Anyone used Spike Trap on inferno very much? I've tried it recently just a bit with the scatter rune and I like it decently well. It's a nice damage boost when kiting. I have not tried it in a group though.
I have it on my #1 button along with SS (lingering fog), Prep (focused mind), and caltrops (the second rune? I think its called jagged something)
I am no pro in inferno by any means! Currently stuck at the end of A2 on Belial
It has nice burst and is easily placed while walking away from champs. Choke points make it wonderful. Stack 4 jagged caltrops and 3 spikes at same spot and you can insta-gib some of the weaker champs ^^
I haven't tried it in Inferno yet. But I did use it on the Butcher in Hell. My comp slows down a lot on that fight (and only that fight which is really lame.) But I was using the one that gives it a longer arming time for more damage. And I'd just place all three, wait for him to charge and then move out of the way. But I don't think that it will work in inferno because of the enrage.
Haven't tried it outside of that, but it certainly seems strong, but it's a bit expensive. We just need too many defensive abilities to have the room for it in my experience. I'm not using SS right now and am hating life against some champs, and will be putting it back in tomorrow. I just don't think I could fit it into my build, otherwise I would use them for sure as I really like the damage.
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That is what I am using now. My main attack of course is nether tentacles. But to kite and farm champion packs in Inferno, I drop those with scatter rune and it is quite effective. Its usefulness diminishes as you gain more dps from other means especially if your gears are buffing up other DH skills. When I get there, I might switch that to Caltrop.
I personally don't think having 3 defensive type of skills (Caltrop, SS, Prep), two of which, btw, use the very limited Discipline is a productive idea. If anything it just sounds like you are more ready to run than fight. And running in this game will run its course very quickly. Kiting is not just running away. To kite, if you use Vault/Tumble and tactical advantage is plenty for kiting. If u can't kite with that combination then you probably won't be able to kite that with your Caltrop. Champion packs with Fast affix doesn't reallly slow down all that much. How many tormenting ground Caltrop can you drop before you kill them? See the key is still to kill them. Dodging 5-10 attacks by using smoke screen, prep and vault itself just means for 10 seconds u probably shoot one arrow.
To compensate you probably use all the hard hitting passive to make up damage but then almost all except for archery, is situational increased damage. When you talk about kiting, half of these situations won't happen the way you plan to.
That build, which I know is insanely popular in Inferno even with the ss nerf, imho is more for PVP than anything. Group movement debuff plus immune to all attacks plus vaulting away. Yes in PVP this will make plenty sense.
I personally don't think having 3 defensive type of skills (Caltrop, SS, Prep), two of which, btw, use the very limited Discipline is a productive idea. If anything it just sounds like you are more ready to run than fight. And running in this game will run its course very quickly. Kiting is not just running away. To kite, if you use Vault/Tumble and tactical advantage is plenty for kiting. If u can't kite with that combination then you probably won't be able to kite that with your Caltrop. Champion packs with Fast affix doesn't reallly slow down all that much. How many tormenting ground Caltrop can you drop before you kill them? See the key is still to kill them. Dodging 5-10 attacks by using smoke screen, prep and vault itself just means for 10 seconds u probably shoot one arrow.
To compensate you probably use all the hard hitting passive to make up damage but then almost all except for archery, is situational increased damage. When you talk about kiting, half of these situations won't happen the way you plan to.
That build, which I know is insanely popular in Inferno even with the ss nerf, imho is more for PVP than anything. Group movement debuff plus immune to all attacks plus vaulting away. Yes in PVP this will make plenty sense.
Derp post.
What you said, make some sense, most make none.
YOU NEED 1 Hatred generator, 1 hatred spender - The rest SHOULD be spent on defensive/passive abilities that help you either survive or kill stuff easier.
What a way of thinking. I mean how dare you to think outside of the 1 hatred generator and 1 hatred spender model.
Funniest that I am not even talking about Hatred management in this post at all.
To simplify, my point is that using overly concentrated defensive skill groupings lack the ability to kill things faster. Yes it is safer to you. But at this stage, dying has almost no penalty and why would you want to limit your ability to kill when you probably don't die much at all with one defensive skill coupled with a good passive and the rest all for damage? yes it requires a bit more micro-management but at the same time much more dynamic and versatile. What do you do when your SS and Prep runout, not to mention your caltrop spending? I just don't like to rely all my chips in that 35% of prep proc.
When I get enough Hatred regen on my gears, I will get rid of bat companion too. Oh noes...
Used to think it was the most useless thing up until about half way through Hell, switched over to it when I got the scatter rune and havent looked back.
Choke points (stairs, doorways etc) are awesome as you drop three in the exact same place which = 115k dmg (in my current gear) x 3 all in one go to all enemies within 8yrds for 1/4 of your hatred. For that cost I could fire Nether Tentacles 3 times which would be maybe 150k damage assuming single ticks on each mob.
The downside is if you dont trigger all the traps its wasted hatred, and occasionally environmental obstacles can cause you to drop the traps in stupid places.
I was using Spike traps in hell all the way with turret and Spider. Now what i'm using for inferno SS/Glyphed, Bat (disc regen), Prep/heal, Volley/bombardment (free 10sec stun) Hunger Arrow/Elemental Arrow (void tentacle) altho i love lighting ball too.
It can be nice to have 3 mines plopped within a group of enemies and know that they will all crit (if you have the crit passive). Right now each of my scatters crit for 180k. With a good weapon i imagine itll approach 300k.
This is the built I have been using to do Inferno Act 1, 2 (I skipped Bilial... could not kill him at all but now I will try it again with my new build) and Act 3 (farming Seigebreaker right now)
I have it on my #1 button along with SS (lingering fog), Prep (focused mind), and caltrops (the second rune? I think its called jagged something)
I am no pro in inferno by any means! Currently stuck at the end of A2 on Belial
All thoughts and arguments are welcome!
Cheers
Haven't tried it outside of that, but it certainly seems strong, but it's a bit expensive. We just need too many defensive abilities to have the room for it in my experience. I'm not using SS right now and am hating life against some champs, and will be putting it back in tomorrow. I just don't think I could fit it into my build, otherwise I would use them for sure as I really like the damage.
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I personally don't think having 3 defensive type of skills (Caltrop, SS, Prep), two of which, btw, use the very limited Discipline is a productive idea. If anything it just sounds like you are more ready to run than fight. And running in this game will run its course very quickly. Kiting is not just running away. To kite, if you use Vault/Tumble and tactical advantage is plenty for kiting. If u can't kite with that combination then you probably won't be able to kite that with your Caltrop. Champion packs with Fast affix doesn't reallly slow down all that much. How many tormenting ground Caltrop can you drop before you kill them? See the key is still to kill them. Dodging 5-10 attacks by using smoke screen, prep and vault itself just means for 10 seconds u probably shoot one arrow.
To compensate you probably use all the hard hitting passive to make up damage but then almost all except for archery, is situational increased damage. When you talk about kiting, half of these situations won't happen the way you plan to.
That build, which I know is insanely popular in Inferno even with the ss nerf, imho is more for PVP than anything. Group movement debuff plus immune to all attacks plus vaulting away. Yes in PVP this will make plenty sense.
What a way of thinking. I mean how dare you to think outside of the 1 hatred generator and 1 hatred spender model.
Funniest that I am not even talking about Hatred management in this post at all.
To simplify, my point is that using overly concentrated defensive skill groupings lack the ability to kill things faster. Yes it is safer to you. But at this stage, dying has almost no penalty and why would you want to limit your ability to kill when you probably don't die much at all with one defensive skill coupled with a good passive and the rest all for damage? yes it requires a bit more micro-management but at the same time much more dynamic and versatile. What do you do when your SS and Prep runout, not to mention your caltrop spending? I just don't like to rely all my chips in that 35% of prep proc.
When I get enough Hatred regen on my gears, I will get rid of bat companion too. Oh noes...
Used to think it was the most useless thing up until about half way through Hell, switched over to it when I got the scatter rune and havent looked back.
Choke points (stairs, doorways etc) are awesome as you drop three in the exact same place which = 115k dmg (in my current gear) x 3 all in one go to all enemies within 8yrds for 1/4 of your hatred. For that cost I could fire Nether Tentacles 3 times which would be maybe 150k damage assuming single ticks on each mob.
The downside is if you dont trigger all the traps its wasted hatred, and occasionally environmental obstacles can cause you to drop the traps in stupid places.
http://us.battle.net/d3/en/calculator/demon-hunter#aRXYTV!YeT!YcZbZc
After looking at this thread I will try using this built and see how it works for seigebreaker farm
http://us.battle.net/d3/en/calculator/demon-hunter#SRXYTV!YeT!ccZbZc
What do you guys think?