Curious to what you guys may think of my Demon Hunter build. I've spent a good while trying to perfect it but im not 100% sold on it yet. The main problem I have with it is only 3 actual 'attacks'. Impale was really attractive to me before they changed it to a 'dagger' and only 275% weapon damage attack while having a 25 Hatred cost, just doesnt seem like the best bang for your buck anymore. I decided to go with a critical strike strike passive build, planning on using 2 hand-crossbows.
1. SKILL - Hungering Arrow: (single-target) Generates 3 Hatred, 85% weapon damage, arrow seeks out targets (guided), 35% chance to pierce and hit another (or same) target for same amount of damage.
RUNE - Golden Runestone: Increases chance for arrow to pierce by 46%
2. SKILL - Multishot: (multi-target) Costs 15 Hatred, 140% weapon damage in an high-area arcing shot.
RUNE - Golden Runestone: Reduces Hatred cost to 7, damage converted to all lightning.
3. SKILL - Rapid Fire: (single-target) Costs 20 Hatred initially and 10 while channeling, shooting 6x normal attack speed for 38% weapon damage per shot.
RUNE - Alabaster Runestone: Slows enemies by 62% for 2 seconds.
4. SKILL - Entangling Shot: (multi-target) Generates 4 Hatred, 100% weapon damage, entangles 2 enemies and slows them by 70% for 2 seconds. (the description for this ability only mentions 'entangles' 2 enemies, does it also deal the damage?)
RUNE - Indigo Runestone: Hits up to 6 enemies.
5. SKILL - Vault: (Discipline) Costs 10 Discipline, Tumble 35 yards
RUNE - Golden Runestone: After using Vault, your next vault used within 5 seconds has its Discipline cost reduced by 65% [I'm curious if this ability is similar to Teleport in the sence you can spam it while resource lasts]
6. SKILL - Shadow Power: (Discipline) Costs 20 Discipline, increases attack speed by 30% for 8 seconds.
RUNE - Crimson Runestone: While active, gain 4 hatred per second.
PASSIVES:
1. Sharpshooter: Gain 3% chance to critically hit every second, reset 1 second after critical hit. (can this be built up to 100%, allowing 2 guarenteed criticals w/ shadow power?)
2. Steady Aim: If there are no enemies within 10 yards, damage is increased by 10%
3. Archery: Increases bow damage by 10%, crossbow critical damage by 100%, and chance to critically hit with hand-crossbows by 5%
Skills I decided to pass up on but it was very close:
Evasive Fire w/ Obsidian runestone (generating 4 Hatred, dealing 115% weapon damage as poison, leaving behind a bomb that explodes for extra 85% weapon damage if backflipping). Replaced with Hungering Arrow.
Impale w/ Alabaster runestone (costs 25 Hatred, dealing 275% weapon damage, and critical hits deal an additional 75% damage). Replaced by Hungering Arrow.
Entangling Shot w/ Indigo runestone (generating 4 Hatred, dealing 100% weapon damage to up to 6 targets, and slowing enemy speed by 70% for 2 seconds). Replaced by Multishot.
Rollback Post to RevisionRollBack
(this build was before D3 launched... looking back on it now - i had no idea what i was doing)
Well balanced DH build. A generator that works both against single targets and groups, an AoE and an single target. One skill to scape, and two damage buffers.
I've a few suggestion:
1. Marked for Death seens like a bad pick if you don't have a skill to hit monster that stand behind obstacles or other monsters (ex: elemental Arrow, Chakram, Rain of Vegeance, Crimson Impale, grenades). This skill seens to really shine in situation you have a clear priority target (summoners, ressers, etc) but those targets usually hide behind walls or crowd of minions. Without a way to ignore those obstacles, you have to kill the crowd of monsters and only then kill your priority target. At this point an 20% won't be a great buff and you're sorta "underusing" marked for death.
Also you already have multishot for AoE. Mark someone and use Rapid Fire to spread the damage and multishot seens like "overlaping" strategies.
2. I really think you need some more survivability. Vault seens to be your only option, but this skill cost quite a bit discipline and you don't have any mechanics to generate it. If you face a really freaking fast mob or a teleporting one I'm afraid your vaults will run out and you will have no defense mechanism. It seens your build is really glass cannon (5/6 offensive active skills, 3/3 offensive passive skills). This problem is only potentialised by the fact your main damage skill requires you to stand still (Rapid Fire), so if you keep vaulting all the time you won't be doing a lot of damage.
Just a few points. This is all speculation of course and my opnion of course XD
I would definetly remove Sharp Shooter and Marked for Death and place Vegeance and Golden Phen of Knives for some slow + discipline recovery. Just my opnion >_<
How about exchanging Marked for Death with Entangling Shot with Indigo runestone? It would slow up to 6 targets adding a bit of survivability, but im a little scared of this ability. How close to mobs have to be for the chain to connect? I guess Elemental Arrow w/ Crimson runestone (frost) would be another option that could solve both issues, but from the recent video of skill with runes makes the frost arrow seem to have a very narrow path, providing less survivability. Could always bring in Marked for Death just for bosses
Rollback Post to RevisionRollBack
(this build was before D3 launched... looking back on it now - i had no idea what i was doing)
Updated a bit. Exchanged Marked for Death with Entangling Shot (Indigo runestone for 6 targets) and exchanged the runestone in Rapid Fire from Golden (lower hatred + fire damage) to Alabaster (slow). The runestone for that one might be interchanged depending on the fight because I doubt you will be able to slow end-act bosses. I think you guys had some good points about survivability.
Havent changed the Passives yet. Cull of the Weak will be the same as the previous scenario. Enterchanged for boss fights but used for elsewhere. I really like the othger 2 because I think the added crit will benefit alot. 5% from Archery and a constant build up from Sharpshooter. Should allow for lots of crits, ending in lots of damage.
Does anyone know the answer to myt few questions though?
1. Does Entangling shot deal the 100% damage to each enemy it goes through, or does it only deal damage to the primary target then slow the others?
2. With Sharpshooter, is it possible to stand still for a period of time to gain 100% crit chance for 1 second?
3. Can Hungering Arrow pierce the SAME target more than once?
Rollback Post to RevisionRollBack
(this build was before D3 launched... looking back on it now - i had no idea what i was doing)
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http://us.battle.net/d3/en/calculator/demon-hunter#aSXedU!hYV!bbaYbZ
Curious to what you guys may think of my Demon Hunter build. I've spent a good while trying to perfect it but im not 100% sold on it yet. The main problem I have with it is only 3 actual 'attacks'. Impale was really attractive to me before they changed it to a 'dagger' and only 275% weapon damage attack while having a 25 Hatred cost, just doesnt seem like the best bang for your buck anymore. I decided to go with a critical strike strike passive build, planning on using 2 hand-crossbows.
1. SKILL - Hungering Arrow: (single-target) Generates 3 Hatred, 85% weapon damage, arrow seeks out targets (guided), 35% chance to pierce and hit another (or same) target for same amount of damage.
RUNE - Golden Runestone: Increases chance for arrow to pierce by 46%
2. SKILL - Multishot: (multi-target) Costs 15 Hatred, 140% weapon damage in an high-area arcing shot.
RUNE - Golden Runestone: Reduces Hatred cost to 7, damage converted to all lightning.
3. SKILL - Rapid Fire: (single-target) Costs 20 Hatred initially and 10 while channeling, shooting 6x normal attack speed for 38% weapon damage per shot.
RUNE - Alabaster Runestone: Slows enemies by 62% for 2 seconds.
4. SKILL - Entangling Shot: (multi-target) Generates 4 Hatred, 100% weapon damage, entangles 2 enemies and slows them by 70% for 2 seconds. (the description for this ability only mentions 'entangles' 2 enemies, does it also deal the damage?)
RUNE - Indigo Runestone: Hits up to 6 enemies.
5. SKILL - Vault: (Discipline) Costs 10 Discipline, Tumble 35 yards
RUNE - Golden Runestone: After using Vault, your next vault used within 5 seconds has its Discipline cost reduced by 65% [I'm curious if this ability is similar to Teleport in the sence you can spam it while resource lasts]
6. SKILL - Shadow Power: (Discipline) Costs 20 Discipline, increases attack speed by 30% for 8 seconds.
RUNE - Crimson Runestone: While active, gain 4 hatred per second.
PASSIVES:
1. Sharpshooter: Gain 3% chance to critically hit every second, reset 1 second after critical hit. (can this be built up to 100%, allowing 2 guarenteed criticals w/ shadow power?)
2. Steady Aim: If there are no enemies within 10 yards, damage is increased by 10%
3. Archery: Increases bow damage by 10%, crossbow critical damage by 100%, and chance to critically hit with hand-crossbows by 5%
Skills I decided to pass up on but it was very close:
Evasive Fire w/ Obsidian runestone (generating 4 Hatred, dealing 115% weapon damage as poison, leaving behind a bomb that explodes for extra 85% weapon damage if backflipping). Replaced with Hungering Arrow.
Impale w/ Alabaster runestone (costs 25 Hatred, dealing 275% weapon damage, and critical hits deal an additional 75% damage). Replaced by Hungering Arrow.
Entangling Shot w/ Indigo runestone (generating 4 Hatred, dealing 100% weapon damage to up to 6 targets, and slowing enemy speed by 70% for 2 seconds). Replaced by Multishot.
I've a few suggestion:
1. Marked for Death seens like a bad pick if you don't have a skill to hit monster that stand behind obstacles or other monsters (ex: elemental Arrow, Chakram, Rain of Vegeance, Crimson Impale, grenades). This skill seens to really shine in situation you have a clear priority target (summoners, ressers, etc) but those targets usually hide behind walls or crowd of minions. Without a way to ignore those obstacles, you have to kill the crowd of monsters and only then kill your priority target. At this point an 20% won't be a great buff and you're sorta "underusing" marked for death.
Also you already have multishot for AoE. Mark someone and use Rapid Fire to spread the damage and multishot seens like "overlaping" strategies.
2. I really think you need some more survivability. Vault seens to be your only option, but this skill cost quite a bit discipline and you don't have any mechanics to generate it. If you face a really freaking fast mob or a teleporting one I'm afraid your vaults will run out and you will have no defense mechanism. It seens your build is really glass cannon (5/6 offensive active skills, 3/3 offensive passive skills). This problem is only potentialised by the fact your main damage skill requires you to stand still (Rapid Fire), so if you keep vaulting all the time you won't be doing a lot of damage.
Just a few points. This is all speculation of course and my opnion of course XD
I would definetly remove Sharp Shooter and Marked for Death and place Vegeance and Golden Phen of Knives for some slow + discipline recovery. Just my opnion >_<
Havent changed the Passives yet. Cull of the Weak will be the same as the previous scenario. Enterchanged for boss fights but used for elsewhere. I really like the othger 2 because I think the added crit will benefit alot. 5% from Archery and a constant build up from Sharpshooter. Should allow for lots of crits, ending in lots of damage.
Does anyone know the answer to myt few questions though?
1. Does Entangling shot deal the 100% damage to each enemy it goes through, or does it only deal damage to the primary target then slow the others?
2. With Sharpshooter, is it possible to stand still for a period of time to gain 100% crit chance for 1 second?
3. Can Hungering Arrow pierce the SAME target more than once?