When I get these 2 affixes together, I'm SOL, I don't care what other type of affixes they have, but those 2 kill me, this is the spec I use, that works good for me on bosses, and kiting. Post 1.0.3
Now 2 abilities I might be able to drop:
Spike Traps, works perfectly for kiting non-invulnerable mobs, if you don't have to kite, between dropping traps and Devouring Arrow, mobs wont get to me.
The Shadow Power, I basically only use with the Reflect damage affixes.
If someone suggest to use Tortured Ground rune with Caltrops over Jagged spikes, the stun still isn't enough for the Fast Affix.
These mobs will probably run through your caltrops in a second, slowed or not, so you might just wanna move yourself. For that I would recommend vault with Tumble for the reduced price, and replacing SS with Tactical Advantage for movespeed. If traps aren't working so well, you could try elemental arrow, as it goes through monsters and will hit that one non-immune monster. You could go for frost arrow, but it only hits 3 targets, and might not hit the desired one. I've only just finished hell, but I used Ball Lightning and it worked well against all monsters/bosses.
Yeah you're pretty much screwed. I use vault with the glyph but by the time you turn to fire they've almost caught up to you. You get like 1-3 shots off and have to vault again. Unless you're wearing way better gear than I am that's not nearly enough to kill anything before you run out of discipline
I just dodge those packs. Can't kite it, can't kill it.
Killing the invul packs is mostly about staying out of reach, and Vault is the key to this. When they DO get to you, shadow power lasts longer than smoke screen. I've also found that finding random trash to kill w/ the lifesteal is a nice way to bring yourself back up.
Last thing, try to prep the zones you run through - I cannot stress this enough. Find a square or a circle, where you can endlessly kite, and yet it'll bring you back to any health globes that drop. There are times we cannot control the terrain we fight in, but if we can, it's stupid not to.
PS Find some gear with +max discipline on it - I've got +20 (50 max). It makes a difference.
/stats
I stopped using the AH when I got to inferno, so I'm sitting at about 300 all resists, 55k hp, with 17k damage.
Last thing, try to prep the zones you run through - I cannot stress this enough. Find a square or a circle, where you can endlessly kite, and yet it'll bring you back to any health globes that drop. There are times we cannot control the terrain we fight in, but if we can, it's stupid not to.
This is fantastic advice. I have to do this on my monk with Savage Beasts, Dark Berserkers, and Hulks. Find a good island or square hallway, and just lead them about, and avoid globes unless you need them. Works great unless you get vortex/waller/jailer, and even then, in most cases, you can reverse direction to grab health globes for a bad capture.
I'll also add some generic anti-waller advice: You will notice that there are times not all of the wall goes down, only parts of it. Out in the fields, you'll get fully encased so all you can do is stay far away. The best thing to do indoors is ALWAYS stand about 2-3 yards from a wall - this will negate the minion's ability to create the wall there, always allowing you a path out.
Invulnerable minions => skip/reset
Fast => depend if they are default fast (goblins, small mobs in icefall caves), I usually Caltrops around icefall caves. Usually diyin. Doing as well FULLAUTO with 4~~6x smokescreen do burn them down as fast as possible.
so far it has worked quite well in a3, the only thing that gives me problems are reflects and thats mostly me still getting used to timeing ss with cluster barrages. teleporting mobs are still a pain, but when arentthey? heh
They are hard enough, but its doable. Playing as a granadier, this is the wrost affix to me right now....since I don't die for single hits anymore, I can get to the one that must die and isolate him with caltrops on the invunerables ones. Burst like hell to kill it. Loaded for bear helps me a lot in this.
The Screaming Skull rune on Elemental Arrow seems to work well on that combination as it can fear the shielded minions and give you a little more time.
plenty of champion/rare packs out there so i just skip them. They dont drop better loot so why going through all the hazzle trying to kill a pack that is 10 times as tough as any other pack.
Also picking up extra movement speed is incredibly helpful. Unfortunately you only have a few legendary non-boots to choose from, and prices aren't cheap. Cap is 25% movement speed.
The only way I've managed to kill Fast + Invuln packs after patch is with Cluster Shot + Loaded for Bear, coupled with Sharpshooter. On the pull, I can land 2x Clusters, the initial blast will crit both times, and the first set of grenades from the cluster will crit as well. Unless they're a mob with an obscene amount of health, this usually puts the mob between 1/3 and 2/3 health. From there, it's kiting until I have 50+ Hatred, then stop, SS, Cluster, and keep moving. The idea is to let your high burst DPS and Crit damage kill them before you run out of SS / Prep. As mentioned before, Elemental Arrow will pass through the minions and hit the boss, and likewise with Cluster. The only downside is with Cluster you have to aim your point of impact, instead of just direction. Still easy enough for me. Late Act 3 Inf here and still going relatively strong.
But yes, as previously mentioned, Caltrops does (almost) nothing to Fast mobs, and Invuln minions will almost always trigger traps instead of the yellow guy, so I'd stick with Cluster or Elemental. For me, Elemental requires more time shooting and less time kiting, where Cluster means dumping 100 Hatred in less than 2 secs, and then moving again.
I use the Immobilize runes Caltrops then spam BL while stutterstepping backwards. As long as the pack isn't also Horde or Reflect, I can kill their leader before running out of second set of Discipline. But if the Fast affix is already on Fast mobs... skip/park usually.
The way Derpy handles those affixes is simple, using the passive Tactical Advantage to get distance and using either nether tentacles, frost arrow or ball lighting rune on elemental arrow.
The combination of entangling shot - caltrops - ball lighting works great on invulnerable mobs and even fast mobs if they don't resist. I also use Scoundrel with a cold damage bow shooting 3 arrows to try to slow everything down.
Once slowed, ball lightning will blow through the minions to get to the boss. As Tol said above... know where you are on the map and have an idea of the best place to kite. Finding an area where you can run around in circles is great, especially with ball lighting because its slow. You can unlease 4 or 5 shots before the mob even comes around the corner and they will come around the corner and run right into it. Using Tactical Advanage with SS helps and increased movement speed is a must.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
http://us.battle.net/d3/en/calculator/demon-hunter#aSYVgX!TYe!YcbcYZ
Now 2 abilities I might be able to drop:
Spike Traps, works perfectly for kiting non-invulnerable mobs, if you don't have to kite, between dropping traps and Devouring Arrow, mobs wont get to me.
The Shadow Power, I basically only use with the Reflect damage affixes.
If someone suggest to use Tortured Ground rune with Caltrops over Jagged spikes, the stun still isn't enough for the Fast Affix.
So what do you guys do and suggest??
I just dodge those packs. Can't kite it, can't kill it.
http://us.battle.net...jgdV!cYe!aZYYbb
Killing the invul packs is mostly about staying out of reach, and Vault is the key to this. When they DO get to you, shadow power lasts longer than smoke screen. I've also found that finding random trash to kill w/ the lifesteal is a nice way to bring yourself back up.
Last thing, try to prep the zones you run through - I cannot stress this enough. Find a square or a circle, where you can endlessly kite, and yet it'll bring you back to any health globes that drop. There are times we cannot control the terrain we fight in, but if we can, it's stupid not to.
PS Find some gear with +max discipline on it - I've got +20 (50 max). It makes a difference.
/stats
I stopped using the AH when I got to inferno, so I'm sitting at about 300 all resists, 55k hp, with 17k damage.
This is fantastic advice. I have to do this on my monk with Savage Beasts, Dark Berserkers, and Hulks. Find a good island or square hallway, and just lead them about, and avoid globes unless you need them. Works great unless you get vortex/waller/jailer, and even then, in most cases, you can reverse direction to grab health globes for a bad capture.
Fast => depend if they are default fast (goblins, small mobs in icefall caves), I usually Caltrops around icefall caves. Usually diyin. Doing as well FULLAUTO with 4~~6x smokescreen do burn them down as fast as possible.
http://us.battle.net/d3/en/calculator/demon-hunter#aPXVYd!aeg!YcZcZb
so far it has worked quite well in a3, the only thing that gives me problems are reflects and thats mostly me still getting used to timeing ss with cluster barrages. teleporting mobs are still a pain, but when arentthey? heh
This is extremely simple, but great logic
Also picking up extra movement speed is incredibly helpful. Unfortunately you only have a few legendary non-boots to choose from, and prices aren't cheap. Cap is 25% movement speed.
But yes, as previously mentioned, Caltrops does (almost) nothing to Fast mobs, and Invuln minions will almost always trigger traps instead of the yellow guy, so I'd stick with Cluster or Elemental. For me, Elemental requires more time shooting and less time kiting, where Cluster means dumping 100 Hatred in less than 2 secs, and then moving again.
Hope it helps, cheers mate happy hunting.
The way Derpy handles those affixes is simple, using the passive Tactical Advantage to get distance and using either nether tentacles, frost arrow or ball lighting rune on elemental arrow.
Once slowed, ball lightning will blow through the minions to get to the boss. As Tol said above... know where you are on the map and have an idea of the best place to kite. Finding an area where you can run around in circles is great, especially with ball lighting because its slow. You can unlease 4 or 5 shots before the mob even comes around the corner and they will come around the corner and run right into it. Using Tactical Advanage with SS helps and increased movement speed is a must.