The idea is to spam sentries for all or most of my discipline far in front of me into a group of monsters then immediately begin spamming multishot with supression fire to build up more discipline for more sentries and evasive moves. Then I'd kite enemies around with vault / evasive fire (buffed by tactical advantage) while dropping spike trap with scatter for hatred (more multishot therefore more sentries!) and added DPS and then repeat as necessary. I used as many discipline cost reducers and generators as possible in order to keep my discipline supply up without needing preparation with its cooldown (tumble, surge, perfectionist, supression fire). Originally had caltrops in the build for snare, but I think with vault-tumble, evasive fire-surge, and tactical advantage I can stay out of harms way pretty well. I put shadow power with night bane in for emergency life steal and hatred generation.
If done right, I could see having 10 or more sentries down at once, all with chains, all lasting 40 seconds with custom engineering passive.
It seems like it would work in theory but that will largely depend on the mechanics of the Sentry damage / Chain of torment damage.
Keys to the mechanics would be:
1. the shadow power works with the sentry/chain damage (although if I can stay out of the way I wont need to find out)
2. That I keep several bows/xbows on me that deal different types of elemental damage instead of physical, in case of resistance / immunes. I think this might work since neither the Sentry nor the Chains specifies a damage type (such "deals x% damage as physical/fire/etc."...just that it deals weapon damage.
Keys gear affixes would be increased speed, add elemental damage, and most importantly discipline buffs.
Follower would be a templar with intervene, loyalty, charge and inspire.
you can only have 1 turret at a time. almost positive of that. otherwise it would be WAY too OP because its duration is so long with that passive and you can rune it to shoot massive dmg rockets. like this: http://us.battle.net...nter#..i!hU!..a and if you had a lot of skills returning discipline you'd have a dozen turrets out at once. theres NO way thats going to be possible. and since the skill doesnt specify a max amount its definitely only 1 man just like the discipline pet spell, we know you can only have 1 of those. might want to rethink your build now cuz u certainly dont have enough dmg
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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
you can only have 1 turret at a time. almost positive of that. otherwise it would be WAY too OP because its duration is so long with that passive and you can rune it to shoot massive dmg rockets. like this: http://us.battle.net...nter#..i!hU!..a and if you had a lot of skills returning discipline you'd have a dozen turrets out at once. theres NO way thats going to be possible. and since the skill doesnt specify a max amount its definitely only 1 man just like the discipline pet spell, we know you can only have 1 of those. might want to rethink your build now cuz u certainly dont have enough dmg
But hydra, a very similar skill, specify in the tool tip you can only have one up at time. I think if they don't specify is because theres no limit. Since the skill is based on discipline and the damage is not that high (20% in one target... 40% in one target with the rocket runes) i think you can have multiple of those at time (but your discipline will be gone!). Even if you build your strategy to recover ALOT of discipline, by doing that you're sacrificing damage, snare and mobility, so theres a trade off there.
Imo offensive skill that requires disicpline have to be really strong for two reasons: 1. discipline is a bitch to return; 2. you have no resource for your life saving abilities.
the rockets become 140% dmg per rocket with the rocket passive on top of the base 20% dmg.
i just think because the duration can be 40 seconds it doesnt seem right. because you can drop like 20 of them on a boss fight and run around the room and let your turrets faceroll the boss
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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
I guess it would depend on whether the sentry works like a pet or like a trap...Zombie Dogs doesn't specify a limit in the description either (other than 60 sec cooldown) but I'm pretty sure from watching beta playthroughs that if you cast another Zombie dogs, it replaces the ones already out. Guess I assumed it worked as a trap like caltrops and could be spammed.
Italofoca has a point though, I am basically sacrifice everything in the build to generate discipline...yes I have some evasion, but I would want to avoid using them if possible to save discipline. We'll see though...hopefully it works since I'd love to see an almost all trap build that can handle Inferno. Didn't think about the rockets rune with the rockets passive...that would be OP DPS but I'd have to drop Tactical Advantage to do it which really reduces my evasion.
Obviously if it's 1 Sentry at a time the build is pointless.
By the way, does any one know what is the DH baseline Discipline in Beta 13?
Edit: So whats the point of this build again? To kill things as slowly as possible, whilst you run in circles?
lol...yeah it wouldn't exactly be an entertaining build to play. Obviously if multiple sentries can happen the DPS can get very high, but it would be something that builds up. 10 sentries = 200% damage + 400% per second from the tether without me firing a single arrow, add on spike traps and the damage form multishot/evasive fire and it's pretty high DPS. I envisioned having a web of destruction that moved with me.
GladHeHasBeta, are you sure that's how the ballistics passive works? Just wonderig, I thought the 100% increase would mean the rockets go from 40% to 80% fire dmg, not 40% to 140%?
Edit: So whats the point of this build again? To kill things as slowly as possible, whilst you run in circles?
lol...yeah it wouldn't exactly be an entertaining build to play. Obviously if multiple sentries can happen the DPS can get very high, but it would be something that builds up. 10 sentries = 200% damage + 400% per second from the tether without me firing a single arrow, add on spike traps and the damage form multishot/evasive fire and it's pretty high DPS. I envisioned having a web of destruction that moved with me.
GladHeHasBeta, are you sure that's how the ballistics passive works? Just wonderig, I thought the 100% increase would mean the rockets go from 40% to 80% fire dmg, not 40% to 140%?
It sounds good in theory, but I have doubts in practice. On trash you have to multi-shot to get disc, but then multi-shot will probably kill the mobs. On a boss, you won't get much if any disc via multi-shot thus drastically lowering the # of sentries.
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One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Edit: So whats the point of this build again? To kill things as slowly as possible, whilst you run in circles?
GladHeHasBeta, are you sure that's how the ballistics passive works? Just wonderig, I thought the 100% increase would mean the rockets go from 40% to 80% fire dmg, not 40% to 140%?
oh shit! /facepalm for some reason for the past few months i automatically assumed it ADDED an extra 100%... fml. LAWL
ya your right. no idea what i was thinking
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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
Edit: So whats the point of this build again? To kill things as slowly as possible, whilst you run in circles?
lol...yeah it wouldn't exactly be an entertaining build to play. Obviously if multiple sentries can happen the DPS can get very high, but it would be something that builds up. 10 sentries = 200% damage + 400% per second from the tether without me firing a single arrow, add on spike traps and the damage form multishot/evasive fire and it's pretty high DPS. I envisioned having a web of destruction that moved with me.
GladHeHasBeta, are you sure that's how the ballistics passive works? Just wonderig, I thought the 100% increase would mean the rockets go from 40% to 80% fire dmg, not 40% to 140%?
It sounds good in theory, but I have doubts in practice. On trash you have to multi-shot to get disc, but then multi-shot will probably kill the mobs. On a boss, you won't get much if any disc via multi-shot thus drastically lowering the # of sentries.
Yeah, it is definitely weaker vs. bosses without heavy direct damage. Hopefully a lot of the bosses will summon minions . For boss battles I'd probably sub out shadow power for preparation, since if the boss hits me once I'm probably dead anyway...no need for the life steal at that point. With prep I could pretty immediately spam 7 sentries. Plus, the DH naturally recovers discipline 1/sec and another 1/sec from the templar....and hopefully I'll have some gear that buffs it as well, at the very least I can keep adding 1 sentry every <4 seconds with some multishot hits until prep is back up...provided I don't need disc for vault/backflip (hopefully the templar/party can keep him occupied). The spike traps will compensate for any lost hatred from night bane, and if with scatter they overlap each other slightly and the boss stands still (hitting a tank maybe) I can hit him with 405% damage.
A lot of ifs and hopefullys in there though. I'll mostly be playing this class in a party with some friends, so I figured if I'm not as useful against the boss, meh.
Edit: Against a boss that does not drop minions I definitely would switch sentry to have rockets instead of the chain as long as he's not fire immune. Even if it is 80% dmg per rocket per 1.5 seconds that's 20%*my weapon speed (for example 1.6 from un-buffed dual xbows) = 32% DPS from the basic sentry fire + 80% * (1/1.5) = 53.3% from rockets = 85.3% DPS per sentry * 7 sentries = 597% DPS on a single target! Against groups I still want the chain for DOT and because it can hit multiple targets (no big AOE damage in the build).
I'm assuming that the sentry's basic attack speed will be the same as my weapon's, but if it is independent I'll just go for the heaviest damage 2 hand bow + quiver combo I can find.
I subbed in entangling shot with chain gang for snare and because the more I thought about it, I'd rather not be forced to waste disc on the unpredictable back flip. Hopefully vault+tumble+tactical advantage+gear affixes will make me quick enough to evade without the backflip.
I subbed the chain for rockets and tactical advantage for ballistics to do the super high single target DPS I described above.
Subbed Preparation for shadow power. Every prep rune except punishment would work nicely in the build. Invigorate, which I chose, would give me 5 seconds to cast one more sentry (bringing my total up to 7-8 immediately spammable). If I can actually survive boss hits (maybe aoe or ranged attacks) I might use battle scars instead to replace the life steal from shadow power. Focused mind would be useful if I have less than 45 natural disc because as long as I'm sending out sentries while it's active to keep it from hitting max, I'd actually gain more disc in the end, but 15 seconds is a long time for the full effect.
I have a similiar build, pretty much based entirely around sentries. Its a bit different but its pretty simple. Stack crit = profit. Eventually getting enough crit to get rid of sharpshooter for perfectionist. Bola will be good single target discpline generator with high crit and caltrops will increase your crit more aswell as slow. I wasn't a big fan of entangle shot in beta, since one caltrop did what several entangle shots would do with a lot less effort. I am not a big fan of DH, but this is one style of build I am keeping track of.
I have a similiar build, pretty much based entirely around sentries. Its a bit different but its pretty simple. Stack crit = profit. Eventually getting enough crit to get rid of sharpshooter for perfectionist. Bola will be good single target discpline generator with high crit and caltrops will increase your crit more aswell as slow. I wasn't a big fan of entangle shot in beta, since one caltrop did what several entangle shots would do with a lot less effort. I am not a big fan of DH, but this is one style of build I am keeping track of.
Could you list your runes and passives? For whatever reason they aren't showing up in the skill builder.
The build would depend on how crit is shared between you and the sentry (like most things related to sentry, I'm guessing). Also, while caltrops is a better snare than entangling shot, it is a discipline eater, which essentially reduces your sentry dps. I prefer entangling shot because it has a similar but reduced effect without any discipline cost.
In general I like your idea though...if your overall crit is applied to the sentries (not just crit from your weapon) that opens up a whole new world of sentry builds that would be fun. The only other issue I have with your build is that imo spike trap and bola shot, while slightly different mechanically, are essentially the same skill. It would be better to pick one or the other and go with a different hatred generator with a buff you like.
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http://us.battle.net/d3/en/calculator/demon-hunter#XViRTl!aUf!cYbbca
The idea is to spam sentries for all or most of my discipline far in front of me into a group of monsters then immediately begin spamming multishot with supression fire to build up more discipline for more sentries and evasive moves. Then I'd kite enemies around with vault / evasive fire (buffed by tactical advantage) while dropping spike trap with scatter for hatred (more multishot therefore more sentries!) and added DPS and then repeat as necessary. I used as many discipline cost reducers and generators as possible in order to keep my discipline supply up without needing preparation with its cooldown (tumble, surge, perfectionist, supression fire). Originally had caltrops in the build for snare, but I think with vault-tumble, evasive fire-surge, and tactical advantage I can stay out of harms way pretty well. I put shadow power with night bane in for emergency life steal and hatred generation.
If done right, I could see having 10 or more sentries down at once, all with chains, all lasting 40 seconds with custom engineering passive.
It seems like it would work in theory but that will largely depend on the mechanics of the Sentry damage / Chain of torment damage.
Keys to the mechanics would be:
1. the shadow power works with the sentry/chain damage (although if I can stay out of the way I wont need to find out)
2. That I keep several bows/xbows on me that deal different types of elemental damage instead of physical, in case of resistance / immunes. I think this might work since neither the Sentry nor the Chains specifies a damage type (such "deals x% damage as physical/fire/etc."...just that it deals weapon damage.
Keys gear affixes would be increased speed, add elemental damage, and most importantly discipline buffs.
Follower would be a templar with intervene, loyalty, charge and inspire.
But hydra, a very similar skill, specify in the tool tip you can only have one up at time. I think if they don't specify is because theres no limit. Since the skill is based on discipline and the damage is not that high (20% in one target... 40% in one target with the rocket runes) i think you can have multiple of those at time (but your discipline will be gone!). Even if you build your strategy to recover ALOT of discipline, by doing that you're sacrificing damage, snare and mobility, so theres a trade off there.
Imo offensive skill that requires disicpline have to be really strong for two reasons: 1. discipline is a bitch to return; 2. you have no resource for your life saving abilities.
i just think because the duration can be 40 seconds it doesnt seem right. because you can drop like 20 of them on a boss fight and run around the room and let your turrets faceroll the boss
Italofoca has a point though, I am basically sacrifice everything in the build to generate discipline...yes I have some evasion, but I would want to avoid using them if possible to save discipline. We'll see though...hopefully it works since I'd love to see an almost all trap build that can handle Inferno. Didn't think about the rockets rune with the rockets passive...that would be OP DPS but I'd have to drop Tactical Advantage to do it which really reduces my evasion.
Obviously if it's 1 Sentry at a time the build is pointless.
By the way, does any one know what is the DH baseline Discipline in Beta 13?
Thanks!
Edit: So whats the point of this build again? To kill things as slowly as possible, whilst you run in circles?
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
lmao +1
lol...yeah it wouldn't exactly be an entertaining build to play. Obviously if multiple sentries can happen the DPS can get very high, but it would be something that builds up. 10 sentries = 200% damage + 400% per second from the tether without me firing a single arrow, add on spike traps and the damage form multishot/evasive fire and it's pretty high DPS. I envisioned having a web of destruction that moved with me.
GladHeHasBeta, are you sure that's how the ballistics passive works? Just wonderig, I thought the 100% increase would mean the rockets go from 40% to 80% fire dmg, not 40% to 140%?
It sounds good in theory, but I have doubts in practice. On trash you have to multi-shot to get disc, but then multi-shot will probably kill the mobs. On a boss, you won't get much if any disc via multi-shot thus drastically lowering the # of sentries.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
oh shit! /facepalm for some reason for the past few months i automatically assumed it ADDED an extra 100%... fml. LAWL
ya your right. no idea what i was thinking
Yeah, it is definitely weaker vs. bosses without heavy direct damage. Hopefully a lot of the bosses will summon minions . For boss battles I'd probably sub out shadow power for preparation, since if the boss hits me once I'm probably dead anyway...no need for the life steal at that point. With prep I could pretty immediately spam 7 sentries. Plus, the DH naturally recovers discipline 1/sec and another 1/sec from the templar....and hopefully I'll have some gear that buffs it as well, at the very least I can keep adding 1 sentry every <4 seconds with some multishot hits until prep is back up...provided I don't need disc for vault/backflip (hopefully the templar/party can keep him occupied). The spike traps will compensate for any lost hatred from night bane, and if with scatter they overlap each other slightly and the boss stands still (hitting a tank maybe) I can hit him with 405% damage.
A lot of ifs and hopefullys in there though. I'll mostly be playing this class in a party with some friends, so I figured if I'm not as useful against the boss, meh.
Edit: Against a boss that does not drop minions I definitely would switch sentry to have rockets instead of the chain as long as he's not fire immune. Even if it is 80% dmg per rocket per 1.5 seconds that's 20%*my weapon speed (for example 1.6 from un-buffed dual xbows) = 32% DPS from the basic sentry fire + 80% * (1/1.5) = 53.3% from rockets = 85.3% DPS per sentry * 7 sentries = 597% DPS on a single target! Against groups I still want the chain for DOT and because it can hit multiple targets (no big AOE damage in the build).
I'm assuming that the sentry's basic attack speed will be the same as my weapon's, but if it is independent I'll just go for the heaviest damage 2 hand bow + quiver combo I can find.
#$%@ Calculator.
weird...half the time I click on a link to a build it will load the active skills but not the runestones or passives.
http://us.battle.net...iRTl!aUf!aYbbca
I subbed in entangling shot with chain gang for snare and because the more I thought about it, I'd rather not be forced to waste disc on the unpredictable back flip. Hopefully vault+tumble+tactical advantage+gear affixes will make me quick enough to evade without the backflip.
Here's the build I'd probably use for boss fights:
http://us.battle.net...iRTh!hUf!aYabca
I subbed the chain for rockets and tactical advantage for ballistics to do the super high single target DPS I described above.
Subbed Preparation for shadow power. Every prep rune except punishment would work nicely in the build. Invigorate, which I chose, would give me 5 seconds to cast one more sentry (bringing my total up to 7-8 immediately spammable). If I can actually survive boss hits (maybe aoe or ranged attacks) I might use battle scars instead to replace the life steal from shadow power. Focused mind would be useful if I have less than 45 natural disc because as long as I'm sending out sentries while it's active to keep it from hitting max, I'd actually gain more disc in the end, but 15 seconds is a long time for the full effect.
http://us.battle.net...RYih!XTU!Ycbcac
Could you list your runes and passives? For whatever reason they aren't showing up in the skill builder.
The build would depend on how crit is shared between you and the sentry (like most things related to sentry, I'm guessing). Also, while caltrops is a better snare than entangling shot, it is a discipline eater, which essentially reduces your sentry dps. I prefer entangling shot because it has a similar but reduced effect without any discipline cost.
In general I like your idea though...if your overall crit is applied to the sentries (not just crit from your weapon) that opens up a whole new world of sentry builds that would be fun. The only other issue I have with your build is that imo spike trap and bola shot, while slightly different mechanically, are essentially the same skill. It would be better to pick one or the other and go with a different hatred generator with a buff you like.