Been playing around with the idea of the rockets that come with Strafe and Sentry with the Obsidian runes. Came up with this:
Started off with a basic two second snare, Entangling Shot, with Indigo rune to get as many of them snared as possible at once. I'm not really sure about the damage on Bola, it seems like a decent AoE from what I've seen from beta videos. I really just wanted a discpline resource.
Rapid Fire with Obsidian for the rockets.
Shadow Power with Indigo for the 40% increase in run speed.
Vault for the mobility and CC.
Sentry with Obsidian for moar ROCKETZ.
This brings me to the passives, which I'm not quite sure about. I'll be picking up Ballistics for sure, as it is pretty much what makes the build. Tactical Advantage is badass, but I'm not quite sure I'll always need the two second run speed in a PvE environment. Then I just kind of threw Custom Engineering in there for the sole sake of Sentry. I would honestly think it'd be better to pick up something like Cull the Weak but that'll just sit there for now.
Kinda curious why you chose to get Tactical advantage with Vault and Shadow power movement speed. That should be more than enough mobility in dungeons, and I don't see a 60% increase for 2 seconds a huge buff into a build where you'll be mainly dropping turrets and running.
I would prefer to go with Cull of the Weak as long as it applies to your turrets as well, and if it does not, then Vengeance would be a viable option. Archery may be interesting to look at if the 10% buff from bows applies to affect turrets and rockets as well. (I'm assuming it does.)
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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
For me this kind of depends on the range of the turret. I don't really know what to assume from "nearby". With Entangling shot being the only snare lasting 2 seconds, I thought I'd go for some movement speed. The more I think about it though, Crimson rune for Shadow Power seems more attractive just because I'll be draining hatred from Strafe so much faster.
I probably will end up dropping CE for Vengeance or Cull the Weak though, most likely Vengeance.
Problem with turret builds is that they don't attack anything in specific, just something that's around. Summon necro's were alright but only good if you had a piece of equipment with a teleport ability (like an amulet) or Enigma on boss fights to focus your damage to what you wanted it to. I wouldn't recommend going full turrets, rather having some Bow damage along with Sentries, etc.
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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
meh personally if your going the rocket route id also go the trap route and do something like this:
for a trapster/rocket build where you just drop traps/turret/caltrops and kite around with strafe
This wouldn't really fit my playstyle, it's just me though. I just think four homing rockets a second on top on Strafe damage would be too good to pass up.
Been playing around with the idea of the rockets that come with Strafe and Sentry with the Obsidian runes. Came up with this:
Started off with a basic two second snare, Entangling Shot, with Indigo rune to get as many of them snared as possible at once. I'm not really sure about the damage on Bola, it seems like a decent AoE from what I've seen from beta videos. I really just wanted a discpline resource.
Rapid Fire with Obsidian for the rockets.
Shadow Power with Indigo for the 40% increase in run speed.
Vault for the mobility and CC.
Sentry with Obsidian for moar ROCKETZ.
This brings me to the passives, which I'm not quite sure about. I'll be picking up Ballistics for sure, as it is pretty much what makes the build. Tactical Advantage is badass, but I'm not quite sure I'll always need the two second run speed in a PvE environment. Then I just kind of threw Custom Engineering in there for the sole sake of Sentry. I would honestly think it'd be better to pick up something like Cull the Weak but that'll just sit there for now.
All thoughts welcome.
No hard-hitter. No pierce. In my opinion you'll need only 1 hatred-generator, in your case "Entangling". Add "Cull of the Weak" and maybe "Nightstalker" for discipline generation. Use another rune for "Shadow Power" or switch "Vault" as well as "Strafe" for "Rapid Fire".
I consider Rapid Fire as a hard hitter and a legitimate hatred spender. I realize I have no pierce, as I don't think it's completely necessary. As for the rest of your points, read the posts above.
I consider Rapid Fire as a hard hitter and a legitimate hatred spender. I realize I have no pierce, as I don't think it's completely necessary. As for the rest of your points, read the posts above.
Thanks for your thoughts!
"Rapid Fire" is a damage-over-time-Skill, there is no hard-hitting in this skill. Remember you’ll have to stand still while channeling and that’s not so easy as it sounds. A pierce-Skill is really important as you can experience in beta. Sometimes important mobs are standing behind their minions and you’ll have to fight through them before your’re able to attack their summoners.
I see, maybe I'll just replace bola for something. Thanks for the clarification.
I consider Rapid Fire as a hard hitter and a legitimate hatred spender. I realize I have no pierce, as I don't think it's completely necessary. As for the rest of your points, read the posts above.
Thanks for your thoughts!
"Rapid Fire" is a damage-over-time-Skill, there is no hard-hitting in this skill. Remember you’ll have to stand still while channeling and that’s not so easy as it sounds. A pierce-Skill is really important as you can experience in beta. Sometimes important mobs are standing behind their minions and you’ll have to fight through them before your’re able to attack their summoners.
strafe is the answer. it does slightly less dmg at less speed but you get a super speed bonus while you can run around channeling it and the rockets do more dmg, althogh there are less rockets. id just replace rapid fire with strafe and your good sir.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Evasive Fire (Obsidian): For single target and staying away from monsters when they approaching me, in addition leaving a bomb after a backflip even more damage from the skill.
Entangling Shot (Indigo): For slowing enemies after a backflip from Evasive Fire and for AOE when I'm on low hatred (with indigo runestone hitting 6 targets for 600% weapon dmg when 6 monsters are close enough). So it's gonna be my cc+dmg skill.
Rapid Fire (Obsidian): The single target hatred spender with rockets. An obvious choice for rocket DH. (4 rockets x 35% weapon dmg) x 2 (ballistics passive)= 280% weapon dmg every second from rockets only, Don't forget about normal dmg from the skill. Really hard hitter.
Cluster Arrow (indigo): The AOE dmg hatred spender. Extremly powerful. (6 rockets x 85% weapon dmg) x 2 (ballistics passive) + 200% weapon dmg from initial impact (don't know if dmg from initial impact hits nearby targets or only 1 target)= 1020% wpn dmg from rockets to 6 targets and 200% to the initial target, so 1220% wpn dmg from a single shot.
Marked for death (Indigo): To make your aoe dmg even more powerful and spread around +20% dmg, great buff for a solo and especially for co-op playing. You must master the targeting the right mob to kill in front of the pack for effective spread.
Preperation (Crimson): This is the main skill in my build I suppose. No CD, 21 disc to use, all hatred restored.
Passives:
Vengeance: You will have 175 hatred, pretty simple. Nothing to explain.
Grenadier: The main purpose to take this passive is -10 hatred for cluster arrow.
Ballistics: Shall i explain why?
We know that DH is a glass cannon class so staying away from monsters is the key for surviving and Evasive Fire helps us to do it. Entangling Shot for slow and good AOE is also a nice skill to stay away from mobs combined with nice dmg. Use Rapid Fire when you need to kill the single target fast and as a main dmg dealing ability on bosses or when you need to kill marked target fast to spread a debuff among mobs and to make your next AOE even more powerful.
Now the main idea of the build and why this build was made. In Diablo 3 we will encounter packs of monsters alot so dealing enough dmg in minimum time is a prio for DH to stay alive combined with well positioning to use Evasive Fire (and not get pwnd by backfliping to the wall) and spreading slows through Entangling Shot. Cluster Arrow is 40 hatred to cast, I have 175 hatred so it is 4 shots for 1220% wpn dmg = 4880% dmg, then use preperation and you have 4 more shots so it is rawly (not counting +20% dmg from Marked of Death but if you was fast enough and smart to target the right mob and kill it add +20% dmg to the final numbers) 9760% wpn dmg for just 7 seconds considering that all hand crossbows have 1.60 attacks per second. 1.60 x 3 sec= 4.8 attacks (so 4 attacks, 4 shots), then preparation (1 second or even less, i just don't know) and again 3 secs for 4 shots. IN ADDITION to this the crimson rune in my theory works for preparation like this:
Rank 1: removes CD and cost 30 disc
Rank 2: removes CD and cost 27 disc
Rank 3: 24 disc
Rank 4: 21 disc
Rank 5: 18 disc
Rank 6: 15 disc
Rank 7: 12 disc
So if you have rank 7 of the rune (Inferno mode) you can cast 2nd preparation and shoot additional 4 shots of Cluster Arrow and able to cast Marked for Death in the beginning of the rotation (plus to this regen of disc will allow you to use Evasive fire and backflip if the situation is bad and monsters are close).
So in ideal situation on inferno even with rank 4 of crimson rune of Cluster Arrow and rank 6 of indigo rune of Marked for Death (spreads to 7 targets) you make 12 shots for 14640%+20% (from marked for death) wpn dmg in just 11 seconds with ability to backflip from Evasive Fire to save yourself if monsters are close. So total 17568% wpn dmg and 11 sec rawly for this. No pack will survive this. If you also will use Entangling Shot between 2 shots of Cluster Arrow to control speed of mobs then you are an invincible DH with HUGE dmg output.
Phew. Thnx for reading. Opinions?
P.S. Build must be mastered and polished in action of course. Without it this won't work as discribed.
Entangling shot ---IndigoSlow 6 enemies at once instead of 3. Rapid fire ------- Obsidian rockets Sentry --------- Obsidian rockets Marked for Death --- Golden Sustainability Companion----------- Golden Sustainability Vault------------------- Golden Looks like a skill im gunna want to use a lot. Taking golden for the fun factor.
Archery Decent passive bonus so why not. vengeance Sustainability i guess. extra hatred is iresistable for me. ballistics because rockets are fun.
This is my rockets / sustained rapidfire anti boss build. Its mostly just for funsies but i think it should do well. Until a situation comes up where i need pierce or some other way of attacking important monsters behind their minions. But ill be rolling with my friends and they can deal with it.
Entangling shot ---IndigoSlow 6 enemies at once instead of 3. Rapid fire ------- Obsidian rockets Sentry --------- Obsidian rockets Marked for Death --- Golden Sustainability Companion----------- Golden Sustainability Vault------------------- Golden Looks like a skill im gunna want to use a lot. Taking golden for the fun factor.
Archery Decent passive bonus so why not. vengeance Sustainability i guess. extra hatred is iresistable for me. ballistics because rockets are fun.
This is my rockets / sustained rapidfire anti boss build. Its mostly just for funsies but i think it should do well. Until a situation comes up where i need pierce or some other way of attacking important monsters behind their minions. But ill be rolling with my friends and they can deal with it.
Well with this amount of Discipline skills you use i would recommend you to use Perfectionist passive.
Well with this amount of Discipline skills you use i would recommend you to use Perfectionist passive.
One of the discipline skills is a permanent companion, the other is one i only plan on using on elite mobs or when i need extra hate regeneration, and vault ill only be using in certain circumstances. The only discapline skill i see myself using a lot would be sentry. Although Ill have to see how the game plays and how fast discapline recovers.
Also this is an anti boss build, i did plan on using it on normal mobs as well but if discipline does screw me over i can always make a different build for the regular mobs. Maybe if i switch out archery for night stalker... i wonder if vault is essential.. The build coould definatly use some work, but ill need to play the game to figure it out and make it perfect for what i wanna do.
I really love that you can swap skills at any time, also the skills/runes look like so much fun. So excited... cant contain...
http://us.battle.net/d3/en/calculator/demon-hunter#jPSXQf!STb!cYccZb
here's the "Rocketman" build I've been playing with.. all about the same ideas.. Rapid Fire, Multishot, Cluster Arrow, Sentry all rocketed up
with grenades + Tinkerer + Grenadier combo for hatred building
Now the main idea of the build and why this build was made. In Diablo 3 we will encounter packs of monsters alot so dealing enough dmg in minimum time is a prio for DH to stay alive combined with well positioning to use Evasive Fire (and not get pwnd by backfliping to the wall) and spreading slows through Entangling Shot. Cluster Arrow is 40 hatred to cast, I have 175 hatred so it is 4 shots for 1220% wpn dmg = 4880% dmg, then use preperation and you have 4 more shots so it is rawly (not counting +20% dmg from Marked of Death but if you was fast enough and smart to target the right mob and kill it add +20% dmg to the final numbers) 9760% wpn dmg for just 7 seconds considering that all hand crossbows have 1.60 attacks per second. 1.60 x 3 sec= 4.8 attacks (so 4 attacks, 4 shots), then preparation (1 second or even less, i just don't know) and again 3 secs for 4 shots. IN ADDITION to this the crimson rune in my theory works for preparation like this:
Rank 1: removes CD and cost 30 disc
Rank 2: removes CD and cost 27 disc
Rank 3: 24 disc
Rank 4: 21 disc
Rank 5: 18 disc
Rank 6: 15 disc
Rank 7: 12 disc
So if you have rank 7 of the rune (Inferno mode) you can cast 2nd preparation and shoot additional 4 shots of Cluster Arrow and able to cast Marked for Death in the beginning of the rotation (plus to this regen of disc will allow you to use Evasive fire and backflip if the situation is bad and monsters are close).
I actually have an extensive thread about this build (it is rocketless though). I see two potential problems.
1) If you are going to use the preparation trick why put hatred generator moves on? I understand a rocket build his a high cost build but preparation does not support it well. Instead look toward grenades as a better option with the yellow rune.
2) those rune ranks assume that the net change in disc cost is 3 per rank. Just letting you know if you go and look at the math I did having a net change of 1 disc per rank is enough to create a powerful bonus! I have a feeling it starts at 25 disc and only can be lowered to 18 disc at max level.
Prep would not be as good as some of the other options you have available to you for a rocket heavy build. (maybe a better long term slow?)
Been playing around with the idea of the rockets that come with Strafe and Sentry with the Obsidian runes. Came up with this:
To the OP. Shadow Power and Sentry I feel will likely clash with the build mechanics. Popping both will leave no room for vault in the rotation due to disc costs. I would say drop 1 of the three... and because of the Shadow Power nerf I feel Vault should be better. In its place it is better to have Multi Shot runes for rockets for those sticky AOE situations. Entangling is nice with this build and personally I hate bola shot so I would change it but that is just me.
That is my build for a "gernadeless-rocket" build. You get more bang for the buck in an AOE setting (where most of the game is played). Obviously before a boss you can switch out entangling for something else like seeking arrow.
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Started off with a basic two second snare, Entangling Shot, with Indigo rune to get as many of them snared as possible at once. I'm not really sure about the damage on Bola, it seems like a decent AoE from what I've seen from beta videos. I really just wanted a discpline resource.
Rapid Fire with Obsidian for the rockets.
Shadow Power with Indigo for the 40% increase in run speed.
Vault for the mobility and CC.
Sentry with Obsidian for moar ROCKETZ.
This brings me to the passives, which I'm not quite sure about. I'll be picking up Ballistics for sure, as it is pretty much what makes the build. Tactical Advantage is badass, but I'm not quite sure I'll always need the two second run speed in a PvE environment. Then I just kind of threw Custom Engineering in there for the sole sake of Sentry. I would honestly think it'd be better to pick up something like Cull the Weak but that'll just sit there for now.
All thoughts welcome.
I would prefer to go with Cull of the Weak as long as it applies to your turrets as well, and if it does not, then Vengeance would be a viable option. Archery may be interesting to look at if the 10% buff from bows applies to affect turrets and rockets as well. (I'm assuming it does.)
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
For me this kind of depends on the range of the turret. I don't really know what to assume from "nearby". With Entangling shot being the only snare lasting 2 seconds, I thought I'd go for some movement speed. The more I think about it though, Crimson rune for Shadow Power seems more attractive just because I'll be draining hatred from Strafe so much faster.
I probably will end up dropping CE for Vengeance or Cull the Weak though, most likely Vengeance.
for a trapster/rocket build where you just drop traps/turret/caltrops and kite around with strafe
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
This wouldn't really fit my playstyle, it's just me though. I just think four homing rockets a second on top on Strafe damage would be too good to pass up.
http://us.battle.net/d3/en/calculator/demon-hunter#XRjiTU!dUS!cccabZ
I consider Rapid Fire as a hard hitter and a legitimate hatred spender. I realize I have no pierce, as I don't think it's completely necessary. As for the rest of your points, read the posts above.
Thanks for your thoughts!
I see, maybe I'll just replace bola for something. Thanks for the clarification.
strafe is the answer. it does slightly less dmg at less speed but you get a super speed bonus while you can run around channeling it and the rockets do more dmg, althogh there are less rockets. id just replace rapid fire with strafe and your good sir.
http://us.battle.net/d3/en/calculator/demon-hunter#YeXPQk!bTS!cYcYYZ
Actives:
Evasive Fire (Obsidian): For single target and staying away from monsters when they approaching me, in addition leaving a bomb after a backflip even more damage from the skill.
Entangling Shot (Indigo): For slowing enemies after a backflip from Evasive Fire and for AOE when I'm on low hatred (with indigo runestone hitting 6 targets for 600% weapon dmg when 6 monsters are close enough). So it's gonna be my cc+dmg skill.
Rapid Fire (Obsidian): The single target hatred spender with rockets. An obvious choice for rocket DH. (4 rockets x 35% weapon dmg) x 2 (ballistics passive)= 280% weapon dmg every second from rockets only, Don't forget about normal dmg from the skill. Really hard hitter.
Cluster Arrow (indigo): The AOE dmg hatred spender. Extremly powerful. (6 rockets x 85% weapon dmg) x 2 (ballistics passive) + 200% weapon dmg from initial impact (don't know if dmg from initial impact hits nearby targets or only 1 target)= 1020% wpn dmg from rockets to 6 targets and 200% to the initial target, so 1220% wpn dmg from a single shot.
Marked for death (Indigo): To make your aoe dmg even more powerful and spread around +20% dmg, great buff for a solo and especially for co-op playing. You must master the targeting the right mob to kill in front of the pack for effective spread.
Preperation (Crimson): This is the main skill in my build I suppose. No CD, 21 disc to use, all hatred restored.
Passives:
Vengeance: You will have 175 hatred, pretty simple. Nothing to explain.
Grenadier: The main purpose to take this passive is -10 hatred for cluster arrow.
Ballistics: Shall i explain why?
We know that DH is a glass cannon class so staying away from monsters is the key for surviving and Evasive Fire helps us to do it. Entangling Shot for slow and good AOE is also a nice skill to stay away from mobs combined with nice dmg. Use Rapid Fire when you need to kill the single target fast and as a main dmg dealing ability on bosses or when you need to kill marked target fast to spread a debuff among mobs and to make your next AOE even more powerful.
Now the main idea of the build and why this build was made. In Diablo 3 we will encounter packs of monsters alot so dealing enough dmg in minimum time is a prio for DH to stay alive combined with well positioning to use Evasive Fire (and not get pwnd by backfliping to the wall) and spreading slows through Entangling Shot. Cluster Arrow is 40 hatred to cast, I have 175 hatred so it is 4 shots for 1220% wpn dmg = 4880% dmg, then use preperation and you have 4 more shots so it is rawly (not counting +20% dmg from Marked of Death but if you was fast enough and smart to target the right mob and kill it add +20% dmg to the final numbers) 9760% wpn dmg for just 7 seconds considering that all hand crossbows have 1.60 attacks per second. 1.60 x 3 sec= 4.8 attacks (so 4 attacks, 4 shots), then preparation (1 second or even less, i just don't know) and again 3 secs for 4 shots. IN ADDITION to this the crimson rune in my theory works for preparation like this:
Rank 1: removes CD and cost 30 disc
Rank 2: removes CD and cost 27 disc
Rank 3: 24 disc
Rank 4: 21 disc
Rank 5: 18 disc
Rank 6: 15 disc
Rank 7: 12 disc
So if you have rank 7 of the rune (Inferno mode) you can cast 2nd preparation and shoot additional 4 shots of Cluster Arrow and able to cast Marked for Death in the beginning of the rotation (plus to this regen of disc will allow you to use Evasive fire and backflip if the situation is bad and monsters are close).
So in ideal situation on inferno even with rank 4 of crimson rune of Cluster Arrow and rank 6 of indigo rune of Marked for Death (spreads to 7 targets) you make 12 shots for 14640%+20% (from marked for death) wpn dmg in just 11 seconds with ability to backflip from Evasive Fire to save yourself if monsters are close. So total 17568% wpn dmg and 11 sec rawly for this. No pack will survive this. If you also will use Entangling Shot between 2 shots of Cluster Arrow to control speed of mobs then you are an invincible DH with HUGE dmg output.
Phew. Thnx for reading. Opinions?
P.S. Build must be mastered and polished in action of course. Without it this won't work as discribed.
Entangling shot --- Indigo Slow 6 enemies at once instead of 3.
Rapid fire ------- Obsidian rockets
Sentry --------- Obsidian rockets
Marked for Death --- Golden Sustainability
Companion----------- Golden Sustainability
Vault------------------- Golden Looks like a skill im gunna want to use a lot. Taking golden for the fun factor.
Archery Decent passive bonus so why not.
vengeance Sustainability i guess. extra hatred is iresistable for me.
ballistics because rockets are fun.
This is my rockets / sustained rapidfire anti boss build. Its mostly just for funsies but i think it should do well. Until a situation comes up where i need pierce or some other way of attacking important monsters behind their minions. But ill be rolling with my friends and they can deal with it.
Well with this amount of Discipline skills you use i would recommend you to use Perfectionist passive.
One of the discipline skills is a permanent companion, the other is one i only plan on using on elite mobs or when i need extra hate regeneration, and vault ill only be using in certain circumstances. The only discapline skill i see myself using a lot would be sentry. Although Ill have to see how the game plays and how fast discapline recovers.
Also this is an anti boss build, i did plan on using it on normal mobs as well but if discipline does screw me over i can always make a different build for the regular mobs. Maybe if i switch out archery for night stalker... i wonder if vault is essential.. The build coould definatly use some work, but ill need to play the game to figure it out and make it perfect for what i wanna do.
I really love that you can swap skills at any time, also the skills/runes look like so much fun. So excited... cant contain...
here's the "Rocketman" build I've been playing with.. all about the same ideas.. Rapid Fire, Multishot, Cluster Arrow, Sentry all rocketed up
with grenades + Tinkerer + Grenadier combo for hatred building
1) If you are going to use the preparation trick why put hatred generator moves on? I understand a rocket build his a high cost build but preparation does not support it well. Instead look toward grenades as a better option with the yellow rune.
2) those rune ranks assume that the net change in disc cost is 3 per rank. Just letting you know if you go and look at the math I did having a net change of 1 disc per rank is enough to create a powerful bonus! I have a feeling it starts at 25 disc and only can be lowered to 18 disc at max level.
Prep would not be as good as some of the other options you have available to you for a rocket heavy build. (maybe a better long term slow?)
To the OP. Shadow Power and Sentry I feel will likely clash with the build mechanics. Popping both will leave no room for vault in the rotation due to disc costs. I would say drop 1 of the three... and because of the Shadow Power nerf I feel Vault should be better. In its place it is better to have Multi Shot runes for rockets for those sticky AOE situations. Entangling is nice with this build and personally I hate bola shot so I would change it but that is just me.
http://us.battle.net...SXjd!ZVS!YYcccb
That is my build for a "gernadeless-rocket" build. You get more bang for the buck in an AOE setting (where most of the game is played). Obviously before a boss you can switch out entangling for something else like seeking arrow.
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Sorry had to fix that table.