Was messing around with calculator to come up with a build that takes advatage of the Demon Hunter's slowing skills. Idea is to slow/trap and burn em down.
You could get Steady Aim as a passive, it seems to go with the general idea of the build, you could find a hatred spender that takes more of an advantage of all your snares, meaning a hatred spender that is slower but does more damage like Elemental Arrow:Ball Lightning. Rain of Vengeance could also be good because it would be easy to hit enemies that are in the Hooked Spines area. Marked for Death:Valley of Death also goes well with snares.
I kinda think that all cc/snare builds will be useful till inferno. From inferno the best defense will be good offense. I would disregard snares there they won't last for long and you may not even feel effect of your snares (mob getting you in a sec instead of 1.5 won't make a difference)
IMO, we didn't play the game yet
I kinda think that all cc/snare builds will be useful till inferno. From inferno the best defense will be good offense. I would disregard snares there they won't last for long and you may not even feel effect of your snares (mob getting you in a sec instead of 1.5 won't make a difference)
IMO, we didn't play the game yet
I almost think the opposite, i think in the later game where the melee enemies will hit harder you will need to finally use snares to survive long enough to kill stuff, the problem with snares is that they do nothing against ranged enemies, stuns could be used but i dont know if they are going to be reliable/frequent enough to be effective
I kinda think that all cc/snare builds will be useful till inferno. From inferno the best defense will be good offense. I would disregard snares there they won't last for long and you may not even feel effect of your snares (mob getting you in a sec instead of 1.5 won't make a difference)
IMO, we didn't play the game yet
I almost think the opposite, i think in the later game where the melee enemies will hit harder you will need to finally use snares to survive long enough to kill stuff, the problem with snares is that they do nothing against ranged enemies, stuns could be used but i dont know if they are going to be reliable/frequent enough to be effective
I agree, inferno will require strong CC for sure. If you run in thinking you can burst everyone down before you die, you will probably fail.
I kinda think that all cc/snare builds will be useful till inferno. From inferno the best defense will be good offense. I would disregard snares there they won't last for long and you may not even feel effect of your snares (mob getting you in a sec instead of 1.5 won't make a difference)
IMO, we didn't play the game yet
It's defiantly going to be the opposite. If you go all out attack with no defense, no snares, no CC's, you're going to die. You're going to NEED to slow / stun / trap, whatever as many mobs as you can per pack.
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http://us.battle.net/d3/en/calculator/demon-hunter#bcYSdf!ceV!aYacZZ
What do you guys think, im kind of unsure about the last passive
2 generators seems like too much imo.
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
IMO, we didn't play the game yet
I almost think the opposite, i think in the later game where the melee enemies will hit harder you will need to finally use snares to survive long enough to kill stuff, the problem with snares is that they do nothing against ranged enemies, stuns could be used but i dont know if they are going to be reliable/frequent enough to be effective
I agree, inferno will require strong CC for sure. If you run in thinking you can burst everyone down before you die, you will probably fail.
It's defiantly going to be the opposite. If you go all out attack with no defense, no snares, no CC's, you're going to die. You're going to NEED to slow / stun / trap, whatever as many mobs as you can per pack.