I'm planning to use a mara6 + krider build in 2.1 for the 3rd spender on turret, which would consist of a CA, MS, EA setup. In addition to this I will also be using familiar (likely bat as an active) and if I can work it right, potentially strafe.
My questions are...
Does strafe provide an additional spender for turret rotation? (I know It's highly unlikely)
What amount of CDR (if any) could provide limitless hatred to a strafe/bat build with sentry drops as required (using CE passive for 3 sentries). The idea here would be to forego use of vengeance to provide strafe with rockets (using ballistics passive for strafe and CA runes), ideally removing any dmg gap which would exist during vengeance downtime. A mixed RCR/CDR value would also be appreciated if anyone wants to do some testing for me. Please do not factor hatred regeneration (aside from bat effect) into any equations, as this will make it easier for me to compare options.
Given the build focus, and assuming 100% uptime on strafe/sentries, which gear should prove more effective, hexing pants or T&T (expecting hexing pants, but am not 100% sure how AS and pet AS work with regard to skill rotation and APS. Do I need to have at least 'x' attack speed, and if so, x = ?). Additionally, I expect that hexing + constant strafe should provide a +25% dmg bonus to each of my sentries (and more importantly, the skills they throw) and the wolf summon, but it would be great if someone could confirm this for me
Thanks in advance to anyone who can provide me with this information.
Dropping strafe would lose the potential 25% dmg bonus to each turret (75% total). Since turrets provide the majority of a mara6 DH's dmg, losing this bonus would be a significant dmg drop. Additionally strafe would be providing rockets, which would be buffed by ballistics, and continuously chiill ranged mobs, ensuring that cull the weak is used to maximum effect. These factors combined with improved mobility should provide more dmg and survivability, or at least this is how I see it.
As for the pet actives, the idea of this is to continuously refuel hatred using bat to allow for no downtime on strafe.
Sentries also have breakpoints based off your pets attack speed that you have to consider, the 40-50% attack speed from TnT could make them do 25% more dmg and buff your other pets too.
Ideally I had been looking at strafe or vengeance, not both - just to clarify. Setup would have been EA/CA/Companion/Sentry/MS with the last slot filled by either strafe or vengeance (depending on feedback received here). Had not yet considered smokescreen as I am looking to maximize my damage output first, before considering dmg/survive trade-offs.
Thanks for elaborating on your initial post, it has provided the majority of the information I was looking for
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I'm planning to use a mara6 + krider build in 2.1 for the 3rd spender on turret, which would consist of a CA, MS, EA setup. In addition to this I will also be using familiar (likely bat as an active) and if I can work it right, potentially strafe.
My questions are...
Does strafe provide an additional spender for turret rotation? (I know It's highly unlikely)
What amount of CDR (if any) could provide limitless hatred to a strafe/bat build with sentry drops as required (using CE passive for 3 sentries). The idea here would be to forego use of vengeance to provide strafe with rockets (using ballistics passive for strafe and CA runes), ideally removing any dmg gap which would exist during vengeance downtime. A mixed RCR/CDR value would also be appreciated if anyone wants to do some testing for me. Please do not factor hatred regeneration (aside from bat effect) into any equations, as this will make it easier for me to compare options.
Given the build focus, and assuming 100% uptime on strafe/sentries, which gear should prove more effective, hexing pants or T&T (expecting hexing pants, but am not 100% sure how AS and pet AS work with regard to skill rotation and APS. Do I need to have at least 'x' attack speed, and if so, x = ?). Additionally, I expect that hexing + constant strafe should provide a +25% dmg bonus to each of my sentries (and more importantly, the skills they throw) and the wolf summon, but it would be great if someone could confirm this for me
Thanks in advance to anyone who can provide me with this information.
As for the pet actives, the idea of this is to continuously refuel hatred using bat to allow for no downtime on strafe.
I appreciate the quick response though
http://eu.battle.net/d3/en/forum/topic/10494173734
Thanks for elaborating on your initial post, it has provided the majority of the information I was looking for