Why would you need 2 hatred generators? I think 1 is enough, and you better use that skill slot for better skills. Now you don't have where to spend hatred, just a rain of vengeance which got 30 sec cool down. So get a strafe or multishot. Now with marked for death I think Contagion is really good, because you mark for death 1 enemy and it spreads to other targets.
I haven't played the beta so I'm unsure of a lot. Will 1 hatred generator will be enough? I can see evasive fire being useful for managing crowds and bola was my second choice. I have no idea why i had discipline in there I remember having fan of knives. I meant to have 2 hatred spenders. I was thinking fan of knives but maybe multi shot would be better?
Contagion would be my second choice. I plan to use shadow power and marked for death to help keep my health up. If i find I don't need it contagion would be my second choice.
So I rethought the whole bow hunter build and I'm very pleased with the result. Looking back I didn't give much consideration to how I was going to play the build, I just chose some skills I thought were decent. This time around I have a plan that I hope is effective.
I like the fundamentals skill a lot. I feel it simplifies the whole hatred generation issue and I get to stay true to the bowhunter feel I'm looking for. The +100% damage on fundamentals is nice as well. Sharpshooter and nightstalker compliment each other nicely. Together they will give me a nice damage buff and an inflow of discipline.
Smokescreen is my 'abort mission' spell and it leaves me with +60 hatred after 2 seconds. It is going to be all I have in the ways of defense so it will be critical.
On the offensive I will be using my default attack and multi shot until I have enough hatred and discipline for my combo.
The combo is simple, first cast marked for death (grim reaper: crimson) on a beefy unit then slam a rain of vengeance (dark cloud: indigo) on the marked enemy. Cast shadow power (blood moon: alabaster) to speed up your attack and provide life regen. If the damage output is as high as I think it will be during the 8 second duration of shadow power I'm doing to be healing a lot of life "While active, gain 4.5% of all damage as Life."
A way of quickly resetting the combo is to cast a smoke screen and use the hatred to unleash a few multi shots until your discipline is full just before the 30sec cool down on rain of vengeance is up. I think the build will be particularity useful for mobs that have units with a lot of health to make full use of marked for death.
I think the concepts behind the build are good and would be a ton of fun to play, but if you think of how fast you move through the game as a bowazon, 30s is a long time. Until you get to maybe Hell and Inferno, possibly a bit of Nightmare, most of the monsters wont be cluttered enough to justify a 30s cd on your main damage attack, with 3 spells being aoe spells. (Multishot, Rain of vengence, and Mark of death.) With Fundamentals 200% damage on your basic attacks outdoes Hungering arrow in damage done (Unless of the chance to pierce in which AoE would probaly be more viable) and generates more hate. Maybe look at a different hate generator for this?
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Necro:97 US West Hardcore || Amazon 96 US West Hardcore || Paladin 93 US West Hardcore
Necro 96 US West Hardcore : Killed || Amazon 98 US West Hardcore : Killed
The main problem I see with your new build is that you still dont have any major single-target attacks for bosses and such. Hungering Arrow is your only choice, and while its definetly one of my favorite demon hunter skills, I dont think its enough to rely on. Your also going to have problems when you run into a immune to physical monster
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(this build was before D3 launched... looking back on it now - i had no idea what i was doing)
I think the concepts behind the build are good and would be a ton of fun to play, but if you think of how fast you move through the game as a bowazon, 30s is a long time. Until you get to maybe Hell and Inferno, possibly a bit of Nightmare, most of the monsters wont be cluttered enough to justify a 30s cd on your main damage attack, with 3 spells being aoe spells. (Multishot, Rain of vengence, and Mark of death.) With Fundamentals 200% damage on your basic attacks outdoes Hungering arrow in damage done (Unless of the chance to pierce in which AoE would probaly be more viable) and generates more hate. Maybe look at a different hate generator for this?
The hungering arrow is solely for taken down really fast hard to hit enemies that evade my normal arrows. Hungering arrow doesn generate hate but I have the fundamentals passive and smokescreen to give me hatred. Otherwise I'm pretty much just firing normal attacks most of the time for 200% dmg. Rain of vengeance does look like it would give me problems. I want to try it out because it makes getting the most out of marked for death very easy and mindless. Mark a beefy enemy for death then let rain of vengece take care of him and his comrades while you worry about everyone else.
I see your point though, all other marked for deaths after the first one won't have a nice single damage skill to cast on the marked enemy because of the damn 30sec cool down. I also think that if I were to try hitting the marked unit with my normal attack I would get flanked so quickly. This leads me to believe maybe strafe would be a better skill to bombard the marked for death enemy with? I could run around and not get hit while dealing damage to the marked enemy, shadow power will also make the strafe attack ridiculously fast. Casting rain of vengeance and forgetting about it is very automatic, its my style. Strafe would be more dynamic and involved still fun and also the increased movement speed can be critical at times.
The main problem I see with your new build is that you still dont have any major single-target attacks for bosses and such. Hungering Arrow is your only choice, and while its definetly one of my favorite demon hunter skills, I dont think its enough to rely on. Your also going to have problems when you run into a immune to physical monster
The hungering arrow is for pesky units that won't let me hit them with my normal attack. Hatred will be generated by the normal attack. Dammit you got 2 good points. Firstly, 1 single damage attack isn't going to be enough and secondly, immune to physical will throw a major wrench into this machine.
I think I can fix both these issues by doing something I really don't want to do, remove hungering arrow. Farewell my beloved hungering arrow... Now I have no idea what to change it for elemental arrow, cluster arrow? What do you think?
Ideally I would like to keep the passive skills I chose, the 3 discipline skills and multi-shot (with alabaster), those are the backbone of my build idea the other two skills are totally open for modularity. I posted a WD build on here that has a similar sense of modularity.
I decided to try my hand at a build that is based around my usual play style. The main concentration is to snare as many things as possible, and unload. (fairly simple eh?)
My main hate generating attack is entangling shot runed with indigo. (chain gang, snared mobs are at 6 now)
Multishot runed with golden (fire at will). Just hope I do not run in to a massive pack of lightning immune mobs. =/
Elemental arrow runed for crimson. (ice arrow)
FoK runed for crimson.
Marked for Death with contagion.
Cluster arrow runed with crimson.
I went with vengence to help with the hate management. I took cull the weak to improve the damage done by this build even more.
The last passive could be just about anything that would help with damage. I went with archery, but there are a few other skills that would have worked well there.
passives:
cull of the weak for extra damage, custom engineering for caltrops double duration, perfectionist discipline skills cost less.
active:
evasive fire with golden > so i can backflip 10 times or more while doing damage before discipline runs out.
entangling shot with crimson > for extra slow duration.
rapid fire with alabaster > main spirit spender with added slow.
rain of vengence with indigo > main source of damage.
caltrops with indigo > 12 second slow
smoke screen with obsidian > 2 sec invisible when things get out of hand and extra hatred generated allow it to be used offensivly.
the plan is to use my 2 generators staying out of range with the slow and backflip, use rain of vengence with caltrops, entangling shot and rapid fire for the maximum amount of slow (70%+73%+62%) and to keep enemy under the aoe and during the 30 sec cool down rapid fire will do
possible issue:
enemy goes through caltrops in less than 6 secs > to avoid that, i can go with obsidian rune assuming the duration immobalized is doubled to be 7 secs > this will make me 1- use archery instead of cull of the weak 2- impale with obsidian for the 2.75 stun instead of rapid fire 3- use indigo rune for smoke screen for the increased invisibility duration since i no longer need extra hatred for rapid fire.
I had actually thought to put caltrops in instead of elemental arrow. The reason I chose not to was due to my picking up fan of knives with an 18 yard range. I figured that would get the job done.
I think if I were to take elemental arrow out, I would replace it with vault since my build lacked an "oh poop" button.
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http://us.battle.net/d3/en/calculator/demon-hunter#klcYUQ!dhV!cYZaaa
Haven't played the beta so I don't really know what I'm talking about.
I haven't played the beta so I'm unsure of a lot. Will 1 hatred generator will be enough? I can see evasive fire being useful for managing crowds and bola was my second choice. I have no idea why i had discipline in there I remember having fan of knives. I meant to have 2 hatred spenders. I was thinking fan of knives but maybe multi shot would be better?
Contagion would be my second choice. I plan to use shadow power and marked for death to help keep my health up. If i find I don't need it contagion would be my second choice.
http://us.battle.net...SiUQ!dhX!bYacaZ
Let's start with the passives.
I like the fundamentals skill a lot. I feel it simplifies the whole hatred generation issue and I get to stay true to the bowhunter feel I'm looking for. The +100% damage on fundamentals is nice as well. Sharpshooter and nightstalker compliment each other nicely. Together they will give me a nice damage buff and an inflow of discipline.
Smokescreen is my 'abort mission' spell and it leaves me with +60 hatred after 2 seconds. It is going to be all I have in the ways of defense so it will be critical.
On the offensive I will be using my default attack and multi shot until I have enough hatred and discipline for my combo.
The combo is simple, first cast marked for death (grim reaper: crimson) on a beefy unit then slam a rain of vengeance (dark cloud: indigo) on the marked enemy. Cast shadow power (blood moon: alabaster) to speed up your attack and provide life regen. If the damage output is as high as I think it will be during the 8 second duration of shadow power I'm doing to be healing a lot of life "While active, gain 4.5% of all damage as Life."
A way of quickly resetting the combo is to cast a smoke screen and use the hatred to unleash a few multi shots until your discipline is full just before the 30sec cool down on rain of vengeance is up. I think the build will be particularity useful for mobs that have units with a lot of health to make full use of marked for death.
Sounds fun to me what do you think?
Necro:97 US West Hardcore || Amazon 96 US West Hardcore || Paladin 93 US West Hardcore
Necro 96 US West Hardcore : Killed || Amazon 98 US West Hardcore : Killed
The hungering arrow is solely for taken down really fast hard to hit enemies that evade my normal arrows. Hungering arrow doesn generate hate but I have the fundamentals passive and smokescreen to give me hatred. Otherwise I'm pretty much just firing normal attacks most of the time for 200% dmg. Rain of vengeance does look like it would give me problems. I want to try it out because it makes getting the most out of marked for death very easy and mindless. Mark a beefy enemy for death then let rain of vengece take care of him and his comrades while you worry about everyone else.
I see your point though, all other marked for deaths after the first one won't have a nice single damage skill to cast on the marked enemy because of the damn 30sec cool down. I also think that if I were to try hitting the marked unit with my normal attack I would get flanked so quickly. This leads me to believe maybe strafe would be a better skill to bombard the marked for death enemy with? I could run around and not get hit while dealing damage to the marked enemy, shadow power will also make the strafe attack ridiculously fast. Casting rain of vengeance and forgetting about it is very automatic, its my style. Strafe would be more dynamic and involved still fun and also the increased movement speed can be critical at times.
The hungering arrow is for pesky units that won't let me hit them with my normal attack. Hatred will be generated by the normal attack. Dammit you got 2 good points. Firstly, 1 single damage attack isn't going to be enough and secondly, immune to physical will throw a major wrench into this machine.
I think I can fix both these issues by doing something I really don't want to do, remove hungering arrow. Farewell my beloved hungering arrow... Now I have no idea what to change it for elemental arrow, cluster arrow? What do you think?
Ideally I would like to keep the passive skills I chose, the 3 discipline skills and multi-shot (with alabaster), those are the backbone of my build idea the other two skills are totally open for modularity. I posted a WD build on here that has a similar sense of modularity.
http://us.battle.net/d3/en/calculator/demon-hunter#eQSVgP!bcV!YYbZZZ
My main hate generating attack is entangling shot runed with indigo. (chain gang, snared mobs are at 6 now)
Multishot runed with golden (fire at will). Just hope I do not run in to a massive pack of lightning immune mobs. =/
Elemental arrow runed for crimson. (ice arrow)
FoK runed for crimson.
Marked for Death with contagion.
Cluster arrow runed with crimson.
I went with vengence to help with the hate management. I took cull the weak to improve the damage done by this build even more.
The last passive could be just about anything that would help with damage. I went with archery, but there are a few other skills that would have worked well there.
Thoughts?
i think builds that depend on slows should have caltrops (i would replace elemental arrow with it)
BTW here is my slow build http://us.battle.net/d3/en/calculator/demon-hunter#YeXlbi!cgU!bZaYYc
passives:
cull of the weak for extra damage, custom engineering for caltrops double duration, perfectionist discipline skills cost less.
active:
evasive fire with golden > so i can backflip 10 times or more while doing damage before discipline runs out.
entangling shot with crimson > for extra slow duration.
rapid fire with alabaster > main spirit spender with added slow.
rain of vengence with indigo > main source of damage.
caltrops with indigo > 12 second slow
smoke screen with obsidian > 2 sec invisible when things get out of hand and extra hatred generated allow it to be used offensivly.
the plan is to use my 2 generators staying out of range with the slow and backflip, use rain of vengence with caltrops, entangling shot and rapid fire for the maximum amount of slow (70%+73%+62%) and to keep enemy under the aoe and during the 30 sec cool down rapid fire will do
possible issue:
enemy goes through caltrops in less than 6 secs > to avoid that, i can go with obsidian rune assuming the duration immobalized is doubled to be 7 secs > this will make me 1- use archery instead of cull of the weak 2- impale with obsidian for the 2.75 stun instead of rapid fire 3- use indigo rune for smoke screen for the increased invisibility duration since i no longer need extra hatred for rapid fire.
I think if I were to take elemental arrow out, I would replace it with vault since my build lacked an "oh poop" button.