In a group with a shotgun cruzader, a palm monk and a jade doc I can't lay down 2 turrets, everything dies too fast and Im not helping because Im doing only half dps from the 1/2 turrets I have time to put down.
What is the best setup/build to help out in this groups. I'm looking for High single target or/and high burst dmg
The way I see it you have two options. You can go for extreme cooldown reduction to allow you to set down sentries faster or you can abandon 6-piece marauder and go full damage, which would inevitably be fire. I hate to even suggest it, the 6-piece marauder is very effective and fun to play, but if you're working from a 10 second sample a full fire build with cindercoat, magefist, aughild shoulders/bracers, possibly even andy's fire helm (I prefer marauder helm with crit and cluster arrow damage myself to allow me to keep my zoo) is going to do more damage than a 6-piece build.
The fact is, 6-piece has ramp up time and without CDR that ramp time is even higher. When you have four sentries down and you're firing as well, no way is a straight fire build going to outdps you but that doesn't matter much if you can't get more than a single sentry down. Your group comp unfortunately makes a sentry build of minimal use.
What I want is to find the best single target build, that don't have such a big ramp up time like mara builds. And I'm strugling to find the best one...
Or hould I stick with standard cluster arrow LfB build?
I was playing with 2 jades and a palm, i felt useless but everyone was saying how much they liked the group. I always got the kill on the rift guardian and harder mobs.
Just gotta know your role and hope the others do as well, your there for hard stuff/high hp, nothing can touch a jade/palm on trash so dont get disheartend.
The best single target zero ramp up time build is going to be full fire with full fire gear because you have to take the sentry builds off the table. I find it to be boring and won't do it even in a high DPS group but if that's what you're looking for that's what it is. Cindercoat, magefist, fire SoJ, aughilds fire bracer / shoulder combo, fire neck. Cluster arrow damage on anything you can get it on, companion dmg on shoulders if you can maintain 4-piece Mara (which I recommend)
Just search for the fire cluster arrow:loaded for bear build if you're not familiar with it.
You dont want aug for speed groups, gotta use reapers for the resource regen, a ton of globes when killing fast. Opens up a passive if you were going that route.
Grenadier is an obvious choice, Ambush as well (as you mostly don't fight monsters until 0% and it stacks multiplicatively with any other damage amplification), Blood Vengeance helps a lot with mobility and Cluster spam and Awareness is only needed until 2.1, making this build even more potent by adding in Cull the Weak (another 1.2 multiplier) or Archery after the patch hits. Flying Strike is perfect for disabling strong elite packs that might survive more than 2 seconds.
Magefist, Cindercoat, SoJ, RoRG, Reaper's Wraps, 4pc Marauder (recently experimented with 4pc Asheara instead, works fine as well and opens up another CDR slot, however Marauder is more consistent), Nat Slayer + Helm, Calamity. Blood Vengeance easily lets you drop Punishment, but depending on the amount of Harringtons in your party, you might not need to use Marked for Death at all and it might be beneficial to use Punishment anyway to squeeze a little more dps out of this build.
In general, it provides high mobility because you can use all of your discipline for Vault, and a huge burst damage because you can always use your Cluster Bombs at the best possible position. I have tried using Pride's Fall and drop Entangling for Punishment, using the Loaded for Bear rune; it works pretty well, especially because the higher range of that rune makes you need a lot less toughness, but Loaded for Bear is just so weak compared to Cluster Bombs and I rarely have to use Entangling Shot anyway. I have also found a way to drop Reaper's Wraps for 3pc Aughild using Cluster / Punishment and even dropping Pride's Fall as well, but found it not to be able to compete with Cluster Bombs for the very same reason.
You have to be aware that you need someone in your party to clear all the white monsters, as you are generally not really useful in that matter (save for dense areas and strong monsters like Mallet Lords, Maggot Broods, Spiders, etc.). With this build, you are an elite killer, much like a Jade WD, and have to carefully watch your resources on every shot.
I hope this little information helps and you can try it out yourself and find a way to make it work for you. I will be streaming very little - if any - until mid-July, so I can't show it to you in action myself.
What is the best setup/build to help out in this groups. I'm looking for High single target or/and high burst dmg
The fact is, 6-piece has ramp up time and without CDR that ramp time is even higher. When you have four sentries down and you're firing as well, no way is a straight fire build going to outdps you but that doesn't matter much if you can't get more than a single sentry down. Your group comp unfortunately makes a sentry build of minimal use.
Or hould I stick with standard cluster arrow LfB build?
Just gotta know your role and hope the others do as well, your there for hard stuff/high hp, nothing can touch a jade/palm on trash so dont get disheartend.
Just search for the fire cluster arrow:loaded for bear build if you're not familiar with it.
http://us.battle.net/d3/en/calculator/demon-hunter#bPljdS!ibSg!YYcac
Grenadier is an obvious choice, Ambush as well (as you mostly don't fight monsters until 0% and it stacks multiplicatively with any other damage amplification), Blood Vengeance helps a lot with mobility and Cluster spam and Awareness is only needed until 2.1, making this build even more potent by adding in Cull the Weak (another 1.2 multiplier) or Archery after the patch hits. Flying Strike is perfect for disabling strong elite packs that might survive more than 2 seconds.
Magefist, Cindercoat, SoJ, RoRG, Reaper's Wraps, 4pc Marauder (recently experimented with 4pc Asheara instead, works fine as well and opens up another CDR slot, however Marauder is more consistent), Nat Slayer + Helm, Calamity. Blood Vengeance easily lets you drop Punishment, but depending on the amount of Harringtons in your party, you might not need to use Marked for Death at all and it might be beneficial to use Punishment anyway to squeeze a little more dps out of this build.
In general, it provides high mobility because you can use all of your discipline for Vault, and a huge burst damage because you can always use your Cluster Bombs at the best possible position. I have tried using Pride's Fall and drop Entangling for Punishment, using the Loaded for Bear rune; it works pretty well, especially because the higher range of that rune makes you need a lot less toughness, but Loaded for Bear is just so weak compared to Cluster Bombs and I rarely have to use Entangling Shot anyway. I have also found a way to drop Reaper's Wraps for 3pc Aughild using Cluster / Punishment and even dropping Pride's Fall as well, but found it not to be able to compete with Cluster Bombs for the very same reason.
You have to be aware that you need someone in your party to clear all the white monsters, as you are generally not really useful in that matter (save for dense areas and strong monsters like Mallet Lords, Maggot Broods, Spiders, etc.). With this build, you are an elite killer, much like a Jade WD, and have to carefully watch your resources on every shot.
I hope this little information helps and you can try it out yourself and find a way to make it work for you. I will be streaming very little - if any - until mid-July, so I can't show it to you in action myself.
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