With abolutely no data to back me up, just my impressions playing, sentry's are more powerful than the Garwulf/Taskers/4 piece Mara, set up.
That said, IF you have more fun playing that set up than the 6 piece, or 5/rorg with whatever accompanying piece taskers/cindercoat/magefist etc, play what makes you happiest.
I will also say, if you're used to playing pets and bouncing about "attacking and dodging" like I was, I call it the Dance, playing a sentry based build is quite a change in technique. But it is very powerful, and I only play with three sentrys so far, haven't got my offhand yet. Still quite powerful. And I'm playing primarily physical, fire it would seem, might be even more powerful.
Not sure what should I strive for and wheter I should equip those T&T
T&T are definitely not that good currently due to a bug in sentires as. Better go for a CIndercloth for fire builds or Magefists, depending on what you get your hands on. Physical builds make a slightly better use of T&T due to synergy with pets.
Until you get a RoGR anyway you won't be using any of them - also i see you rely on a very small HP pool and Unity to tackle higher torment levels; solo playing is fine, but in party you're going to have an hard time with that setup
Ok so I'm not really sure what to do. I see people who are in worse gear than mine (at least I think), and are blowing through T4+ where I struggle with T3 (normally just rift on T1 because it's doable). I have yet to get a kridershot yet since I hit 70 (got one in frist dungeon on 2.0 @level 60), and i've spent every shard trying to get one and not dice yet. I'm wondering if that's even the way to go. I'm looking for all help more or less. IE my build, play tips, what gear should I look for or re rolling stats for ect. <3
Rings/belt/boots could be improved upon. More crit chance/crit damage. never seent that particular belt, at least I don't remember it.
You have high health points, swap gem for cooldown on sentrys maybe? Sentries really don't shine until you get that spender bonus.
I'm guessing your attack speed is through the roof? I'd use a 2hd xbow for burst damage, again for sentries , at least until 2.1 drops, then who knows? Do not get rid of your 1hd yet.
Looking at it I'd say try to get your crit chance/crit damage closer to 40/400.
I see elemental arrow/evasive fire bonuses you don't use and NO % physical damage. You're using pets and no Phys damage boost? Also, would benefit from fire boost, no?
That said, try to get the impossibly hard T&T's (taskers) and work toward more marauders. I dropped lotsa paper DPS and jumped from t2 to t4-t5 with the 5 mara/rorg/taskers.
With the extra wolves physical dmg would be a huge boost to you. I would also change CA LfB to Shooting Stars. You also have a ton of HP. I'm running T3 pretty easily with almost a third of your HP. Your helm you should just keep trying to get either sentry damage or CA dmg. The only other I item I would throw out that has helped me is craft Reaper's Wraps. Like Oldschool told me in an earlier post just keep grinding what you can farm easily and pray to the RNG gods for good drops. I would also work on farming act 1 bounties for the rorg, maybe you will have better luck than I in farming that...
Does anyone know off the top of their heads how Dex and raw damage correlate? I have a fresh, unmodded Helltrapper on my second DH with mediocre Dex and damage rolls. Which one would be better to reroll?
When the patch and changes hit live, from my understanding the Multishot rune that does poison dmg is going to be changed to cold/chill dmg and the Healing Sentry is going to be changed to a chilling sentry, with that said i was curious how much this change is going to bring to the DMG dealt by DHs that prefer to use "Frost arrow" compared to "Cluster arrow".
I know the hatred cost for each ability is different and the Area Effect also but then Fire Spec seems to have several advantages then Cold spec ATM with the Current Live game. Things such as "Cindercoat" giving for example CA (LFB) skill the ability to go from 40 Hatred cost to 28 Hatred. Cluster arrow with 28 Hatred cost and the amount of DMG it has the potential of doing makes it such a better choice when using Marauders build compared to Frost arrow. There is NO "Cold" dmg dealing turrets/multishot/I believe Chakram also. I know there are "Frostburn Gloves" (Kadala Only?) but i have never seen them past 12% to Cold dmg. There are just several advantages i believe being a "Cluster Arrow" Marauder brings compared to being a DH that would prefer to use "Frost arrow".
Hopefully with the coming changes it will make FA more viable so every DH that wants to run the marauder build and enjoy the fun of the sentrys is not stuck to using Cluster arrow as their main ability just to keep up with the pace of the game and not be blown out of the water by Fire dmg.
So I've done pretty well with my gear progression, even with fairly bad luck with drops, but I'm hitting a bit of a wall trying to move into T5. It's doable, but it's slow and all it takes is a mob with the right affixes to drop my health to zero really quickly.
I'm currently able to run T4 decently, although I usually drop it to T3 for efficiency, and more often than not I'm running solo. The Demon Machine and Balefire Caster are pretty much sitting until 2.1 drops so I can drop a socket on them without having to roll for one. I've been trying to get a Kridershot since RoS was released, but so far, no such luck. I know they're not always the best, but I really like EA, and would really like to drop it into a skill slot.
I've been trying to get everything just right for a while now, but I figure that it's about time to get some outside opinions. Thanks in advance.
The other day, while gambling for chests on my wizard alt, I pulled a Cindercoat (no use for in on my wizard), but it rolled perfectly in the +% Fire damage and Fire Resource Cost Reduction. I play a Cluster Arrow build (tried M6, was so many kinds of boring to me). My question is, should I hold out for a dex based version, or re-roll this one's Int to sockets and drop three emeralds into it?
The stats are as follows:
20% Fire damage
467 Int
473 Vit
392 Armor
Gold/Health Pickup +2
30% fire resource cost reduction.
For comparison, I'm currently using a Cindercoat with the following stats:
17% Fire Damage
482 Dex
455 Vit
3 Sockets
Gold/Health Pickup +1
25% fire resource cost reduction
Basically, I'm just not sure if what's going to ultimately be a 482 dex loss, due to the natural dex on my current, is worth the gains in the fire damage/resource cost reduction. My brain leans that it's not worth it, and I should keep my current until I find a dex based one that's better, but I can't escape the nagging feeling that maybe it's worth it, so I thought I'd ask smarter minds than mine.
(I'm also holding out the faintest of hopes that Ramalandi's Gift gets opened up to more than just weapons, so I can socket the new Cinder, and re-roll the Int to Dex, but figure that's slim-to-none.)
Just looking for a little guidance on what area to update after getting rorg... I got a really solid roll on marauder boots sitting in my stash so once I get the ring I can rock 5 pieces and get the final bonus. The area I'm curious on is which slots should I really use to upgrade? For the past week I have been messing around with aphysical dmg build because of having TnT with the M4 bonus. I have a few solid fire dmg pieces including SoJ, cindercoat, and a haunt of vaxo (+56% fire dmg with the 3).
As for weapons 2h xbows are considered the best from everything I have read. I have a hellrack that I'm trying to reroll attack speed to dmg, with very little success right now. The hellrack is just over 2.5k dps and the range is 2k-2.3k (little numbers). I have two interesting 1h xbows. With Ramalandi's Gift coming soon I can really boost my calamity with dmg and the socket, and I got a really nice roll on my Nat's. Should I just keep trying to get the dmg affix on the hellrackand keep spending shards to try and get bombadier's?
Would love to hear what you guys think and which areas I should look to replace first after getting the rorg. Thank you for the suggestions!
Brand new DH here. Looking for info on rerolls that might help me out. Also check skills and make sure there not retarded. Still working on 6pc. Thanks for any help.
I got a few quick questions that I wonder if anyone out there has the knowledge about:
On a Buriuza, how important is it to have "Your projectiles Pierce *2* additional times" Instead of just *1* additional time? Worth it to keep a buriza even if the secondary minrolls to just 1 extra pierce?
Also, is elemental dmg not worth it on necks anymore?
And how important is it to have cold dmg vs fire dmg on rings/bracers, is fire damage sub par if you run maelstrom, considering all the other firedmg you have in the spec from MS, Rockets etc? And if you run fire damage on neck/SoJ, is it then better to also run fire damage on bracers, or can you swap that out to cold? (Link to profile below if the questions were hard to understand)
And lastly it looks like templar is the best follower for solo rifts, with unity. How much of a difference is it on his items in terms of DPS output and surviability?
Do I need to farm with a barb/crusader to get some good stat items for him, and how much damage does unity actually do in "feedback" damage from the crusader to my hero?(If any at all?)
Thats just some of the few things I've been having problems finding out recently, could be because I'm a terrible googler, and I suck at self testing.
My quiver rolled +inc cluster arrow damage by 14%, does it increase the damage of cluster arrow fired by my sentries or just the skill fired by myself?
1. Cold builds atm seem to be the best ones due to item availability and skill combinations, plus synergy with CotW. Anyway the "standard" build is EA:FA, CA:maelstrom, Sentry:Spitfire and MS:Arsenal due to them being all missile skills, and thus benefitting from Ballistic passive. The +%cold focus is because our biggest hitter here is CA, and the rune choice is cold damage.
2. T&T bonus will make sentries standard attacks fire faster - this means more EA because they will replace the normal sentry attacks in the build. Anyway, reaching certain breakpoints in attack speed (and we're talking about sentries as, thus counting T&T) will make the sentry fire addtional CA/MS, due to the mechanics behind; for deeper informations you can look at this post http://us.battle.net/d3/en/forum/topic/12945884471 which contains a lot of explanation and informations.
That said, IF you have more fun playing that set up than the 6 piece, or 5/rorg with whatever accompanying piece taskers/cindercoat/magefist etc, play what makes you happiest.
I will also say, if you're used to playing pets and bouncing about "attacking and dodging" like I was, I call it the Dance, playing a sentry based build is quite a change in technique. But it is very powerful, and I only play with three sentrys so far, haven't got my offhand yet. Still quite powerful. And I'm playing primarily physical, fire it would seem, might be even more powerful.
WD Season 8 https://www.diabloprogress.com/hero/finiar-1655/Kildare/84509816
Monk season 7 http://www.diabloprogress.com/hero/finiar-1655/MojoJoJo/42225505
DH season 6 http://www.diabloprogress.com/hero/finiar-1655/DeadShot/75655606
Angry Chicken http://www.diabloprogress.com/hero/finiar-1655/WhoDoVooDoo/68187610
What? Me worry?
Until you get a RoGR anyway you won't be using any of them - also i see you rely on a very small HP pool and Unity to tackle higher torment levels; solo playing is fine, but in party you're going to have an hard time with that setup
Ok so I'm not really sure what to do. I see people who are in worse gear than mine (at least I think), and are blowing through T4+ where I struggle with T3 (normally just rift on T1 because it's doable). I have yet to get a kridershot yet since I hit 70 (got one in frist dungeon on 2.0 @level 60), and i've spent every shard trying to get one and not dice yet. I'm wondering if that's even the way to go. I'm looking for all help more or less. IE my build, play tips, what gear should I look for or re rolling stats for ect. <3
You have high health points, swap gem for cooldown on sentrys maybe? Sentries really don't shine until you get that spender bonus.
I'm guessing your attack speed is through the roof? I'd use a 2hd xbow for burst damage, again for sentries , at least until 2.1 drops, then who knows? Do not get rid of your 1hd yet.
Kriders nice, not the be all end all though.
Try this link http://www.diabloprogress.com/hero/kodaijin-1938/Moriem/10670388
Looking at it I'd say try to get your crit chance/crit damage closer to 40/400.
I see elemental arrow/evasive fire bonuses you don't use and NO % physical damage. You're using pets and no Phys damage boost? Also, would benefit from fire boost, no?
That said, try to get the impossibly hard T&T's (taskers) and work toward more marauders. I dropped lotsa paper DPS and jumped from t2 to t4-t5 with the 5 mara/rorg/taskers.
WD Season 8 https://www.diabloprogress.com/hero/finiar-1655/Kildare/84509816
Monk season 7 http://www.diabloprogress.com/hero/finiar-1655/MojoJoJo/42225505
DH season 6 http://www.diabloprogress.com/hero/finiar-1655/DeadShot/75655606
Angry Chicken http://www.diabloprogress.com/hero/finiar-1655/WhoDoVooDoo/68187610
What? Me worry?
Which gear do i need ?
http://us.battle.net/d3/en/profile/Lezard-6347/hero/26536852
Thanks kindly in advance!
I know the hatred cost for each ability is different and the Area Effect also but then Fire Spec seems to have several advantages then Cold spec ATM with the Current Live game. Things such as "Cindercoat" giving for example CA (LFB) skill the ability to go from 40 Hatred cost to 28 Hatred. Cluster arrow with 28 Hatred cost and the amount of DMG it has the potential of doing makes it such a better choice when using Marauders build compared to Frost arrow. There is NO "Cold" dmg dealing turrets/multishot/I believe Chakram also. I know there are "Frostburn Gloves" (Kadala Only?) but i have never seen them past 12% to Cold dmg. There are just several advantages i believe being a "Cluster Arrow" Marauder brings compared to being a DH that would prefer to use "Frost arrow".
Hopefully with the coming changes it will make FA more viable so every DH that wants to run the marauder build and enjoy the fun of the sentrys is not stuck to using Cluster arrow as their main ability just to keep up with the pace of the game and not be blown out of the water by Fire dmg.
http://us.battle.net/d3/en/profile/FelixRussia-1918/hero/4205246
Some stuff I've accumulated, including paragon points: http://imgur.com/a/dIJWr
I'm currently able to run T4 decently, although I usually drop it to T3 for efficiency, and more often than not I'm running solo. The Demon Machine and Balefire Caster are pretty much sitting until 2.1 drops so I can drop a socket on them without having to roll for one. I've been trying to get a Kridershot since RoS was released, but so far, no such luck. I know they're not always the best, but I really like EA, and would really like to drop it into a skill slot.
I've been trying to get everything just right for a while now, but I figure that it's about time to get some outside opinions. Thanks in advance.
The stats are as follows:
20% Fire damage
467 Int
473 Vit
392 Armor
Gold/Health Pickup +2
30% fire resource cost reduction.
For comparison, I'm currently using a Cindercoat with the following stats:
17% Fire Damage
482 Dex
455 Vit
3 Sockets
Gold/Health Pickup +1
25% fire resource cost reduction
Basically, I'm just not sure if what's going to ultimately be a 482 dex loss, due to the natural dex on my current, is worth the gains in the fire damage/resource cost reduction. My brain leans that it's not worth it, and I should keep my current until I find a dex based one that's better, but I can't escape the nagging feeling that maybe it's worth it, so I thought I'd ask smarter minds than mine.
(I'm also holding out the faintest of hopes that Ramalandi's Gift gets opened up to more than just weapons, so I can socket the new Cinder, and re-roll the Int to Dex, but figure that's slim-to-none.)
Profile, if needed: http://us.battle.net/d3/en/profile/Bi0hazard-1411/hero/91777
Thanks in advance!
As for weapons 2h xbows are considered the best from everything I have read. I have a hellrack that I'm trying to reroll attack speed to dmg, with very little success right now. The hellrack is just over 2.5k dps and the range is 2k-2.3k (little numbers). I have two interesting 1h xbows. With Ramalandi's Gift coming soon I can really boost my calamity with dmg and the socket, and I got a really nice roll on my Nat's. Should I just keep trying to get the dmg affix on the hellrackand keep spending shards to try and get bombadier's?
Would love to hear what you guys think and which areas I should look to replace first after getting the rorg. Thank you for the suggestions!
http://us.battle.net/d3/en/profile/Starlaxboy-1229/hero/37732578
http://www.diabloprogress.com/hero/chevmaro-1655/Nitro/51202171
To trigger the passive damage using sentries, should I put the sentry away from everyone or its my character that has to be far from monsters?
Also, does marked for death from calamity stack with the skill marked for death?
Hello, does Cull the Weak work in 2.1 with turrets now?
I got a few quick questions that I wonder if anyone out there has the knowledge about:
On a Buriuza, how important is it to have "Your projectiles Pierce *2* additional times" Instead of just *1* additional time? Worth it to keep a buriza even if the secondary minrolls to just 1 extra pierce?
Also, is elemental dmg not worth it on necks anymore?
And how important is it to have cold dmg vs fire dmg on rings/bracers, is fire damage sub par if you run maelstrom, considering all the other firedmg you have in the spec from MS, Rockets etc? And if you run fire damage on neck/SoJ, is it then better to also run fire damage on bracers, or can you swap that out to cold? (Link to profile below if the questions were hard to understand)
And lastly it looks like templar is the best follower for solo rifts, with unity. How much of a difference is it on his items in terms of DPS output and surviability?
Do I need to farm with a barb/crusader to get some good stat items for him, and how much damage does unity actually do in "feedback" damage from the crusader to my hero?(If any at all?)
Thats just some of the few things I've been having problems finding out recently, could be because I'm a terrible googler, and I suck at self testing.
Any feedback and help appreciated!
My D3 profile is: http://eu.battle.net/d3/en/profile/Mindscape-2913/hero/46986148
Thanks in Advance!
What do you think of this build I'm using?
http://us.battle.net/d3/en/calculator/demon-hunter#bPVjOS!Sceb!YcZaYc
http://us.battle.net/d3/en/profile/BlackMamba-1902/hero/51728492
This is what I suggest pre - M6
Entangling - 6 Hatred + Cull of the Weak (20% DMG Buff)
CA - Loaded for Bear (Big Hitter)
Punishment - Instant Hatred Regen
Mark of Death Contagion - 20% Increase damage
Vengeance - Pew Pew Elite Packs with hatred regen
Wolf - 30% Increase Damage Proc
Passives: Ambush, Archery, Cull of the Weak, Blood Vengeance
2. T&T bonus will make sentries standard attacks fire faster - this means more EA because they will replace the normal sentry attacks in the build. Anyway, reaching certain breakpoints in attack speed (and we're talking about sentries as, thus counting T&T) will make the sentry fire addtional CA/MS, due to the mechanics behind; for deeper informations you can look at this post http://us.battle.net/d3/en/forum/topic/12945884471 which contains a lot of explanation and informations.