Script Formula 0 - (Script Formula 0 + Script Formula 1)] to enemies along its path.
-- Crimson runed as seen on the B-Roll video at time stamp 3:04.
You'll see 2 Chakrams that criss-crossed away.
-- Indigo runed as seen on the Skill Sample video. It's the 3rd skill used by the female Demon Hunter. A lightning Chakram that boomeranged back.
- Crimson - Twin Chakrams - a 2nd Chakram mirrors the 1st. Each Chakram deals 210% weapon damage [SF 2 - (SF 2 + SF 3)].
- Indigo - Boomerang - the Chakram path turns into a loop, dealing 240% weapon dmg as Lightning dmg [SF 4 - (SF 4 + SF 5)] to enemies along the path.
- Obsidian - Serpentine - the Chakram follows a slow curve, dealing 180% weapon dmg as Poison dmg [SF 7 - (SF 7 + SF 8)] to enemies along the path.
- Golden - Razor Disk - the Chakram spirals out from the targeted location dealing 180% weapon dmg as Arcane dmg [SF 10 - (SF 10 + SF 11)] to enemies along the path.
- Alabaster - Shuriken Cloud - surround yourself in spinning Chakrams for 70 seconds (SF 12), dealing 180% weapon dmg [SF 13 - (SF 13 + SF 14)] per second to anybody nearby.
--> req'd. lvl 8: Entangling Shot (Generate: 5 Hatred)
--> release a sticky adhesive that deals 100% weapon damage (Script Formula 5) and entangles up to 2 enemies (Script Formula 14), slowing their movement by 70% (Script Formula 0) for 2.0 seconds (Script Formula 9).
- Crimson - Heavy Burden - increase the movement slow duration to 9 seconds (SF 4).
- Indigo - Chain Gang - hit up to 9 targets (SF 3).
- Obsidian - Electrified Chain - strike with electrical chains that do an add'l 64 dmg (SF 8) over 2 seconds (SF 4).
- Golden - Justice is Served - reduce cost to 12 Hatred (SF 2).???
- Alabaster - Bounty Hunter - gain 22% of the damage dealt (SF 11) as Life (life steal).
--> req'd. lvl 9: Elemental Arrow (Cost: 5 Hatred)
--> was called Molten Arrow during early development; shoot an elemental charged arrow that deals 120% weapon damage (Script Formula 1) as Fire damage to all targets it passes through and leaves a trail of fire dealing fire damage [Script Formula 0 - (Script Formula 0 + Script Formula 1)] per second to enemies who stand it it.
-- Still not clear if Blizzard removed the trail of fire. No Beta player got to try out this skill yet.
-- Indigo runed as seen on the Skill Sample video. It's the 3rd skill used by the male Demon Hunter that fired off a ball of lightning.
- Crimson - Frost Arrow - turns into a frost arrow that explodes out conal damage from the back of the first target hit for 160% of weapon dmg (SF 12).
- Indigo - Ball Lightning - fire a lightning arrow that electrocutes nearby enemies as it passes by for 80% of weapon dmg (SF 26).
- Obsidian - Screaming Skull - grants a 34% chance (SF 5) to shoot a skull that will fear affected enemies for 8-9 seconds [SF 6 - (SF 6 + SF 7)].
- Golden - Nether Tentacles - shoot tentacles that deal 140% weapon dmg (SF 32) and return 24% of dmg dealt (SF 33) as Life for you (life steal).
- Alabaster - Lightning Bolts - fire bolts of lightning that stun enemies for 3.5 seconds (SF 38) when they critically hit.
--> req'd. lvl 11: Grenades (Generate: 10 Hatred)
--> throw out three hand grenades that explode for 75% Fire damage [Script Formula 13 - (Script Formula 13 + Script Formula 14)] each.
- Crimson - Gas Grenades - toss Poison gas grenades that explode for 75% weapon dmg as Poison and leaves a cloud that deals an add'l 40% of weapon dmg per second (SF 6) for 3 seconds (SF 7) to enemies who stand in the area.
- Indigo - Cluster Grenades - throw a large cluster of mini-grenades that deal 35% weapon dmg as Fire dmg [SF 0 - (SF 0 + SF 1)] over an 8 yard radius (SF 4).
- Obsidian - Fire Bomb - throw a single large grenade that deals 161% weapon dmg as Fire dmg [SF 0 - (SF 0 + SF 1)] and knocks enemies back.
- Golden - Tinkerer - increases Hatred generation to 24 Hatred (SF 25 * 2).
- Alabaster - Stun Grenades - hurl grenades that have a 70% chance (SF 9) to stun enemies for 2.5 seconds (SF 10).
(Middle Tier w/c most likely has from 40sec. to 20sec. cool-down)
--> req'd. lvl 12: Shadow Power (Cost: 20 Discipline)
--> draw in the power of the shadows, increasing the attack speed by 50% (Script Formula 1) for a duration of 10 seconds (Script Formula 0).
-- Obsidian runed as seen on the Skill Sample video. It's the 5th skill used by the male Demon Hunter where he sprouted Tyrael-like dark-purple-angel-wings on his back before using the Rapid Fire skill (rapid firing red projectiles).
- Crimson - Night Bane - while active, gain 7 Hatred per second (SF 3).
- Indigo - Shadow Glide - while active, gain 55% increased movement speed (SF 2).
- Obsidian - Gloom - while active, you have 55% increased chance (SF 4) to dodge incoming attacks.
- Golden - Well of Darkness - reduces Discipline cost to 13.
- Alabaster - Blood Moon - while active, gain 45% of all dmg (SF 5) as Life (life steal).
--> req'd. lvl 14: Fan of Knives (Cost: 20 Hatred; Cooldown: 10 sec)
--> throw a 360° spiral fan of knives around you, doing 210% weapon damage [Script Formula 0 - (Script Formula 0 + Script Formula 1)] to all enemies within 10 yards (Script Formula 19) of you. Your knives will also slow the movement of enemies by 65% (Script Formula 20) for a duration of 4 seconds (Script Formula 5).
-- Crimson runed as seen on the Skill Sample video. It's the 1st skill used by the male Demon Hunter that had the Crimson mark on the floor.
- Crimson - Hail of Knives - increase the radius to deal 336% weapon damage [SF 0 - (SF 0 + SF 1)] to all enemies within 18 yards (SF 2).
- Indigo - Assassin's Knives - throw long-range knives that deal 85% weapon dmg (SF 16) to 8 add'l targets (SF 13).
- Obsidian - Fan of Daggers - imbue your knives with a 20% chance (SF 10) to stun enemies for 3.5 seconds (SF 11).
- Golden - Crippling Razors - increase the slow amount to 79% (SF 6) for 4.0 seconds (SF 5).
- Alabaster - Backlash - instead of throwing the knives immediately, the knives will release automatically dealing 336% weapon dmg [SF 0 - (SF 0 + SF 1)] to all enemies if you are struck in the next 20 seconds (SF 15).
--> req'd. lvl 15: Companion (Cost: 10 Discipline)
--> like I surmised from the skill's image above when 1st leaked; summon a raven companion. Your raven companion will periodically peck at enemies for 21-28 damage [Script Formula 18 - (Script Formula 18 + Script Formula 19)].
-- Ideally would be use to divert monsters attention while attacking at a safe distance.
- Crimson - Spider Companion - summons a spider instead of a raven. The spider's attacks also slows the movement of the targets by 50% (SF 12) for 9-11 seconds [SF 8 - (SF 8 + SF 13)].
- Indigo - Boar Companion - summons a boar instead of a raven. The boar strikes multiple enemies with every swing for 43-75 dmg [SF 20 - (SF 20 + SF 21)].
- Obsidian - Wolf Companion - summon a powerful but temporary wolf ally rather than a long-term raven companion. The wolf will fight with you for 55 seconds (SF 9) and attack enemies for 50-82 dmg [SF 22 - (SF 22 + SF 23)].
- Golden - Bat Companion - summons a bat instead of a raven. The bat grants you 4 Hatred per second (SF 10).
- Alabaster - Ferret Companion - summons ferrets instead of a raven. The ferrets collect gold for you & increase gold found on monsters by 40% (SF 11).
--> req'd. lvl 16: Spike Trap (Generate: 10 Hatred)
--> was called Barrier then Shock Spike during early development; lay a trap that arms after 1.2 seconds (Script Formula 20) and triggers when an enemy approaches. The trap spin & generate sawblades between them that does 150% weapon damage [Script Formula 17 - (Script Formula 17 + Script Formula 18)] to all enemies within 8 yards (Script Formula 6)for a duration of x seconds (Script Formula 8).
You can have a maximum of 3 Spike Traps (Script Formula 19) active at one time.
-- This skill was used in previous 2010 BlizzCon video where the Demon Hunter was able to lay up to 2 traps; the number of traps the Demon Hunter can use will increase accordingly to the rune level used on the skill).
-- Ideal to use in doorways, narrow hallways or bridges, dealing damage on monsters & lessening their HP considerably for the easy kill.
- Crimson - Long Fuse - increases the arming time to 1.9 seconds (SF 3) but increases the dmg to 390% [SF 0 - (SF 0 + SF 1)] weapon dmg.
- Indigo - Bandolier - increase the maximum number of traps that can be out simultaneously to 10 (SF 2).
- Obsidian - Sticky Trap - plant an explosive on an enemy target rather than on the ground. If the target dies within 30 seconds (SF 4), the trap explodes dealing 270% weapon dmg [SF 0 - (SF 0 + SF 1)] to all enemies within 8 yards (SF 6).
- Golden - Scatter - a single cast of Spike Trap lays all 3 traps at once creating a dark vortex and increases the dmg of the traps to 270% weapon dmg [SF 0 - (SF 0 + SF 1)].
- Alabaster - Lightning Rod - when the trap is triggered, rather than exploding, it releases a pulse of Lightning (Chain Lightning) that will bounce to up to 10 enemies (SF 25) for 150% weapon dmg as Lightning dmg [SF 17 - (SF17 + SF 18)].
--> req'd. lvl 17: Multishot (Cost: 30 Hatred)
--> fire a single arrow that splits into a massive volley of arrows dealing 150% weapon damage (either Script Formula 12 or Script Formula 0) to all enemies in the area.
-- Indigo runed as seen on the Skill Sample video. It's the 2nd skill used by the male Demon Hunter where you'll see the sphere-like image generating the shock pulse after his burst fire (notice the smoke effect of the shock wave on the ground).
- Crimson - Full Broadside - increases the dmg done to 330% weapon dmg (SF 0).
- Indigo - Burst Fire - everytime you fire, generate a shock pulse that damages all nearby enemies for 110% weapon dmg (SF 1).
- Obsidian - Arsenal - every use also fires 10 enemy-seeking missiles (SF 3) at nearby enemies that deals 150% weapon dmg (SF 6) each.
- Golden - Fire at Will - cost reduced to 16 Hatred (SF 14).
- Alabaster - Supression Fire - every enemy hit grants 1 Discipline (SF 9). Each volley can gain up to 9 Discipline (SF 10) in this way.
--> req'd. lvl 18: Smoke Screen (Cost: 15 Discipline)
--> vanish behind a wall of smoke, becoming momentarily invisible for 2 seconds (Script Formula 14).
- Crimson - Choking Gas - leave behind a cloud of gas that deals 92 physical dmg (SF 5) per second to enemies in the area for a duration of 5.0 seconds (SF 4).
- Indigo - Lingering Fog - increase the duration of the effect to 4.0 seconds (SF 0 * 2).
- Obsidian - Breathe Deep - while invisible you also gain 45 Hatred per second (SF 10).
- Golden - Special Recipe - reduce the skill cost to 11 Discipline (SF 2).
- Alabaster - Displacement - gain 55% movement speed (SF 12) when activated.
--> req'd. lvl 19: Strafe (Cost: 2 Hatred per second)
--> shoot at 200% of your normal attack speed (Script Formula 0) at random nearby enemies while moving at 65% of normal movement speed (Script Formula 7). Every shot deals 50% of weapon damage (Script Formula 9).
-- Crimson runed as seen on the Skill Sample video. It's the 4th skill used by the male Demon Hunter where you'll see the shoot out bouncy grenades in a circular motion.
- Crimson - Demolition - throw out bouncy grenades rather than arrows that explode for 60% weapon dmg (SF 9 * SF 26) to targets within 9 yards (SF 25).
- Indigo - Equilibrium - increase your attack speed to 3 of your normal attack speed.
- Obsidian - Rocket Storm - in addition to regular firing, fire off enemy-seeking missiles that hit for 120% of weapon dmg (SF 31).
- Golden - Drifting Shadow - movement speed increased to 103% of normal running speed (SF 8) while strafing.
- Alabaster - Stinging Steel - throw out knives rather than arrows that do an extra 400% more weapon dmg (SF 17) on successful critical hits.
--> req'd. lvl 21: Sentry (Cost: 10 Discipline)
--> drop a turret on the ground. The turret begins firing at nearby enemies for 40% of weapon damage (Script Formula 2). Last for a duration of 20 seconds (Script Formula 0).
-- Ideally would be great to place on corners and blind spots or use to distract monsters' attention.
- Crimson - Chain of Torment - create a tether between you and the sentry that does 240% weapon dmg (SF 6) every second to every enemy it touches.
- Indigo - Vigilant Watcher - increases the duration of the turret to 48 seconds (SF 0).
- Obsidian - Spitfire Turret - the turret will also fire enemy-seeking missiles every 1.5 seconds (SF 12) aimed at random nearby targets for 240% weapon dmg (SF 16).
- Golden - Aid Station - heals nearby allies for 8% of their maximum Life (SF 11) per second.
- Alabaster - Guardian Turret - the turret also creates a shield that reduces damage taken by allies by 32% (SF 10).
(High Tier w/c most likely has from 2 minutes to 40sec. cool-down)
--> req'd. lvl 23: Marked for Death (Cost: 6 Discipline)
--> marks an enemy. The marked enemy will take 20% additional damage (Script Formula 1) for the next 30 seconds (Scipt Formula 0).
-- Was used in the B-Roll video at time stamps 6:07 & 6:15.
When used, you will hear a loud boom before you'll see an orange mark, same with the skill's image above the target's head.
- Crimson - Grim Reaper - an add'l 40% of dmg (SF 2) done to the target is also divided among all enemies within 20 yards (SF 3).
- Indigo - Contagion - when the target is killed, the ability spreads to 8 other nearby targets (SF 6). This effect can chain repeatedly.
- Obsidian - Valley of Death - mark an area on the ground 15 yards wide (SF 7) for 22 seconds (SF 9). Enemies in the area take 20% add'l dmg (SF 1).
- Golden - Mortal Enemy - attacks by the Demon Hunter against the Marked target have a 40% chance (SF 13) to generate 35 Hatred (SF 11). This effect cannot occur more than once every 1 second (SF 12).
- Alabaster - Death Toll - 10% of damage done (SF 14) to the marked target heals the attacker (life steal).
--> req'd. lvl 25: Preparation (Discipline with a 2 minute cooldown)
--> instantly restore all Discipline.
- Crimson - Punishment - removes cooldown. Skill now costs 19 Discipline to cast but restores all Hatred instead of all Discipline.
- Indigo - Invigoration - when activated, increases your maximum Discipline by 18 (SF 1) for 120 seconds (SF 2).
- Obsidian - Focused Mind - instead of replenishing Discipline immediately, you will gain 60 Discipline (SF 4) over 30 seconds (SF 5).
- Golden - Battle Scars - also restores 55% of your Life (SF 6) when used.
- Alabaster - Backup Plan - grants a 55% chance (SF 7) that the cooldown will not be triggered when used.
--> req'd. lvl 27: Cluster Arrow (Cost: 60 Hatred)
--> fire a cluster grenade that explodes on impact 160% weapon damage (Script Formula 0) into a series of additional miniature bombs that explode for 80% weapon damage (Script Formula 5) each.
-- Most likely, the higher the rune level, the more smaller bombs will be released.
-- Cluster Arrow Rune Effects Video--> I'll be using Indigo rune on this skill so that enemy-seeking missiles would be released after impact instead of the normal smaller bombs.
- Crimson - Loaded for Bear - increases the dmg of the explosion at the impact location to 352% (SF 0).
- Indigo - Shooting Stars - instead of releasing grenades, shoots up to 9 enemy-seeking missiles (SF 9) at nearby enemies dealing 220% weapon dmg (SF 19) each.
- Obsidian - Cluster Bombs - launch the cluster through the air, dropping a series of bombs in a straight line that explode for 110% weapon damage (SF 8) each.
- Golden - Maelstrom - instead of releasing grenades, the cluster releases Shadow energy that deals 220% weapon dmg (SF 19) to nearby enemies. You will gain 51% of the damage done (SF 18) as Life (life steal).
- Alabaster - Dazzling Arrow - enemies hit by grenades have a 35% chance (SF 12) to be stunned for 2.5 seconds (SF 13).
--> req'd. lvl 29: Rain of Vengeance (Cost: 40 Hatred; Cooldown: 30 sec)
--> fire a single arrow skyward that splits into a massive volley of arrows falling around you. Waves of arrows (Script Formula 9) fall from the sky for 5 seconds (Script Formula 6) strike multiple targets dealing an average of 49% weapon damage [(Script Formula 10 * Script Formula 10) / Script Formula 5] per second.
-- Golden runed as seen on the Skill Sample video. It's the 4th skill used by the female Demon Hunter where you'll see the Shadow Beasts plummet in front of her dealing damage.
- Crimson - Beastly Bombs - summon 20 Shadow Beasts (SF 23) to drop bombs on nearby enemies, dealing 154% weapon dmg (SF 26) each.
- Indigo - Dark Cloud - launch a massive volley of guided arrows that rain down on enemies for the next 12 seconds (SF 16) for 56% weapon dmg (SF 0).
- Obsidian - Anathema - summon a Shadow Beast that drops grenades from the sky for a duration of 20 seconds (SF 30) dealing 14% weapon dmg (SF 0).
- Golden - Flying Strike - a group of 12 Shadow Beasts (SF 14) plummet from the sky at a targeted location dealing 126% weapon dmg (SF 12) and stunning enemies for 2.0 seconds (SF 37).
- Alabaster - Stampede - summon a wave of 14 Shadow Beasts (SF 15) to tear across the ground, knocking back enemies & dealing 126% weapon dmg (SF ?).
Passive Skills
(Choices to pick from when you reach level 10)
--> req'd. lvl 10: Brooding
--> As long as you have not taken damage in the last 5 seconds you gain 2% of your maximum health per second.
--> req'd. lvl 10: Thrill of the Hunt
--> Every 10 seconds your next normal attack will immobilize your target for 3 seconds.
--> req'd. lvl 12: Vengeance
--> Gain 10 Hatred and 1 Discipline, whenever you are healed by a health globe.
--> req'd. lvl 13: Steady Aim
--> As long as there are no enemies within 10 yards, all damage is increased by 10%.
--> req'd. lvl 15: Cull the Weak
--> Damage against slowed enemies increased by 20%.
Ideal to use in combination with:
-- lvl _1: Caltrops
-- lvl _2: Entangling Shot
-- lvl _4: Fan of Knives
-- lvl 16: Companion (Crimson runed)
-- lvl 24: Rapid Fire (Alabaster runed)
--> req'd. lvl 17: Fundamentals
--> Increases the damage of your basic attacks by 100%. Your basic attacks restore 15 Hatred. (Ideal to use when you're using a rare or legendary weapon with high base damage).
--> req'd. lvl 19: Hot Pursuit
--> Whenever you are at full Hatred, movement speed is increased by 10%. (You'll need the extra boost in speed when you run circles around the Act bosses).
(Additional choices to pick from when you reach level 20)
--> req'd. lvl 20: Archery
--> Gain bonuses based on weapon held:
-- Bow: +10% increased dmg.
-- Crossbow: +100% critical dmg.
-- Hand Xbows: +5% chance to Crit Hit.
--> req'd. lvl 22: Perfectionist
--> Reduces the Discipline cost of all skills by 20%. Discipline is used to fuel many of your tactical and defensive skills.
--> req'd. lvl 24: Custom Engineering
--> The duration of your Caltrops, Marked for Death, Spike Trap and Sentry abilities are increased by 100%.
--> req'd. lvl 26: Grenadier
--> Reduces the Hatred cost of your Grenades and Cluster Arrow abilities by 15. Upon death, you drop a giant grenade that explodes for 213-320 Fire dmg.
--> req'd. lvl 28: Sharpshooter
--> Gain 3% chance to Crit Hit every second. This bonus is reset 1 second after you successfully critical hit.
(Additional choice to pick when you reach level 30)
--> req'd. lvl 30: Ballistics
--> Damage from rockets increased by 100%. Rockets are fired from certain socketed skill effects.
Rocket is synonymous to missile (fire enemy-seeking missiles):
-- lvl 21: Multishot (Obsidian runed)
-- lvl 22: Sentry (Obsidian runed)
-- lvl 23: Cluster Arrow (Indigo runed)
-- lvl 24: Rapid Fire (Obsidian runed)
-- lvl 27: Strafe (Obsidian runed)
On a side note:
"In theory, we want the demon hunter to have some highly regenerative, more accessible hatred abilities that he always has up and can use to zip around and keep the pace [of combat] up," Bender revealed. "But then the discipline side tends to be a more precious resource that you have to manage a lot more carefully. You really pick and choose when you want to use your discipline abilities because they make a big difference in how you escape, how you set up an attack… things like that."
When the first leaked images came out, I tried making an ideal build recipe that I would like to try out for my Demon Hunter when the game comes out.
With only 6 active skill to choose, I've just edited my ideal theory-crafted build for achieving the maximum potential with rockets & crits, all with level 7 runes in it.
My ideal Demon Hunter build's Active Skills have 3 Hatred-type skills & 3 Discipline-type skills (achievable at lvl 27; meantime before completing this combination would be a trial & error process using other skills):
--> lvl _2: Entangling Shot (Obsidian runed for add'l lightning dmg) - H
-alternative #1: Caltrops (Alabaster runed for add'l % chance crit hit) - D
--> lvl _6: Vault (Alabaster runed for stun effect) - D
- alternative #2: Evasive Fire (Golden runed for add'l lightning dmg) - H+D
--> lvl 11: Impale (Indigo runed for stun effect) - H
- alternative #3: Elemental Arrow (Alabaster runed for stun effect on crit hits) - H
--> lvl 16. Companion (Golden runed for Hatred regen) - D
- alternative #4: Shadow Power (Crimson runed for Hatred regen) - D
--> lvl 27: Strafe (Alabaster runed for add'l physical dmg on crit hits) - H
- alternative #5: Strafe (Obsidian runed for add'l dmg from enemy-seeking missiles)
--> lvl 29: Rain of Vengeance (Golden runed for stun effect) - H
- alternative #6: Rapid Fire (Obsidian runed for add'l dmg from enemy-seeking missiles) - H
My Demon Hunter build for Passive Skills is focused on OFFENCE for dealing Critical strike & Maximum damage (achievable at lvl 30 since that's when the last Passive Skill slot opens up; it takes around level 30-35 before starting Act I of Nightmare):
--> 1. Archery (+5% chance to Crit Hit using Hand Xbows)
--> 2. Cull the Weak (+20% dmg to slowed enemies)
- alternative #2: Custom Engineering (duration of Caltrops is +100%)
--> 3. Sharpshooter (+3% chance to Crit Hit every second)
- alternative #3: Ballistics (dmg by rockets/missiles +100%)
--> Alternative for Boss fights:
#1: Archery (+5% chance to Crit Hit using Hand Xbows)
#2: Fundamentals (basic dmg +100%. basic attack restore 15 Hatred)
#3: Sharpshooter (+3% chance to Crit Hit every second)
Please check out the skills first then make your ideal build before voting on the Poll.
You can only vote to have a total of 6 Active Skills altogether.
Don't be a smart ass retard like DrFr3sh who voted all choices for all 3 skill tiers.
I hope some of you would be imaginative enough & theory-craft your own ideal build which you think would be suitable for your type of game play, may it be more on defense or attack.
Share it with us (give a little description of what & why you want it for).
Post it on this thread so that other aspiring Demon Hunter users (especially the noobs) will have an idea of how or where to start.
I hope we'll get more people to join our community as primary die-hard Demon Hunter users, first & foremost.
:Thumbs Up: :Thumbs Up:
Poll and "x values" aside, I think a little guesswork or dreaming up what you might want can make for some legitimate excitement and pass the time, perhaps keep interest high.
I think I would go:
1.)Entangling Shot
2.)Bola Shot
3.)Vault
4.)Spike Trap (or some sort of trap)
5.)Multishot or something similar
6.)Rapid Fire
Passive:
1.)Weakspot (or Resourcefulness)
2.)Back to Basics
3.)Killing Spree
Not too much different from yours, and of course this may change with new information and will have to weather play testing, but this is half the fun of speculation.
With the newest leaked info about the Demon Hunter's complete skill list & rune effects by a new site called wowbox.tw/d3, I was able to edit & update my previous Demon Hunter PvE build which I would be using when I first play the game through Hell.
I also dont really like these builds, of course I can't say they're bad, since I didn't play the game yet, but I already crafted my rocked DH and its really diferent:
for rocket damage I'll only take Multyshot, Cluster arrow and Rapid fire, but Strafe is an alternative. The latter two are sustained, so you cant really use both of them at the same time, and I think 2 sustained will draw your hatred pretty fast. (I know, you have archery, but I will not use it) Since I dont want to run out of hatred any time (because this build uses absolutely no auto atack), I'd also add Preparation, with the rune, that fills my hatred at the cost of discipline (with no CD!), so I can replenish that. Then, of course, you need Vault for movement, and multy-target Entangling Shot for cc.
I also pick another passive. Instead of Archery (since that problem is solved by Preparation), I picked Years of training, so any time I Vault or replenish my hatred by Preparation, I get even more damage. But the other two- Resourcefulness and Ballistics remain like in your build.
Oh and one more thing: according to Doomscreams list: http://www.diablofans.com/topic/27996-datamined-runestone-effects/ Hungering arrow isnt a missle, its just a magical homing arrow, while Ballistics only affect rockets. Put Vault there, I'm pretty sure every DH build will need it.
back to basics seems like it has to only apply to auto-attacks (basic attacks, whatever). Otherwise it seems like it would be must-pick, which is bad design.
With that in mind (that B2B only applies to basic attacks), I probably won't use that in any build unless specific abilities benefit from the increased damage (which would seem way, way, way too OP)
Instead, let's try a mass murder build:
Actives:
Marked for Death - Obsidian - Valley of Death - mark an area on the ground x yards wide (SF 7) for a duration of x seconds (SF 9). Enemies in the area take x% add'l dmg (SF 1).
Hungering Arrow - Indigo - Shatter Shot - if the arrow successfully pierces the 1st target, the arrow splits into x number (SF 9 + 1) of additional arrows.
Evasive Fire - Obsidian - Backup Plan - whenever a backflip is triggered, the Demon Hunter leaves a poison bomb behind that explodes dealing x% weapon dmg as poison in a radius of x yards (SF 29) for the duration of x seconds (SF 30).
Shadow Power - Crimson - Night Bane - while active, gain Hatred per second (SF 3).
Multishot - Crimson - Full Broadside - increases the dmg done to x % weapon (SF 0).
Rain of Arrows - Several possibilities, Indigo - Dark Cloud is in the lead at the moment. I'm wondering if all the shadow beast descriptions are correct because they sound VERY similar.
Passives:
Killing Spree - When an enemy is killed by the Demon Hunter, the next attack dealt within the next 5 seconds has 30% increased critical strike chance (Ideal to use when fighting large group of monsters).
and assuming that I can keep these effects on with shadow power and/or marked for death:
Resourcefulness - When Discipline is under 20%, the regeneration of Hatred is increased by 30% (The Hatred resource regenerates faster than that of Discipline).
Years of Training - When a Discipline-type skill is used, damage dealt by the Demon Hunter is increased by 10% for 10 seconds. Can stack up to three times.
If not then replace one or more with:
Archery - Reduces the cost of Hatred-type skills by 50% (Allows you to use your Hatred-type skill for half the price).
Or one of the the good (but possibly boring) Weak Spot, Aggression, and/or Superior Skill. (with preference in that order)
Oh and one more thing: according to Doomscreams list: http://www.diablofans.com/topic/27996-datamined-runestone-effects/ Hungering arrow isnt a missle, its just a magical homing arrow, while Ballistics only affect rockets. Put Vault there, I'm pretty sure every DH build will need it.
I know that, but there are no more skills available with the rocket/missile effect, so I used two alternatives with the heat-seeking/guided property, which led me to put in an Indigo runed Hungering Arrow & an Indigo runed Rain of Arrows with the build, but of course, I'm just giving noobs some idea on builds they could try, which they might enjoy since we know, not everyone will play the game past Nightmare.
I know, some guys would like to be cool with their friends especially if their Demon Hunter is a lightning specialist... or something else.
If they do try to play it past Nightmare, or through Hell, and they find out that their build is not that effective or not that strong enough, they could always change some of the skills they like & retain the skills they know are powerful enough.
Depending on the situation, Evasive Fire may be a better option then vault.
The main reason why I wouldn't use it, because it's mainly hatred based, and secondly discipline. I also think you can position yourself better.
V. N. : Yeah, I re read the name of the build - "Homing Projectile" not Rocket.
(D) Vault - Obsidian Rune - As you travel, shoot arrows at nearby targets.
(D) Sentry - Obsidian Rune - The turret will also fire homing missiles.
(H) Rapid Fire - Obsidian Rune - While channeling Rapid Fire launch homing missiles.
(H) Cluster Arrow - Indigo Rune - Instead of releasing grenades, shoots rockets at nearby enemies.
(H) Hungering Arrow - Indigo Rune - If the arrow successfully pierces the first target, the arrow splits.
(H) Fan of Knives - Crimson Rune - Increases the radius.
Passives
Archery - Reduces the cost of Hatred-type skills.
Focused Discipline - Reduces the cost of Discipline-type skills.
Ballistics - Increases damage dealt by rockets/missiles.
I've watched the Barbarian & Monk played by Orbitzun4 while Nomsayin likes playing the Wizard over & over again. Last night, I've seen the Demon Hunter in action used by Lywrekz.
I also saw a party of 3 play the game the other day & Orbitzun was using a Barbarian. A Wizard & a Demon Hunter was in party with him. It seems to me that the Barbarian using Leap & the Hammer of the Ancients, and the Wizard using Electrocute over powers the Demon Hunter, so they are faster when it comes to killing more enemies.
What's your idea on this? Do you think the Hungering Arrow would be able to compensate in terms of speed?
It likely depends on whether or not you have a door. I know in d1 d2 I extensively used doorways. (and bars.. I'd start killing the dudes in back, making them run the long way around.) In d3, most of the videos I have seen has no line-up shots, just mob groups.
I'll likely choose 3 different builds right now. One for bosses, one for trash killing and a mix for emergencies. (well, if I can hotbar or macro the changes... ^_^)
I'm also questioning the sentry aid station ability. That might be very OP in larger dungeons or super-bad-omg-this-rules-giant-mob-rush that will eventually show up for any d3 gamer, with the pots being more limited.
Hi there, this is my first post and im gonna put out my build ive been thinking about.
Im quite sure there are some similar ones but i think this will work out great.
Here goes:
Actives:
--> Entangling shot - Indigo - Chain Gang
--> Vault for escape and kiting ability. - No idea what gem to use, suggestions would be awesome.
--> Marked for death - Obsidian - Valley of Death
-- will also help me to deal with bosses.
--> Companion - Golden - Bat Companion
-- i will be able to reg fairly quick.
--> Multishot - Golden - Let'em Have It
-- will also grant me reduce cost on Hatred.
--> Rapid fire - Alabaster - Web Shot
-- i will be able to slow my targets and once again put the Cull the Weak ability to good use.
Passives:
Archery (Bonus w/ 2H Xbows; Weak spot) - Increases critical strike damage by 100%.
Cull the Weak (Opportunity) - Increases damage dealt to slowed targets by 20%.
??? --> Killing Spree - When an enemy is killed by the Demon Hunter, the next attack dealt within the next 5 seconds has 30% increased critical strike chance.
Why i did choose this:
I guess i could´ve play around a little more with my build, but i want to be on the safe side.
I think this build allows me to do some great damage in Hell and even Inferno. The build contains add to damage, escape abilities, AOE based attacks and also slowing potential. I will be able to slow big groups and with the add of the passive attack Cull the Weak (Opportunity) and Marked for Death i will be able to deal out great damage to big groups.
That´s it. Feel free to help me out on what i can change to make it a more solid build, i appreciate all help.
Peace
First of all, welcome to Diablofans. Hope you like it here.
Anyway, for the Marked for Death skill, the Obsidian rune you chose marks an area on the ground. But what if you're fighting against Bosses & mini-bosses, what happens if they don't want to stay in the same area? Do you use yourself as bait so that you can hit them while they are in that marked area? Besides, the additional damage only adds up to 20% + 20% = 40% total effective in an area of 15yards only.
--> I would suggest you use Crimson rune instead, so that your additional damage will add up to 20% + 40% = 60% to the target plus an 40% of the damage done to the target is also divided among all enemies within an area of 20yards.
--> or I would suggest you use Indigo rune for Contagion. Like in the boss fight with King Leoric, mark a skeleton, when you kill it, the mark ability spreads to 8 other nearby targets, & the effect can chain repeatedly. So everytime you kill a marked summoned skeleton by King Leoric, it renews the mark King Leoric if ever he is near your demised target. Strike at him a couple of times then resume killing one of the marked skeleton again to re-spread the marked effect. Thus, you wont have to repeatedly shoot the Marked for Death skill & you save on your Discipline resource.
As for the Vault skill, you can choose Crimson rune or Obsidian rune for inflicting damage while retreating.
--> Crimson runed will leave a trail of fire dealing 80% weapon dmg to everything that crosses your path as seen on the Skill Sample video. It's the 5th (last) skill used by the female Demon Hunter that left a Trail of Cinders.
--> Similar to Evasive Fire wherein you're shooting while retreating, socket an Obsidian rune for Covering Fire, where as you cartwheel away, you shoot arrows for 205% weapon dmg at nearby targets.
--> If you need space & time to set-up your Marked for Death skill, then you can use an Alabaster rune so that all enemies within 8yards of your destination are knocked back and stunned for 4.5 seconds thus giving you that nick of time you need to cast a skill for that enhanced damage.
You make some good points,and i this change my build a little.
It But im still sticking with the Entangling shot indigo but i did change my marked for death to indigo so it allows me kinda chain mark them.
I made some small adjustments and i wanted to make good use of ballistics wich also is another passive i didnt want to use from the start. Well, the builds looks like this now and i might change it, im not a big fan of strafe but i dont know what to use otherwise. Im a fan of hungering arrow, but don´t know what to socket in it.
From my baker's dozen build, I want to stick to only one that I will use on my first character. I will stick to it till I get through Nightmare, maybe even up to Hell. Depends if I find something missing with the overall performance.
You're a fan of Hungering Arrow & want to maximize its potential? Well, in combination with your Indigo runed Marked for Death that spreads the mark to 8 other nearby targets for every successful kill, then you have to socket an Indigo rune on your Hungering Arrow so that if the arrow successfully pierces the first target, the arrow splits into 8 arrows, which is an even match with the 8 marked nearby targets.
Indigo Marked for Death = 8 contagious marks --> Indigo Hungering Arrow = splits into 8 arrows
Since Blizzard limited the customization to only 6 Active skills, I'm having a difficult time creating the best ideal PvE build for my Demon Hunter, though if you would check the 12 other builds that I made, you will get some general idea on damage & defense skills.
Although, if you plan to play till you get to lvl 60 & go through Inferno for a chance to get the coveted lvl 7th rune you need for your skill, then I would suggest you keep in mind:
5 Active skills that deals maximum rocket damage:
#1. lvl 22: Sentry (Obsidian runed for up to 26-27 enemy-seeking missiles within 20sec*2=40sec for 240%*2=480% dmg ea) -- 10D-20% = 8D(passive Perfectionist)
--> 26-27 rockets that deal up to 480% dmg each for a duration of 40 seconds(passive effect).
#2. lvl 23: Cluster Arrow (Indigo runed for up to 9 enemy-seeking missiles every shot for 220%*2=440% dmg ea) -- 35H-15 = 20H(passive Grenadier)
--> 9 rockets that deal up to 440% dmg each for only 20 Hatred every shot.
#3. lvl 21: Multishot (Obsidian runed for up to 10 enemy-seeking missiles every use for 150%*2=300% dmg ea) -- 30H
--> 10 rockets that deal up to 300% dmg each for 30 Hatred every shot.
#4. lvl 27: Strafe (Obsidian runed for 1:1 rocket is to arrow ratio for 120%*2=240% dmg ea) -- 20H/sec
--> 1 rocket for every arrow shot that deal up to 240% dmg each for 20 Hatred every second.
#5. lvl 24: Rapid Fire (Obsidian runed for up to 7 enemy-seeking missiles per second for 50%*2=100% dmg ea) -- 20H/sec
--> 7 rockets every second that deal up to 100% dmg each for 20 Hatred every second.
and the 2 Passives that always comes along with it:
#1. Ballistics (rocket dmg +100%) #2. Custom Engineering (duration of Sentry increased by 100%)
Since these rocket skills provide huge damage, I'm wondering now if more people will opt to use a Rocket DH build for their first play and go rockets away???
Yeah thats true, hungering arrow and marked for death should work great together.
Im also interested in your Rocket build, sounds great. I guess il just have to experiment my way through.
Should be lot´s of fun. Thanks for the help
You're welcome. I really think that the Rocket DH build would be the most OP of all. Took me hours completing my baker's dozen builds, so hopefully it helps noobs lurking out there, gathering info.
Hopefully the Rocket DH build would be able to match the Barb & the Wiz, in terms of being able to kill as fast as the other characters can.
I am especially bothered by the Wizard's skill Disintegrate which uses little mana & looks to OP to me in the F&F Beta stream of Bigfang on TwitchTV. That skill kills so fast because of the continues hit it does from it's ever unbroken beam.
9/5/2011 This post had been edited recently & updated with the newest leaked info by a new site called wowbox.tw/d3. It ceases to amaze me how these people can leak out info & data from Blizzard China without getting caught at all. What's happening to Blizzard's security protocols if they have a snitch working for them. It seems they can't do a darn thing about it since this is the 2nd time valuable info had been leaked.
I just hope, this wont be a reason for us to see prevalent farming issues again in the future, especially in the RMAH for Diablo III, wherein only a select few who plays through Inferno should be able to have those coveted rare items & not everyone can buy duped copies or Chinese farmed items.
Damn Blizz, do something about tightening your security with your Chinese employees.
Though the good thing about this new leaked info is that I was finally able to edit my post & put in the skill descriptions as well as the effects of the runes for each skill.
9/23/2011 This post had been edited to update the recently revamped Demon Hunter Active Skills list.
There are a total of 23 ACTIVE SKILLS & 14 PASSIVE SKILLS.
(Note that skill cool-downs will vary between the assumed 3 skill tier levels I used for classification; The higher the level of the rune used should lessen the CD effect by x seconds or delay the CD from activating for x seconds.
Script Formula or SF is Blizzard's different stat computation formulas)
- You can play the B-Roll video or the Skill Sample video to check time stamps & skill sample videos at the end of this post.
Note: Information on this page is based on a level 60 character and rank 7 runestones.
Here is the link for the Demon Hunter Skill Calculator
Active Skills:
(Low Tier w/c most likely has from 0 to around 20 seconds cool-down)
--> req'd. lvl 1: Impale (Cost: 40 Hatred)
--> was called Ballista during early development; fire a massive shot to impale a target for 325% weapon damage (Script Formula 10).
-- Golden runed as seen on the Skill Sample video. It's the 2nd skill used by the female Demon Hunter. After shooting, leaves a golden-sphere-like residue same as the skill's image above.
- Crimson - Overpenetration - the shot will pierce through all enemies in a straight line for 358% weapon dmg (SF 0).
- Indigo - Impact - shots knock the target back & stun them for 3.5 seconds (SF 6 * 2).
- Obsidian - Liquid Flame - fire an explosive shell that deals an add'l 275% weapon dmg (SF 9) over 2.0 seconds (SF 8).
- Golden - Recoil - every shot releases a shockwave of energy centered on you dealing 120% weapon dmg (SF 12) to all enemies within 10 yards (SF 11).
- Alabaster - Grievous Wounds - critical hits deal an add'l 500% weapon dmg (SF 13).
--> req'd. lvl 2: Caltrops (Cost: 8 Discipline)
--> Lay a trap of caltrops on the ground that activates when an enemy approaches. Once sprung, the caltrops slow the movements of enemies within 12 yards (Script Formula 0) by 65% (Script Formula 6). This trap lasts for 12 seconds (Script Formula 2).
- Crimson - Jagged Spikes - enemies in the area also take 110% weapon damage per second (SF 20).
- Indigo - Hooked Spines - increase the slow amount to 79% (SF 3).
- Obsidian - NYI-Torturous Ground - when the trap is sprung, all enemies in the area are immobilized for 6.0 seconds (SF 24).
- Golden - Carved Stakes - reduce the cost to 4.5 Discipline (SF 7).
- Alabaster - Bait the Trap - become empowered while standing in the area of effect, gaining an add'l 11% chance (SF 28) to critical hit with all attacks.
--> req'd. lvl 2: Hungering Arrow (Generate: 5 Hatred)
--> was called Bone Arrow during early development; fire a magically imbued arrow that seeks out targets for 115% weapon damage (Script Formula 0) and has a 60% chance to pierce (Script Formula 5) through multiple targets.
-- Crimson runed as seen on the B-Roll video at time stamps 5:55 & 6:12.
Observe the Fire arrow seeking, zipping back & forth from one monster unto the next x number of monsters; rune level would be indicative of how many monsters it can hit.
- Crimson - Cinder Arrow - light the arrow on fire, dealing 160% add'l weapon dmg (SF 8) as Fire dmg over 5.0 seconds (SF 13) .
- Indigo - Shatter Shot - if the arrow successfully pierces the 1st target, the arrow splits into 8 arrows (SF 9 + 1).
- Obsidian - Devouring Arrow - each consecutive pierce increases the damage of the arrow by 140% (SF 10).
- Golden - Piercing Arrow - increase the chance for the arrow to pierce 95%(SF 5).
- Alabaster - Spray of Teeth - successful Crit Hits cause a burst of bone to explode from the target dealing 240% weapon dmg (SF 11) to enemies in that area.
--> req'd. lvl 3: Evasive Fire (Generate: 10 Hatred to shoot & an add'l 4 Discipline if you backflip)
--> was called Safety Shot during early development; shoot an arrow dealing 135% weapon damage (Script Formula 9). If an enemy is at close range, the Demon Hunter will backflip away 15 yards (Script Formula 1) after making the shot to give yourself more room to fire.
- Crimson - Shrapnel - fire exploding bullets that deal 60% weapon dmg (SF 20) to all enemies within 8.5 yards (SF 21) of the primary target.
- Indigo - Withering Fire - fire a spread of bullets that hit up to 9 targets (SF 24) dealing 46% weapon dmg (SF 3) each.
- Obsidian - Backup Plan - shoot for 115% of weapon dmg as Poison damage. Whenever a backflip is triggered, the Demon Hunter leaves a Poison bomb behind that explodes for 510% of weapon dmg as Poison in a 18 yard radius (SF 29) after 0.4 seconds (SF 30).
- Golden - Surge - shoot for 115% of weapon dmg (SF 9) as Lightning. Reduces the Discipline cost of the backflip component down to 0 (SF 8).
- Alabaster - Tumble - increase the distance of the backflip to 36 yards (SF 7).
--> req'd. lvl 4: Bola Shot (Generate: 5 Hatred)
--> shoot out an explosive Bola that wraps itself around its target. After 1 second (Script Formula 11), the Bola explodes dealing 110% weapon damage (Script Formula 0) as Fire to the target & an add'l 82% weapon damage (Script Formula 14) as Fire to all other targets within 7 yards (Script Formula 5).
-- Indigo runed as seen on the Skill Sample video. It's the 1st skill used by the female Demon Hunter that fired 3 Acid Bolas (green).
- Crimson - Volatile Explosives - increase the explosion radius to 14 yards (Script Formula 20).
- Indigo - Acid Strike - shoot 9 poison Bolas (SF 24) that deal 25% weapon dmg (SF 9) each. The Bolas no longer explode for area damage to nearby targets.
- Obsidian - Thunder Ball - when the Bola explodes, it deals 110% weapon dmg (SF 0) as Lightning damage and has a 35% chance (SF 28) to stun the target for 3.0 seconds (SF 29).
- Golden - Bitter Pill - after the Bola explodes, you have a 30% chance (SF 31) to gain 8 Discipline (SF 32).
- Alabaster - Imminent Doom - augments the Bola to deal 264% weapon dmg (SF 9) as Arcane to the target and an additional 198% weapon dmg (SF 6) to all other targets within 7 yards (SF 20), but increases the explosion delay to 2.0 seconds (SF 4).
--> req'd. lvl 5: Rapid Fire (Cost: 40 Hatred initially, & add'l 15 Hatred/sec while firing)
--> rapidly fire a stream of arrows at 6 times your normal attack speed dealing 35% weapon damage (Script Formula 0) with every shot.
-- Indigo runed as seen on the B-Roll video at time stamps 2:38, 2:47 & 2:53.
Firing short bursts of blue colored projectiles at high velocity.
-- Crimson runed as seen on the Skill Sample video. It's the 6th skill used by the male Demon Hunter. You'll see him use this skill after he sprouted Tyrael-like dark-purple-angel-wings on his back, then he started to rapid fire red projectiles (Fire dmg).
- Crimson - Bombardment - rapidly fire grenades instead of arrows that do 18% weapon dmg (SF 6) to all enemies within a 10 yard (SF 5) radius.
- Indigo - High Velocity - adds an add'l 70% pierce chance (SF 7) to the projectiles fired.
- Obsidian - Fire Support - while channeling Rapid Fire, launch 7 enemy-seeking missiles (SF 16) every second that deal 50% weapon dmg (SF 17) to each nearby targets.
- Golden - Withering Fire - Reduce initial Hatred cost to 20.
- Alabaster - Web Shot - slows the movement of affected targets by 40% (SF 8) for 5 seconds (SF 9 * 1).
--> req'd. lvl 6: Vault (Cost: 10 Discipline)
--> perform a cartwheel and tumble acrobatically 35 yards (Script Formula 10).
-- Crimson runed as seen on the Skill Sample video. It's the 5th (last) skill used by the female Demon Hunter that left a Trail of Cinders.
- Crimson - Trail of Cinders - Ignite with fire dealing 80% weapon dmg (SF 1) to everything along your path.
- Indigo - Acrobatics - increases your Vault distance to 70 yards (SF 0).
- Obsidian - Covering Fire - as you travel, shoot arrows for 205% weapon dmg (SF 4) at nearby targets.
- Golden - Tumble - after using Vault, your next Vault within 5 seconds (SF 9) has its Discipline cost reduced by 80% value (SF 6).
- Alabaster - Rattling Roll - all enemies within 8 yards (SF 7) of your destination are knocked back & stunned for 4.5 seconds [SF 8 (1)].
--> req'd. lvl 7: Chakram (Cost: 15 Hatred)
--> fire a swirling Chakram (like an oversized shuriken-like projectile moving in a semi-circular like motion), that does 150% weapon damage [Script Formula 0 - (Script Formula 0 + Script Formula 1)] to enemies along its path.
-- Crimson runed as seen on the B-Roll video at time stamp 3:04.
You'll see 2 Chakrams that criss-crossed away.
-- Indigo runed as seen on the Skill Sample video. It's the 3rd skill used by the female Demon Hunter. A lightning Chakram that boomeranged back.
- Crimson - Twin Chakrams - a 2nd Chakram mirrors the 1st. Each Chakram deals 210% weapon damage [SF 2 - (SF 2 + SF 3)].
- Indigo - Boomerang - the Chakram path turns into a loop, dealing 240% weapon dmg as Lightning dmg [SF 4 - (SF 4 + SF 5)] to enemies along the path.
- Obsidian - Serpentine - the Chakram follows a slow curve, dealing 180% weapon dmg as Poison dmg [SF 7 - (SF 7 + SF 8)] to enemies along the path.
- Golden - Razor Disk - the Chakram spirals out from the targeted location dealing 180% weapon dmg as Arcane dmg [SF 10 - (SF 10 + SF 11)] to enemies along the path.
- Alabaster - Shuriken Cloud - surround yourself in spinning Chakrams for 70 seconds (SF 12), dealing 180% weapon dmg [SF 13 - (SF 13 + SF 14)] per second to anybody nearby.
--> req'd. lvl 8: Entangling Shot (Generate: 5 Hatred)
--> release a sticky adhesive that deals 100% weapon damage (Script Formula 5) and entangles up to 2 enemies (Script Formula 14), slowing their movement by 70% (Script Formula 0) for 2.0 seconds (Script Formula 9).
- Crimson - Heavy Burden - increase the movement slow duration to 9 seconds (SF 4).
- Indigo - Chain Gang - hit up to 9 targets (SF 3).
- Obsidian - Electrified Chain - strike with electrical chains that do an add'l 64 dmg (SF 8) over 2 seconds (SF 4).
- Golden - Justice is Served - reduce cost to 12 Hatred (SF 2).???
- Alabaster - Bounty Hunter - gain 22% of the damage dealt (SF 11) as Life (life steal).
--> req'd. lvl 9: Elemental Arrow (Cost: 5 Hatred)
--> was called Molten Arrow during early development; shoot an elemental charged arrow that deals 120% weapon damage (Script Formula 1) as Fire damage to all targets it passes through and leaves a trail of fire dealing fire damage [Script Formula 0 - (Script Formula 0 + Script Formula 1)] per second to enemies who stand it it.
-- Still not clear if Blizzard removed the trail of fire. No Beta player got to try out this skill yet.
-- Indigo runed as seen on the Skill Sample video. It's the 3rd skill used by the male Demon Hunter that fired off a ball of lightning.
- Crimson - Frost Arrow - turns into a frost arrow that explodes out conal damage from the back of the first target hit for 160% of weapon dmg (SF 12).
- Indigo - Ball Lightning - fire a lightning arrow that electrocutes nearby enemies as it passes by for 80% of weapon dmg (SF 26).
- Obsidian - Screaming Skull - grants a 34% chance (SF 5) to shoot a skull that will fear affected enemies for 8-9 seconds [SF 6 - (SF 6 + SF 7)].
- Golden - Nether Tentacles - shoot tentacles that deal 140% weapon dmg (SF 32) and return 24% of dmg dealt (SF 33) as Life for you (life steal).
- Alabaster - Lightning Bolts - fire bolts of lightning that stun enemies for 3.5 seconds (SF 38) when they critically hit.
--> req'd. lvl 11: Grenades (Generate: 10 Hatred)
--> throw out three hand grenades that explode for 75% Fire damage [Script Formula 13 - (Script Formula 13 + Script Formula 14)] each.
- Crimson - Gas Grenades - toss Poison gas grenades that explode for 75% weapon dmg as Poison and leaves a cloud that deals an add'l 40% of weapon dmg per second (SF 6) for 3 seconds (SF 7) to enemies who stand in the area.
- Indigo - Cluster Grenades - throw a large cluster of mini-grenades that deal 35% weapon dmg as Fire dmg [SF 0 - (SF 0 + SF 1)] over an 8 yard radius (SF 4).
- Obsidian - Fire Bomb - throw a single large grenade that deals 161% weapon dmg as Fire dmg [SF 0 - (SF 0 + SF 1)] and knocks enemies back.
- Golden - Tinkerer - increases Hatred generation to 24 Hatred (SF 25 * 2).
- Alabaster - Stun Grenades - hurl grenades that have a 70% chance (SF 9) to stun enemies for 2.5 seconds (SF 10).
(Middle Tier w/c most likely has from 40sec. to 20sec. cool-down)
--> req'd. lvl 12: Shadow Power (Cost: 20 Discipline)
--> draw in the power of the shadows, increasing the attack speed by 50% (Script Formula 1) for a duration of 10 seconds (Script Formula 0).
-- Obsidian runed as seen on the Skill Sample video. It's the 5th skill used by the male Demon Hunter where he sprouted Tyrael-like dark-purple-angel-wings on his back before using the Rapid Fire skill (rapid firing red projectiles).
- Crimson - Night Bane - while active, gain 7 Hatred per second (SF 3).
- Indigo - Shadow Glide - while active, gain 55% increased movement speed (SF 2).
- Obsidian - Gloom - while active, you have 55% increased chance (SF 4) to dodge incoming attacks.
- Golden - Well of Darkness - reduces Discipline cost to 13.
- Alabaster - Blood Moon - while active, gain 45% of all dmg (SF 5) as Life (life steal).
--> req'd. lvl 14: Fan of Knives (Cost: 20 Hatred; Cooldown: 10 sec)
--> throw a 360° spiral fan of knives around you, doing 210% weapon damage [Script Formula 0 - (Script Formula 0 + Script Formula 1)] to all enemies within 10 yards (Script Formula 19) of you. Your knives will also slow the movement of enemies by 65% (Script Formula 20) for a duration of 4 seconds (Script Formula 5).
-- Crimson runed as seen on the Skill Sample video. It's the 1st skill used by the male Demon Hunter that had the Crimson mark on the floor.
- Crimson - Hail of Knives - increase the radius to deal 336% weapon damage [SF 0 - (SF 0 + SF 1)] to all enemies within 18 yards (SF 2).
- Indigo - Assassin's Knives - throw long-range knives that deal 85% weapon dmg (SF 16) to 8 add'l targets (SF 13).
- Obsidian - Fan of Daggers - imbue your knives with a 20% chance (SF 10) to stun enemies for 3.5 seconds (SF 11).
- Golden - Crippling Razors - increase the slow amount to 79% (SF 6) for 4.0 seconds (SF 5).
- Alabaster - Backlash - instead of throwing the knives immediately, the knives will release automatically dealing 336% weapon dmg [SF 0 - (SF 0 + SF 1)] to all enemies if you are struck in the next 20 seconds (SF 15).
--> req'd. lvl 15: Companion (Cost: 10 Discipline)
--> like I surmised from the skill's image above when 1st leaked; summon a raven companion. Your raven companion will periodically peck at enemies for 21-28 damage [Script Formula 18 - (Script Formula 18 + Script Formula 19)].
-- Ideally would be use to divert monsters attention while attacking at a safe distance.
- Crimson - Spider Companion - summons a spider instead of a raven. The spider's attacks also slows the movement of the targets by 50% (SF 12) for 9-11 seconds [SF 8 - (SF 8 + SF 13)].
- Indigo - Boar Companion - summons a boar instead of a raven. The boar strikes multiple enemies with every swing for 43-75 dmg [SF 20 - (SF 20 + SF 21)].
- Obsidian - Wolf Companion - summon a powerful but temporary wolf ally rather than a long-term raven companion. The wolf will fight with you for 55 seconds (SF 9) and attack enemies for 50-82 dmg [SF 22 - (SF 22 + SF 23)].
- Golden - Bat Companion - summons a bat instead of a raven. The bat grants you 4 Hatred per second (SF 10).
- Alabaster - Ferret Companion - summons ferrets instead of a raven. The ferrets collect gold for you & increase gold found on monsters by 40% (SF 11).
--> req'd. lvl 16: Spike Trap (Generate: 10 Hatred)
--> was called Barrier then Shock Spike during early development; lay a trap that arms after 1.2 seconds (Script Formula 20) and triggers when an enemy approaches. The trap spin & generate sawblades between them that does 150% weapon damage [Script Formula 17 - (Script Formula 17 + Script Formula 18)] to all enemies within 8 yards (Script Formula 6)for a duration of x seconds (Script Formula 8).
You can have a maximum of 3 Spike Traps (Script Formula 19) active at one time.
-- This skill was used in previous 2010 BlizzCon video where the Demon Hunter was able to lay up to 2 traps; the number of traps the Demon Hunter can use will increase accordingly to the rune level used on the skill).
-- Ideal to use in doorways, narrow hallways or bridges, dealing damage on monsters & lessening their HP considerably for the easy kill.
- Crimson - Long Fuse - increases the arming time to 1.9 seconds (SF 3) but increases the dmg to 390% [SF 0 - (SF 0 + SF 1)] weapon dmg.
- Indigo - Bandolier - increase the maximum number of traps that can be out simultaneously to 10 (SF 2).
- Obsidian - Sticky Trap - plant an explosive on an enemy target rather than on the ground. If the target dies within 30 seconds (SF 4), the trap explodes dealing 270% weapon dmg [SF 0 - (SF 0 + SF 1)] to all enemies within 8 yards (SF 6).
- Golden - Scatter - a single cast of Spike Trap lays all 3 traps at once creating a dark vortex and increases the dmg of the traps to 270% weapon dmg [SF 0 - (SF 0 + SF 1)].
- Alabaster - Lightning Rod - when the trap is triggered, rather than exploding, it releases a pulse of Lightning (Chain Lightning) that will bounce to up to 10 enemies (SF 25) for 150% weapon dmg as Lightning dmg [SF 17 - (SF17 + SF 18)].
--> req'd. lvl 17: Multishot (Cost: 30 Hatred)
--> fire a single arrow that splits into a massive volley of arrows dealing 150% weapon damage (either Script Formula 12 or Script Formula 0) to all enemies in the area.
-- Indigo runed as seen on the Skill Sample video. It's the 2nd skill used by the male Demon Hunter where you'll see the sphere-like image generating the shock pulse after his burst fire (notice the smoke effect of the shock wave on the ground).
- Crimson - Full Broadside - increases the dmg done to 330% weapon dmg (SF 0).
- Indigo - Burst Fire - everytime you fire, generate a shock pulse that damages all nearby enemies for 110% weapon dmg (SF 1).
- Obsidian - Arsenal - every use also fires 10 enemy-seeking missiles (SF 3) at nearby enemies that deals 150% weapon dmg (SF 6) each.
- Golden - Fire at Will - cost reduced to 16 Hatred (SF 14).
- Alabaster - Supression Fire - every enemy hit grants 1 Discipline (SF 9). Each volley can gain up to 9 Discipline (SF 10) in this way.
--> req'd. lvl 18: Smoke Screen (Cost: 15 Discipline)
--> vanish behind a wall of smoke, becoming momentarily invisible for 2 seconds (Script Formula 14).
- Crimson - Choking Gas - leave behind a cloud of gas that deals 92 physical dmg (SF 5) per second to enemies in the area for a duration of 5.0 seconds (SF 4).
- Indigo - Lingering Fog - increase the duration of the effect to 4.0 seconds (SF 0 * 2).
- Obsidian - Breathe Deep - while invisible you also gain 45 Hatred per second (SF 10).
- Golden - Special Recipe - reduce the skill cost to 11 Discipline (SF 2).
- Alabaster - Displacement - gain 55% movement speed (SF 12) when activated.
--> req'd. lvl 19: Strafe (Cost: 2 Hatred per second)
--> shoot at 200% of your normal attack speed (Script Formula 0) at random nearby enemies while moving at 65% of normal movement speed (Script Formula 7). Every shot deals 50% of weapon damage (Script Formula 9).
-- Crimson runed as seen on the Skill Sample video. It's the 4th skill used by the male Demon Hunter where you'll see the shoot out bouncy grenades in a circular motion.
- Crimson - Demolition - throw out bouncy grenades rather than arrows that explode for 60% weapon dmg (SF 9 * SF 26) to targets within 9 yards (SF 25).
- Indigo - Equilibrium - increase your attack speed to 3 of your normal attack speed.
- Obsidian - Rocket Storm - in addition to regular firing, fire off enemy-seeking missiles that hit for 120% of weapon dmg (SF 31).
- Golden - Drifting Shadow - movement speed increased to 103% of normal running speed (SF 8) while strafing.
- Alabaster - Stinging Steel - throw out knives rather than arrows that do an extra 400% more weapon dmg (SF 17) on successful critical hits.
--> req'd. lvl 21: Sentry (Cost: 10 Discipline)
--> drop a turret on the ground. The turret begins firing at nearby enemies for 40% of weapon damage (Script Formula 2). Last for a duration of 20 seconds (Script Formula 0).
-- Ideally would be great to place on corners and blind spots or use to distract monsters' attention.
- Crimson - Chain of Torment - create a tether between you and the sentry that does 240% weapon dmg (SF 6) every second to every enemy it touches.
- Indigo - Vigilant Watcher - increases the duration of the turret to 48 seconds (SF 0).
- Obsidian - Spitfire Turret - the turret will also fire enemy-seeking missiles every 1.5 seconds (SF 12) aimed at random nearby targets for 240% weapon dmg (SF 16).
- Golden - Aid Station - heals nearby allies for 8% of their maximum Life (SF 11) per second.
- Alabaster - Guardian Turret - the turret also creates a shield that reduces damage taken by allies by 32% (SF 10).
(High Tier w/c most likely has from 2 minutes to 40sec. cool-down)
--> req'd. lvl 23: Marked for Death (Cost: 6 Discipline)
--> marks an enemy. The marked enemy will take 20% additional damage (Script Formula 1) for the next 30 seconds (Scipt Formula 0).
-- Was used in the B-Roll video at time stamps 6:07 & 6:15.
When used, you will hear a loud boom before you'll see an orange mark, same with the skill's image above the target's head.
- Crimson - Grim Reaper - an add'l 40% of dmg (SF 2) done to the target is also divided among all enemies within 20 yards (SF 3).
- Indigo - Contagion - when the target is killed, the ability spreads to 8 other nearby targets (SF 6). This effect can chain repeatedly.
- Obsidian - Valley of Death - mark an area on the ground 15 yards wide (SF 7) for 22 seconds (SF 9). Enemies in the area take 20% add'l dmg (SF 1).
- Golden - Mortal Enemy - attacks by the Demon Hunter against the Marked target have a 40% chance (SF 13) to generate 35 Hatred (SF 11). This effect cannot occur more than once every 1 second (SF 12).
- Alabaster - Death Toll - 10% of damage done (SF 14) to the marked target heals the attacker (life steal).
--> req'd. lvl 25: Preparation (Discipline with a 2 minute cooldown)
--> instantly restore all Discipline.
- Crimson - Punishment - removes cooldown. Skill now costs 19 Discipline to cast but restores all Hatred instead of all Discipline.
- Indigo - Invigoration - when activated, increases your maximum Discipline by 18 (SF 1) for 120 seconds (SF 2).
- Obsidian - Focused Mind - instead of replenishing Discipline immediately, you will gain 60 Discipline (SF 4) over 30 seconds (SF 5).
- Golden - Battle Scars - also restores 55% of your Life (SF 6) when used.
- Alabaster - Backup Plan - grants a 55% chance (SF 7) that the cooldown will not be triggered when used.
--> req'd. lvl 27: Cluster Arrow (Cost: 60 Hatred)
--> fire a cluster grenade that explodes on impact 160% weapon damage (Script Formula 0) into a series of additional miniature bombs that explode for 80% weapon damage (Script Formula 5) each.
-- Most likely, the higher the rune level, the more smaller bombs will be released.
-- Cluster Arrow Rune Effects Video --> I'll be using Indigo rune on this skill so that enemy-seeking missiles would be released after impact instead of the normal smaller bombs.
- Crimson - Loaded for Bear - increases the dmg of the explosion at the impact location to 352% (SF 0).
- Indigo - Shooting Stars - instead of releasing grenades, shoots up to 9 enemy-seeking missiles (SF 9) at nearby enemies dealing 220% weapon dmg (SF 19) each.
- Obsidian - Cluster Bombs - launch the cluster through the air, dropping a series of bombs in a straight line that explode for 110% weapon damage (SF 8) each.
- Golden - Maelstrom - instead of releasing grenades, the cluster releases Shadow energy that deals 220% weapon dmg (SF 19) to nearby enemies. You will gain 51% of the damage done (SF 18) as Life (life steal).
- Alabaster - Dazzling Arrow - enemies hit by grenades have a 35% chance (SF 12) to be stunned for 2.5 seconds (SF 13).
--> req'd. lvl 29: Rain of Vengeance (Cost: 40 Hatred; Cooldown: 30 sec)
--> fire a single arrow skyward that splits into a massive volley of arrows falling around you. Waves of arrows (Script Formula 9) fall from the sky for 5 seconds (Script Formula 6) strike multiple targets dealing an average of 49% weapon damage [(Script Formula 10 * Script Formula 10) / Script Formula 5] per second.
-- Golden runed as seen on the Skill Sample video. It's the 4th skill used by the female Demon Hunter where you'll see the Shadow Beasts plummet in front of her dealing damage.
- Crimson - Beastly Bombs - summon 20 Shadow Beasts (SF 23) to drop bombs on nearby enemies, dealing 154% weapon dmg (SF 26) each.
- Indigo - Dark Cloud - launch a massive volley of guided arrows that rain down on enemies for the next 12 seconds (SF 16) for 56% weapon dmg (SF 0).
- Obsidian - Anathema - summon a Shadow Beast that drops grenades from the sky for a duration of 20 seconds (SF 30) dealing 14% weapon dmg (SF 0).
- Golden - Flying Strike - a group of 12 Shadow Beasts (SF 14) plummet from the sky at a targeted location dealing 126% weapon dmg (SF 12) and stunning enemies for 2.0 seconds (SF 37).
- Alabaster - Stampede - summon a wave of 14 Shadow Beasts (SF 15) to tear across the ground, knocking back enemies & dealing 126% weapon dmg (SF ?).
Passive Skills
(Choices to pick from when you reach level 10)
--> req'd. lvl 10: Brooding
--> As long as you have not taken damage in the last 5 seconds you gain 2% of your maximum health per second.
--> req'd. lvl 10: Thrill of the Hunt
--> Every 10 seconds your next normal attack will immobilize your target for 3 seconds.
--> req'd. lvl 12: Vengeance
--> Gain 10 Hatred and 1 Discipline, whenever you are healed by a health globe.
--> req'd. lvl 13: Steady Aim
--> As long as there are no enemies within 10 yards, all damage is increased by 10%.
--> req'd. lvl 15: Cull the Weak
--> Damage against slowed enemies increased by 20%.
Ideal to use in combination with:
-- lvl _1: Caltrops
-- lvl _2: Entangling Shot
-- lvl _4: Fan of Knives
-- lvl 16: Companion (Crimson runed)
-- lvl 24: Rapid Fire (Alabaster runed)
--> req'd. lvl 17: Fundamentals
--> Increases the damage of your basic attacks by 100%. Your basic attacks restore 15 Hatred. (Ideal to use when you're using a rare or legendary weapon with high base damage).
--> req'd. lvl 19: Hot Pursuit
--> Whenever you are at full Hatred, movement speed is increased by 10%. (You'll need the extra boost in speed when you run circles around the Act bosses).
(Additional choices to pick from when you reach level 20)
--> req'd. lvl 20: Archery
--> Gain bonuses based on weapon held:
-- Bow: +10% increased dmg.
-- Crossbow: +100% critical dmg.
-- Hand Xbows: +5% chance to Crit Hit.
--> req'd. lvl 22: Perfectionist
--> Reduces the Discipline cost of all skills by 20%. Discipline is used to fuel many of your tactical and defensive skills.
--> req'd. lvl 24: Custom Engineering
--> The duration of your Caltrops, Marked for Death, Spike Trap and Sentry abilities are increased by 100%.
--> req'd. lvl 26: Grenadier
--> Reduces the Hatred cost of your Grenades and Cluster Arrow abilities by 15. Upon death, you drop a giant grenade that explodes for 213-320 Fire dmg.
--> req'd. lvl 28: Sharpshooter
--> Gain 3% chance to Crit Hit every second. This bonus is reset 1 second after you successfully critical hit.
(Additional choice to pick when you reach level 30)
--> req'd. lvl 30: Ballistics
--> Damage from rockets increased by 100%. Rockets are fired from certain socketed skill effects.
Rocket is synonymous to missile (fire enemy-seeking missiles):
-- lvl 21: Multishot (Obsidian runed)
-- lvl 22: Sentry (Obsidian runed)
-- lvl 23: Cluster Arrow (Indigo runed)
-- lvl 24: Rapid Fire (Obsidian runed)
-- lvl 27: Strafe (Obsidian runed)
On a side note:
"In theory, we want the demon hunter to have some highly regenerative, more accessible hatred abilities that he always has up and can use to zip around and keep the pace [of combat] up," Bender revealed. "But then the discipline side tends to be a more precious resource that you have to manage a lot more carefully. You really pick and choose when you want to use your discipline abilities because they make a big difference in how you escape, how you set up an attack… things like that."
When the first leaked images came out, I tried making an ideal build recipe that I would like to try out for my Demon Hunter when the game comes out.
With only 6 active skill to choose, I've just edited my ideal theory-crafted build for achieving the maximum potential with rockets & crits, all with level 7 runes in it.
My ideal Demon Hunter build's Active Skills have 3 Hatred-type skills & 3 Discipline-type skills (achievable at lvl 27; meantime before completing this combination would be a trial & error process using other skills):
--> lvl _2: Entangling Shot (Obsidian runed for add'l lightning dmg) - H
-alternative #1: Caltrops (Alabaster runed for add'l % chance crit hit) - D
--> lvl _6: Vault (Alabaster runed for stun effect) - D
- alternative #2: Evasive Fire (Golden runed for add'l lightning dmg) - H+D
--> lvl 11: Impale (Indigo runed for stun effect) - H
- alternative #3: Elemental Arrow (Alabaster runed for stun effect on crit hits) - H
--> lvl 16. Companion (Golden runed for Hatred regen) - D
- alternative #4: Shadow Power (Crimson runed for Hatred regen) - D
--> lvl 27: Strafe (Alabaster runed for add'l physical dmg on crit hits) - H
- alternative #5: Strafe (Obsidian runed for add'l dmg from enemy-seeking missiles)
--> lvl 29: Rain of Vengeance (Golden runed for stun effect) - H
- alternative #6: Rapid Fire (Obsidian runed for add'l dmg from enemy-seeking missiles) - H
My Demon Hunter build for Passive Skills is focused on OFFENCE for dealing Critical strike & Maximum damage (achievable at lvl 30 since that's when the last Passive Skill slot opens up; it takes around level 30-35 before starting Act I of Nightmare):
--> 1. Archery (+5% chance to Crit Hit using Hand Xbows)
--> 2. Cull the Weak (+20% dmg to slowed enemies)
- alternative #2: Custom Engineering (duration of Caltrops is +100%)
--> 3. Sharpshooter (+3% chance to Crit Hit every second)
- alternative #3: Ballistics (dmg by rockets/missiles +100%)
--> Alternative for Boss fights:
#1: Archery (+5% chance to Crit Hit using Hand Xbows)
#2: Fundamentals (basic dmg +100%. basic attack restore 15 Hatred)
#3: Sharpshooter (+3% chance to Crit Hit every second)
---> My PvP build would be different.
Again, here's the link for the Demon Hunter Skill Calculator
Please check out the skills first then make your ideal build before voting on the Poll.
You can only vote to have a total of 6 Active Skills altogether.
Don't be a smart ass retard like DrFr3sh who voted all choices for all 3 skill tiers.
I hope some of you would be imaginative enough & theory-craft your own ideal build which you think would be suitable for your type of game play, may it be more on defense or attack.
Share it with us (give a little description of what & why you want it for).
Post it on this thread so that other aspiring Demon Hunter users (especially the noobs) will have an idea of how or where to start.
I hope we'll get more people to join our community as primary die-hard Demon Hunter users, first & foremost.
:Thumbs Up: :Thumbs Up:
http://www.youtube.com/watch?v=NSsgs1Q0d3s&feature=player_embedded B-Roll Video
http://www.youtube.com/watch?v=tUXs06GxPTc&feature=relmfu Skill Sample Video
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My PvP build would be different from these 13.
Check out the leaked Demon Hunter skill list here from Blizzard China: http://translate.google.com/translate?hl=en&sl=auto&tl=en&u=http://tiny.cc/10p16
Diablo III is $50; MSI GT683DXR-423US Gaming Laptop is $1,599; Playing Diablo III w/ my wife & 2 brothers is PRICELESS
I think I would go:
1.)Entangling Shot
2.)Bola Shot
3.)Vault
4.)Spike Trap (or some sort of trap)
5.)Multishot or something similar
6.)Rapid Fire
Passive:
1.)Weakspot (or Resourcefulness)
2.)Back to Basics
3.)Killing Spree
Not too much different from yours, and of course this may change with new information and will have to weather play testing, but this is half the fun of speculation.
Aside from my PvE build, I theory-crafted 12 other alternative builds as well:
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My PvP build would be different from these 13.
Check out the leaked Demon Hunter skill list here from Blizzard China: http://translate.google.com/translate?hl=en&sl=auto&tl=en&u=http://tiny.cc/10p16
Diablo III is $50; MSI GT683DXR-423US Gaming Laptop is $1,599; Playing Diablo III w/ my wife & 2 brothers is PRICELESS
for rocket damage I'll only take Multyshot, Cluster arrow and Rapid fire, but Strafe is an alternative. The latter two are sustained, so you cant really use both of them at the same time, and I think 2 sustained will draw your hatred pretty fast. (I know, you have archery, but I will not use it) Since I dont want to run out of hatred any time (because this build uses absolutely no auto atack), I'd also add Preparation, with the rune, that fills my hatred at the cost of discipline (with no CD!), so I can replenish that. Then, of course, you need Vault for movement, and multy-target Entangling Shot for cc.
I also pick another passive. Instead of Archery (since that problem is solved by Preparation), I picked Years of training, so any time I Vault or replenish my hatred by Preparation, I get even more damage. But the other two- Resourcefulness and Ballistics remain like in your build.
Oh and one more thing: according to Doomscreams list: http://www.diablofans.com/topic/27996-datamined-runestone-effects/ Hungering arrow isnt a missle, its just a magical homing arrow, while Ballistics only affect rockets. Put Vault there, I'm pretty sure every DH build will need it.
With that in mind (that B2B only applies to basic attacks), I probably won't use that in any build unless specific abilities benefit from the increased damage (which would seem way, way, way too OP)
Instead, let's try a mass murder build:
Actives:
Marked for Death - Obsidian - Valley of Death - mark an area on the ground x yards wide (SF 7) for a duration of x seconds (SF 9). Enemies in the area take x% add'l dmg (SF 1).
Hungering Arrow - Indigo - Shatter Shot - if the arrow successfully pierces the 1st target, the arrow splits into x number (SF 9 + 1) of additional arrows.
Evasive Fire - Obsidian - Backup Plan - whenever a backflip is triggered, the Demon Hunter leaves a poison bomb behind that explodes dealing x% weapon dmg as poison in a radius of x yards (SF 29) for the duration of x seconds (SF 30).
Shadow Power - Crimson - Night Bane - while active, gain Hatred per second (SF 3).
Multishot - Crimson - Full Broadside - increases the dmg done to x % weapon (SF 0).
Rain of Arrows - Several possibilities, Indigo - Dark Cloud is in the lead at the moment. I'm wondering if all the shadow beast descriptions are correct because they sound VERY similar.
Passives:
Killing Spree - When an enemy is killed by the Demon Hunter, the next attack dealt within the next 5 seconds has 30% increased critical strike chance (Ideal to use when fighting large group of monsters).
and assuming that I can keep these effects on with shadow power and/or marked for death:
Resourcefulness - When Discipline is under 20%, the regeneration of Hatred is increased by 30% (The Hatred resource regenerates faster than that of Discipline).
Years of Training - When a Discipline-type skill is used, damage dealt by the Demon Hunter is increased by 10% for 10 seconds. Can stack up to three times.
If not then replace one or more with:
Archery - Reduces the cost of Hatred-type skills by 50% (Allows you to use your Hatred-type skill for half the price).
Or one of the the good (but possibly boring) Weak Spot, Aggression, and/or Superior Skill. (with preference in that order)
I know, some guys would like to be cool with their friends especially if their Demon Hunter is a lightning specialist... or something else.
If they do try to play it past Nightmare, or through Hell, and they find out that their build is not that effective or not that strong enough, they could always change some of the skills they like & retain the skills they know are powerful enough.
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My PvP build would be different from these 13.
Check out the leaked Demon Hunter skill list here from Blizzard China: http://translate.google.com/translate?hl=en&sl=auto&tl=en&u=http://tiny.cc/10p16
Diablo III is $50; MSI GT683DXR-423US Gaming Laptop is $1,599; Playing Diablo III w/ my wife & 2 brothers is PRICELESS
V. N. : Yeah, I re read the name of the build - "Homing Projectile" not Rocket.
(D) Vault - Obsidian Rune - As you travel, shoot arrows at nearby targets.
(D) Sentry - Obsidian Rune - The turret will also fire homing missiles.
(H) Rapid Fire - Obsidian Rune - While channeling Rapid Fire launch homing missiles.
(H) Cluster Arrow - Indigo Rune - Instead of releasing grenades, shoots rockets at nearby enemies.
(H) Hungering Arrow - Indigo Rune - If the arrow successfully pierces the first target, the arrow splits.
(H) Fan of Knives - Crimson Rune - Increases the radius.
Passives
Archery - Reduces the cost of Hatred-type skills.
Focused Discipline - Reduces the cost of Discipline-type skills.
Ballistics - Increases damage dealt by rockets/missiles.
You can check it out here:
bigfang - twitchtv
Nomsayin - ustream
Lywrekz - twitchtv
--> Click here for: Solo Female Demon Hunter Complete Playthrough
--> Click here for: Solo Female Demon Hunter Quick Runthrough
--> Click here for: Solo Female Monk Playthrough - 1st Part
--> Click here for: Solo Female Monk Playthrough - 2nd Part
--> Click here for: Solo Female Witch Doctor Playthrough
--> Click here for: 3 Witch Doctors (1Male & 2 Females) Quick Playthrough
I've watched the Barbarian & Monk played by Orbitzun4 while Nomsayin likes playing the Wizard over & over again. Last night, I've seen the Demon Hunter in action used by Lywrekz.
I also saw a party of 3 play the game the other day & Orbitzun was using a Barbarian. A Wizard & a Demon Hunter was in party with him. It seems to me that the Barbarian using Leap & the Hammer of the Ancients, and the Wizard using Electrocute over powers the Demon Hunter, so they are faster when it comes to killing more enemies.
What's your idea on this? Do you think the Hungering Arrow would be able to compensate in terms of speed?
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My PvP build would be different from these 13.
Check out the leaked Demon Hunter skill list here from Blizzard China: http://translate.google.com/translate?hl=en&sl=auto&tl=en&u=http://tiny.cc/10p16
Diablo III is $50; MSI GT683DXR-423US Gaming Laptop is $1,599; Playing Diablo III w/ my wife & 2 brothers is PRICELESS
I'll likely choose 3 different builds right now. One for bosses, one for trash killing and a mix for emergencies. (well, if I can hotbar or macro the changes... ^_^)
I'm also questioning the sentry aid station ability. That might be very OP in larger dungeons or super-bad-omg-this-rules-giant-mob-rush that will eventually show up for any d3 gamer, with the pots being more limited.
Anyway, for the Marked for Death skill, the Obsidian rune you chose marks an area on the ground. But what if you're fighting against Bosses & mini-bosses, what happens if they don't want to stay in the same area? Do you use yourself as bait so that you can hit them while they are in that marked area? Besides, the additional damage only adds up to 20% + 20% = 40% total effective in an area of 15yards only.
--> I would suggest you use Crimson rune instead, so that your additional damage will add up to 20% + 40% = 60% to the target plus an 40% of the damage done to the target is also divided among all enemies within an area of 20yards.
--> or I would suggest you use Indigo rune for Contagion. Like in the boss fight with King Leoric, mark a skeleton, when you kill it, the mark ability spreads to 8 other nearby targets, & the effect can chain repeatedly. So everytime you kill a marked summoned skeleton by King Leoric, it renews the mark King Leoric if ever he is near your demised target. Strike at him a couple of times then resume killing one of the marked skeleton again to re-spread the marked effect. Thus, you wont have to repeatedly shoot the Marked for Death skill & you save on your Discipline resource.
As for the Vault skill, you can choose Crimson rune or Obsidian rune for inflicting damage while retreating.
--> Crimson runed will leave a trail of fire dealing 80% weapon dmg to everything that crosses your path as seen on the Skill Sample video. It's the 5th (last) skill used by the female Demon Hunter that left a Trail of Cinders.
--> Similar to Evasive Fire wherein you're shooting while retreating, socket an Obsidian rune for Covering Fire, where as you cartwheel away, you shoot arrows for 205% weapon dmg at nearby targets.
--> If you need space & time to set-up your Marked for Death skill, then you can use an Alabaster rune so that all enemies within 8yards of your destination are knocked back and stunned for 4.5 seconds thus giving you that nick of time you need to cast a skill for that enhanced damage.
I used the Skill Calculator for the skill list I made:
Obsidian runed Entangling Shot for add'l Lightning dmg
Alabaster runed Vault for the 4.5 second stun effect
Indigo runed Impale for the 3.5 second stun effect
Golden runed Companion for 4 Hatred/sec regen
Alabaster runed Strafe for 460% weapon dmg on successful Crit Hits
Golden runed Rain of Vengeance for the 2 second stun effect
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My PvP build would be different from these 13.
Check out the leaked Demon Hunter skill list here from Blizzard China: http://translate.google.com/translate?hl=en&sl=auto&tl=en&u=http://tiny.cc/10p16
Diablo III is $50; MSI GT683DXR-423US Gaming Laptop is $1,599; Playing Diablo III w/ my wife & 2 brothers is PRICELESS
You're a fan of Hungering Arrow & want to maximize its potential? Well, in combination with your Indigo runed Marked for Death that spreads the mark to 8 other nearby targets for every successful kill, then you have to socket an Indigo rune on your Hungering Arrow so that if the arrow successfully pierces the first target, the arrow splits into 8 arrows, which is an even match with the 8 marked nearby targets.
Indigo Marked for Death = 8 contagious marks --> Indigo Hungering Arrow = splits into 8 arrows
Since Blizzard limited the customization to only 6 Active skills, I'm having a difficult time creating the best ideal PvE build for my Demon Hunter, though if you would check the 12 other builds that I made, you will get some general idea on damage & defense skills.
Although, if you plan to play till you get to lvl 60 & go through Inferno for a chance to get the coveted lvl 7th rune you need for your skill, then I would suggest you keep in mind:
5 Active skills that deals maximum rocket damage:
#1. lvl 22: Sentry (Obsidian runed for up to 26-27 enemy-seeking missiles within 20sec*2=40sec for 240%*2=480% dmg ea) -- 10D-20% = 8D(passive Perfectionist)
--> 26-27 rockets that deal up to 480% dmg each for a duration of 40 seconds(passive effect).
#2. lvl 23: Cluster Arrow (Indigo runed for up to 9 enemy-seeking missiles every shot for 220%*2=440% dmg ea) -- 35H-15 = 20H(passive Grenadier)
--> 9 rockets that deal up to 440% dmg each for only 20 Hatred every shot.
#3. lvl 21: Multishot (Obsidian runed for up to 10 enemy-seeking missiles every use for 150%*2=300% dmg ea) -- 30H
--> 10 rockets that deal up to 300% dmg each for 30 Hatred every shot.
#4. lvl 27: Strafe (Obsidian runed for 1:1 rocket is to arrow ratio for 120%*2=240% dmg ea) -- 20H/sec
--> 1 rocket for every arrow shot that deal up to 240% dmg each for 20 Hatred every second.
#5. lvl 24: Rapid Fire (Obsidian runed for up to 7 enemy-seeking missiles per second for 50%*2=100% dmg ea) -- 20H/sec
--> 7 rockets every second that deal up to 100% dmg each for 20 Hatred every second.
and the 2 Passives that always comes along with it:
#1. Ballistics (rocket dmg +100%)
#2. Custom Engineering (duration of Sentry increased by 100%)
Since these rocket skills provide huge damage, I'm wondering now if more people will opt to use a Rocket DH build for their first play and go rockets away???
Click here for "My Baker's Dozen Demon Hunter Builds"
.
My PvP build would be different from these 13.
Check out the leaked Demon Hunter skill list here from Blizzard China: http://translate.google.com/translate?hl=en&sl=auto&tl=en&u=http://tiny.cc/10p16
Diablo III is $50; MSI GT683DXR-423US Gaming Laptop is $1,599; Playing Diablo III w/ my wife & 2 brothers is PRICELESS
Hopefully the Rocket DH build would be able to match the Barb & the Wiz, in terms of being able to kill as fast as the other characters can.
I am especially bothered by the Wizard's skill Disintegrate which uses little mana & looks to OP to me in the F&F Beta stream of Bigfang on TwitchTV. That skill kills so fast because of the continues hit it does from it's ever unbroken beam.
.
My PvP build would be different from these 13.
Check out the leaked Demon Hunter skill list here from Blizzard China: http://translate.google.com/translate?hl=en&sl=auto&tl=en&u=http://tiny.cc/10p16
Diablo III is $50; MSI GT683DXR-423US Gaming Laptop is $1,599; Playing Diablo III w/ my wife & 2 brothers is PRICELESS