Stunlock Trapping Demon Hunter

  • #22
    Moved to the appropriate section.
  • #23
    Quote from GodhandX

    I haven't seen anything that shows more than one turret out anywhere. If they do indeed stack that makes the skill much better. I'm not really into speculating on mechanics like that. I was under the assumption that you can only one turret out at a time. With the ability to have 3-5 out, then idea for this build is neat. I just think there is far too much speculation with this build. Speculating that PVP maps will have one health orb spawn for you to camp. All that being said, I'd take Spike Trap - Scatter instead of the raven for more area control/burst damage and more utilization of your custom engineering passive.


    Unless they changed the arena maps, from the ones shown orbs spawn periodically on marked locations, so taking those spots are a must. If stun is indeed on diminishing returns then more traps would be good for another option for control, but I'd take Brandolier though to cover the whole map in traps. The wording for are skills are quite ambiguous right now, how does custom engineering help Spike Trap when it has no duration. All build now are just speculations and become invalid whenever blizzard changes their mind.
  • #24
    Quote from karsen88

    I'm not sure what you are trying to say. Blizzard has repeatedly stated their stance on this issue and that stance is stunlocking is anti-fun and should not exist in the pvp expiriences they are trying to make.

    Just that despite the fact that they nerfed rogue stunlock (and other cc and added diminishing returns) PMR could crowd control an entire team or one player inefinitely because they used abilities that didn't share DR. There was a long period in time where mage mirror images in wow would spam polymorph and not only was that polymorph on a seperate DR from the actual mage's polymorph, but the mirror images' polymorphs didn't even have a DR for themselves to begin with. The rogue had stunlock and blind, the priest had fear and mind control, and the mage had polymorph, mirror poly (in the old days)/deep freeze and a half dozen snares, and for the longest time absolutely none of it shared DR. This wasn't the only gimmick people abused. There were several seasons, like 3-5 or so, where druids would just spam roots on people and run away and rarely ever die, while never having to even channel a spell, just hopping around casting instant hots, and so PMR aside druid's replaced priests and out performed paladins when played remotely well for the most part, though deathknights started to crap all over that along with some balance patch swings.

    Basically what I'm saying is there may be a class composition in d3 arena where you're more or less unable to move or control your character for long periods of time, especially given the promise of limited pvp arena balance, and that a balls out DPS team may indeed be fearsome, especially in a game like diablo where there aren't dedicated healers, it isn't the only way to go about stomping people in the arena.

    Speaking of losing control of your character, a few screens taking it to the extreme on a large scale.

    The strong must rule if we are to survive.
  • #25
    Quote from gosuser
    I don't know if you've played 4v4 in D2, Wind Druid, WW Barb, Bone Necro, and Trap Sin. Each class has their role in the team. The role of the Trapper is support, to disrupt and control the other team long enough for the barb to telestomp. This build to recreate the role of a trapper in D3.


    I never really spent much time with druids. In my experience they were generally weak and reduced to camping the bridge and hoping to get lucky in wolf morph for lack of quick hitting long range skills while also being outdone in terms of melee by the barb in just about every way possible, I never really had problems killing, or getting away from elemental cyclone/tornado spamming druids either, plus their projectiles sucked like I mentioned earlier. They were slow and kinda went sideways slowly with a small limited range.

    I always felt like druids were the only near-worthless character to have in a pvp team, not that I did any official pvp aside from a trap assassin tournament or two. I spent most of my time in LOD USEast SC fighting against people who hacked and grief'd and were BM with trollish names such as NuB, Ez, Pk, etc.
    The strong must rule if we are to survive.
  • #26
    Quote from gosuser

    Quote from karsen88

    How does 50% extra damage per rocket become 4%? The damage bonus scales up with each sentry placed assuming you can have more than one. So if 5 is allowed it's be a 250% damage increase, but that's up to blizzard to balance. This build is centered around the sentry, not bow, everything is to supplement the sentry, trapper not bowazon-there's Hungering arrow for that. You don't use vault unless your position is compromised and you need to reset your position, that only happens if you've failed to snare and stun your opponent.

    Looks like you misread somewhere. Ballastics increases the dmg only the rockets do by 50%. so if the runed sentry has rockets that deal 8% wpn dmg, then ballistics is only going to make those rockets deal 12% wpn dmg- a 4% increase per rocket.

    This is definitely NOT the build to run ballistics in. I would use either aid station or gurdian turret and hope that those passives bonuses stack with each turret you have out, and then replace ballistics with flat damage passive, like Archery w/ a Bow.


    Depends if it's interpreted as additive or multiplicative. Glass Cannon trait for Wizard increased damage by 15%, Is the 15% tacked on top of the damage modifier for a spell or is it 15% of the damage modifier. Any who played the beta actually knows or are we guessing based on wording.


    It's multiplicative man

    please dont make me explain why
  • #27
    Quote from Kodachii

    Quote from karsen88

    I'm not sure what you are trying to say. Blizzard has repeatedly stated their stance on this issue and that stance is stunlocking is anti-fun and should not exist in the pvp expiriences they are trying to make.

    Just that despite the fact that they nerfed rogue stunlock (and other cc and added diminishing returns) PMR could crowd control an entire team or one player inefinitely because they used abilities that didn't share DR. There was a long period in time where mage mirror images in wow would spam polymorph and not only was that polymorph on a seperate DR from the actual mage's polymorph, but the mirror images' polymorphs didn't even have a DR for themselves to begin with. The rogue had stunlock and blind, the priest had fear and mind control, and the mage had polymorph, mirror poly (in the old days)/deep freeze and a half dozen snares, and for the longest time absolutely none of it shared DR. This wasn't the only gimmick people abused. There were several seasons, like 3-5 or so, where druids would just spam roots on people and run away and rarely ever die, while never having to even channel a spell, just hopping around casting instant hots, and so PMR aside druid's replaced priests and out performed paladins when played remotely well for the most part, though deathknights started to crap all over that along with some balance patch swings.

    Basically what I'm saying is there may be a class composition in d3 arena where you're more or less unable to move or control your character for long periods of time, especially given the promise of limited pvp arena balance, and that a balls out DPS team may indeed be fearsome, especially in a game like diablo where there aren't dedicated healers, it isn't the only way to go about stomping people in the arena.

    Speaking of losing control of your character, a few screens taking it to the extreme on a large scale.




    And in everyone of those cases blizzard actively made changes to prevent it from continuing


    if pvp is unplayable due to stunlock builds be prevalent, history has shown that blizzard will intervene


    I'm not sure what the argument is here when you are admitting blizzard fixes these issues
  • #28
    If you're not sure why, then listen.

    It took them a couple of >years< to="">begin

    There was never a season I played the game when priests mage, priest rogue, or rogue mage (in 2v2, or all three for 3v3) did not work well (or better if played properly) together. Sure other broken things (class comps, items) emerged, but my point was it took them the entire time I played the game to begin to realize that there was a problem and fix it.

    I don't expect them to balance arenas perfectly seeing as how arenas are almost an afterthought.
    The strong must rule if we are to survive.
  • #29
    Quote from Kodachii

    Quote from gosuser
    I don't know if you've played 4v4 in D2, Wind Druid, WW Barb, Bone Necro, and Trap Sin. Each class has their role in the team. The role of the Trapper is support, to disrupt and control the other team long enough for the barb to telestomp. This build to recreate the role of a trapper in D3.


    I never really spent much time with druids. In my experience they were generally weak and reduced to camping the bridge and hoping to get lucky in wolf morph for lack of quick hitting long range skills while also being outdone in terms of melee by the barb in just about every way possible, I never really had problems killing, or getting away from elemental cyclone/tornado spamming druids either, plus their projectiles sucked like I mentioned earlier. They were slow and kinda went sideways slowly with a small limited range.

    I always felt like druids were the only near-worthless character to have in a pvp team, not that I did any official pvp aside from a trap assassin tournament or two. I spent most of my time in LOD USEast SC fighting against people who hacked and grief'd and were BM with trollish names such as NuB, Ez, Pk, etc.


    Oak Spirit+Battle Orders, that's why they are on the team. With Amplify Damage and Stunlock anything they telestomp will drop fast. It's about how the team works together. A Wind Druid like a Hammerdin is only effective once you've learned effective namelock(unsummon teleport trick), most pubbies are trash and don't know how to do it. Their only bane are trap assassins, as they can bypass their summon stack and lock them down, other than that wind druids have a pretty good shot vs most classes.

    Quote from karsen88

    It's multiplicative man
    please dont make me explain why


    You played the beta?
  • #30
    Quote from gosuser

    Quote from Kodachii

    Quote from gosuser
    I don't know if you've played 4v4 in D2, Wind Druid, WW Barb, Bone Necro, and Trap Sin. Each class has their role in the team. The role of the Trapper is support, to disrupt and control the other team long enough for the barb to telestomp. This build to recreate the role of a trapper in D3.


    I never really spent much time with druids. In my experience they were generally weak and reduced to camping the bridge and hoping to get lucky in wolf morph for lack of quick hitting long range skills while also being outdone in terms of melee by the barb in just about every way possible, I never really had problems killing, or getting away from elemental cyclone/tornado spamming druids either, plus their projectiles sucked like I mentioned earlier. They were slow and kinda went sideways slowly with a small limited range.

    I always felt like druids were the only near-worthless character to have in a pvp team, not that I did any official pvp aside from a trap assassin tournament or two. I spent most of my time in LOD USEast SC fighting against people who hacked and grief'd and were BM with trollish names such as NuB, Ez, Pk, etc.


    Oak Spirit+Battle Orders, that's why they are on the team. With Amplify Damage and Stunlock anything they telestomp will drop fast. It's about how the team works together. A Wind Druid like a Hammerdin is only effective once you've learned effective namelock(unsummon teleport trick), most pubbies are trash and don't know how to do it. Their only bane are trap assassins, as they can bypass their summon stack and lock them down, other than that wind druids have a pretty good shot vs most classes.

    Quote from karsen88

    It's multiplicative man
    please dont make me explain why


    You played the beta?


    Yes I've been in beta since p13, but being in the beta in this instance isn't really that relevant.

    Its simple langauge man. It says "increases the damage from rockets increased by 50%" There is no way to interpret this as "Rockets deal 50% more weapon damage" or anything similar. In some cases its ambiguous, but trust me when I say this isn't one of them. It's certainly multiplicative.
  • #31
    Quote from karsen88

    Quote from gosuser

    Quote from Kodachii

    Quote from gosuser
    I don't know if you've played 4v4 in D2, Wind Druid, WW Barb, Bone Necro, and Trap Sin. Each class has their role in the team. The role of the Trapper is support, to disrupt and control the other team long enough for the barb to telestomp. This build to recreate the role of a trapper in D3.


    I never really spent much time with druids. In my experience they were generally weak and reduced to camping the bridge and hoping to get lucky in wolf morph for lack of quick hitting long range skills while also being outdone in terms of melee by the barb in just about every way possible, I never really had problems killing, or getting away from elemental cyclone/tornado spamming druids either, plus their projectiles sucked like I mentioned earlier. They were slow and kinda went sideways slowly with a small limited range.

    I always felt like druids were the only near-worthless character to have in a pvp team, not that I did any official pvp aside from a trap assassin tournament or two. I spent most of my time in LOD USEast SC fighting against people who hacked and grief'd and were BM with trollish names such as NuB, Ez, Pk, etc.


    Oak Spirit+Battle Orders, that's why they are on the team. With Amplify Damage and Stunlock anything they telestomp will drop fast. It's about how the team works together. A Wind Druid like a Hammerdin is only effective once you've learned effective namelock(unsummon teleport trick), most pubbies are trash and don't know how to do it. Their only bane are trap assassins, as they can bypass their summon stack and lock them down, other than that wind druids have a pretty good shot vs most classes.

    Quote from karsen88

    It's multiplicative man
    please dont make me explain why


    You played the beta?


    Yes I've been in beta since p13, but being in the beta in this instance isn't really that relevant.

    Its simple langauge man. It says "increases the damage from rockets increased by 50%" There is no way to interpret this as "Rockets deal 50% more weapon damage" or anything similar. In some cases its ambiguous, but trust me when I say this isn't one of them. It's certainly multiplicative.


    The ambiguity comes from that none of of the damage enhancement passives for the other classes even mention weapon damage, is it safe to assume that all of them are multiplicative or only some of them, playing the game would certainly help figuring out the damage formula. Even at 4%, it lasts 40s, so the total damage per cast is 160% at 1 shot/second, the resource spent is stil effcient. Although it's not as overpowering comparet to Aid Station or Guardian Turret.
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