thought i would play witchdoc, but dh looks more fun and badass, set 15 with the wings is so siiiiick! anyways, no beta here, just theorycraft like most of us.
so i like burst damage and this build is built around that, at range or up close. this build, in theory, should be able to kite very welll, have high survivability, and be viable for group or solo play, and i can see it dominate in pvp. 2h crossbow to hit like mike tyson.
skill choice reasoning:
grenades/tinkerer: aoe damage and hate gen. if the additional hate gen is not needed, could switch to cluster grenades for more damage! i think the hate gen will be needed though, impale is expensive and so will spike trap spam.
impale/grievous wounds: should be nice to spam at bosses and take out ranged foes quickly. extra damage with the 2h crossbow always, ha. and should be standing in caltrops aura to take advantage of crit chance bonus.
caltrops/bait the trap: i didnt want to take this skill, but an aoe snare with no cooldown and cheap to cast, seems too good, especially in inferno. kite kite kite. can stand in the aura for the crit bonus and unload at at range with impale. damage reduction with numbing traps. the 80% slow rune is also nice, but 10% is a lot of crit.
smokecreen/displacement: just like vanish in wow, seems like the best utility ability for the class. can use it both offensively or defensively, to close range and get the hell out. i like the move speed.
fan of knives/hail of knives: huge aoe burst damage potential with this, spike trap and grenade spam. synergy with numbing traps. the slow rune here is also viable.
spike trap/long fuse: easy aoe damge and can kite enemies into traps with ease cuz of caltrops. long fuse for more damage. the scatter rune could dominate too, depending how the traps are placed. i think for kiting though i would want to control my trap placement.
passives:
archery: crit damage bonus. 2h crossbow is gonna rape face.
numbing traps: no reason not to take this, i have all 3 skills that synergize. 25% damage reduction in inferno? yes please.
steady aim: should be easy to get at range with caltrops and do huge damage from far. could also take cull the weak here, but i think i like steady aim more.
Even though 10yards isn't a large distance in D3, in your build you want to be close for FoK/Grenades and maybe to an extent Spike Trap.
Grenades seem to be quite inaccurate from the videos i've seen, however if its one of those where you learn how to use it and can hit mobs often like Chakram then it will be a really nice generator.
Personally prefare Vault to Smoke Screen, its a really good skill and its fun to use.
I also think if you want to use Steady Aim that using Caltrops as a slow to keep mobs away from you will be better later on so I would pick a diffrent rune.
I have made an AoE build aswell, but it depends on how Spike Trap - "Sticky Trap" works. Does it just hit the first mob you "throw" it at or can you place it on a mob in the middle of a pack? Perhaps you don't even throw it all and you have to run upto them and place it on them?
Anyway this is what I am considering using, only reason I picked the generator I did is because its very accurate on beta and a slow is always nice unlike Grenades seem to be and gives 6 hatred with the rune I picked. Elemental Arrow will be awesome if you can "throw" your "Sticky Bomb" on a target in the middle of a pack of mobs. http://eu.battle.net...SQYd!bYe!YcZaac
Hope it helps gives you some ideas for your build.
i realize i would have to be close to do those abilities, this build excels at destroying small groups with high burst aoe and then grenades to kill whats left, if anything. i guess i should have explained my tactical theory more. keep in mind 2h crossbow, best for high damage spells, like fan of knives, spike trap and impale...
with the caltrops, you can start the fight right on top of it and attck at range inside the +crit chance aura. you then lay spike trap near the slow trap and just camp there till mobs come. here you can fan of knives, and grenade spam as they cross the traps. with 2h crossbow topend damage, it would just destroy small groups. thats why i said cull the weak could be viable as well (+15% damage against slowed enemies). but i like the steady aim cuz in a group-play setting, it should be easier to get at range, put down caltrops(+10% crit chance) and spam impale for bosses and perhaps one shotting ranged/caster types with the impale crit damage bonus
edit: oh i forgot about the vault vs smokescreen comment. i can think of so many things you can do with smokescreen, its like the ultimate utility ability. can get in comabt easily and out of it and removes snare, i saw vault as unnecessary with caltrops, smokescreen has much more potential. as of patch 16 heres what it does: Smoke Screen
Discipline cost decreased from 18 to 14
Duration decreased from 3 seconds to 2 seconds
Now provides a 10% movement speed boost while invisible
Can now be used while under the effects of crowd control abilities:
Using Smoke Screen will break the effects of crowd control, as well as cause your character to be immune to additional crowd control abilities for its duration
yeah, i noted in my op that scatter could be viable, depending how the traps are placed. could do some nasty damage with smokescreen, spike trap and fan of knives if they were placed in close proximity.
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the build: http://us.battle.net...YXhS!eVY!accabb
so i like burst damage and this build is built around that, at range or up close. this build, in theory, should be able to kite very welll, have high survivability, and be viable for group or solo play, and i can see it dominate in pvp. 2h crossbow to hit like mike tyson.
skill choice reasoning:
grenades/tinkerer: aoe damage and hate gen. if the additional hate gen is not needed, could switch to cluster grenades for more damage! i think the hate gen will be needed though, impale is expensive and so will spike trap spam.
impale/grievous wounds: should be nice to spam at bosses and take out ranged foes quickly. extra damage with the 2h crossbow always, ha. and should be standing in caltrops aura to take advantage of crit chance bonus.
caltrops/bait the trap: i didnt want to take this skill, but an aoe snare with no cooldown and cheap to cast, seems too good, especially in inferno. kite kite kite. can stand in the aura for the crit bonus and unload at at range with impale. damage reduction with numbing traps. the 80% slow rune is also nice, but 10% is a lot of crit.
smokecreen/displacement: just like vanish in wow, seems like the best utility ability for the class. can use it both offensively or defensively, to close range and get the hell out. i like the move speed.
fan of knives/hail of knives: huge aoe burst damage potential with this, spike trap and grenade spam. synergy with numbing traps. the slow rune here is also viable.
spike trap/long fuse: easy aoe damge and can kite enemies into traps with ease cuz of caltrops. long fuse for more damage. the scatter rune could dominate too, depending how the traps are placed. i think for kiting though i would want to control my trap placement.
passives:
archery: crit damage bonus. 2h crossbow is gonna rape face.
numbing traps: no reason not to take this, i have all 3 skills that synergize. 25% damage reduction in inferno? yes please.
steady aim: should be easy to get at range with caltrops and do huge damage from far. could also take cull the weak here, but i think i like steady aim more.
thoughts?
Grenades seem to be quite inaccurate from the videos i've seen, however if its one of those where you learn how to use it and can hit mobs often like Chakram then it will be a really nice generator.
Personally prefare Vault to Smoke Screen, its a really good skill and its fun to use.
I also think if you want to use Steady Aim that using Caltrops as a slow to keep mobs away from you will be better later on so I would pick a diffrent rune.
I have made an AoE build aswell, but it depends on how Spike Trap - "Sticky Trap" works. Does it just hit the first mob you "throw" it at or can you place it on a mob in the middle of a pack? Perhaps you don't even throw it all and you have to run upto them and place it on them?
Anyway this is what I am considering using, only reason I picked the generator I did is because its very accurate on beta and a slow is always nice unlike Grenades seem to be and gives 6 hatred with the rune I picked. Elemental Arrow will be awesome if you can "throw" your "Sticky Bomb" on a target in the middle of a pack of mobs. http://eu.battle.net...SQYd!bYe!YcZaac
Hope it helps gives you some ideas for your build.
with the caltrops, you can start the fight right on top of it and attck at range inside the +crit chance aura. you then lay spike trap near the slow trap and just camp there till mobs come. here you can fan of knives, and grenade spam as they cross the traps. with 2h crossbow topend damage, it would just destroy small groups. thats why i said cull the weak could be viable as well (+15% damage against slowed enemies). but i like the steady aim cuz in a group-play setting, it should be easier to get at range, put down caltrops(+10% crit chance) and spam impale for bosses and perhaps one shotting ranged/caster types with the impale crit damage bonus
edit: oh i forgot about the vault vs smokescreen comment. i can think of so many things you can do with smokescreen, its like the ultimate utility ability. can get in comabt easily and out of it and removes snare, i saw vault as unnecessary with caltrops, smokescreen has much more potential. as of patch 16 heres what it does:
Smoke Screen
yeah, i noted in my op that scatter could be viable, depending how the traps are placed. could do some nasty damage with smokescreen, spike trap and fan of knives if they were placed in close proximity.