DiabloFans Calculator Build Contest Has Started!
As you know, the skill calculator was updated last week to reflect the new rune skill system and with that, its time to start our last and final contest!
This is a solo Demon Hunter PvE build meant for inferno.
This build is all about keeping your enemies far away from you,
thus gaining the 20% increase of damage from the "Steady Aim"
passive skill and making them stay far away by slowing them and
thus gaining another 15% damage increase from "Cull Of The Weak"
passive skill and then blast them with fast attacks and a long period
of AoE damage.
Evasive Fire / Displace
I chose this combo as a utility damage dealer. the way i see it,
having "Vault" is waste of an active skill slot because with a bit of
practice I can use this combo to vault, deal damage and gain
hatred all at the same time. with the 'Displace" rune you vault
30 yards which is very close to the 35 yard "Vault" gives you.
keeping the required distance is a must for this build.
Entangling Shot / Chain Gang
Explains itself (look at the build description)
Slowing 4 enemies in 1 shot.
Rapid Fire / Web Shot
this skill will be very effective to CC while they are slowed by the
other skills. The "Web Shot" is there for single target boss & elite
monsters to slow them in order to keep them away from me (thus
gaining the 35% overall damage bonus with the passives to the
already high and fast base skill damage)
Rain Of Vengeance / Dark Cloud
This is my choice of a AoE damage. It lasts for a pretty long period
of time with the "Dark Cloud" rune. This will weak most of the
enemies while they are on the "Caltrops" and being "Entangled" so
the "Rapid Fire" will tear right through them with all the DPS boost.
Caltrops / Jagged Spikes
Explains itself (look at the build description) I chose the "Jagged
spikes" to have more AoE damage to work with "Rain Of Vengeance"
Marked for Death / Valley Of Death
Another damage booster (overall 50% more damage with the
passives) I chose the "Valley Of Death" rune because with the rest of
the skills the monsters will already be "stuck" in one area and it will
work great with the "Rain Of Vengeance" AoE.
The first Two "Steady Aim" & "Cull Of The Weak" are already
explained and they are the core of the build, really. The last passive I
chose was the "Custom Engineering" passive skill because it directly
effects "Caltrops" & "Marked For Death" and make them last twice as
Again, this is a solo build so I will enjoy the company of a Templar
follower with the "Intimidate" skill (slowing enemies by 30% for 3 sec
when they hit him) so I get more slow effect and also occupy the
enemies with the templar while I keep the needed distance (to lay
traps & AoE damage while gaining the distance / slow damage
And lastly, the cherry on the top is that the level requirement for this
build is only level 38. So I will have plenty of time to master it before
I get to inferno
In many games i run in headfirst without a thought which is why the Barbarian suits me, only to realize that was the worst idea ever. At this point I panic and hit every button i can hoping to escape with my life or if i realize the end is nigh upon me, do as much damage as i possibly can. If I'm going down, you're coming with me and my entire build reflects that. - Probably not a fantastic build for Hardcore! haha.
Skill justifcations - Mouse Skills
I have chosen Bash because its weapon % damage is higher than the other 2 primary skills and it generates more fury than the other 2, this skill is key and supports my entire build, it is the backbone of everything!
I chose the Instigation rune because I have 3 fury spenders and only 2 generators in my build, being able to bash every click and will generate 12 fury allowing me to get fury extremely quick.
With Animosity that is 13.2 fury, allowing to me SMASH (rune!!!) Hammer of the ancients into my opposition for great leagues of damage (but more on that in the action bar skills).
The second part of my master plan!! I mean.. . When i first saw Diablo 3, this skill screamed at me "I AM SO AWESOME PICK ME FIRST". So my entire build is based round making this hit like a train to back up bash. This gives me minor AOE and a chance to crit for nice numbers (i like big numbers!).
I got smash rune because the AOE wasn't so important that it was the focus and i wanted this to hit as hard as possible - for a meager cost of 20 fury!
Skill justifcations - Action Bar skills
So earlier I said I would often run into those "oh noes, I'm stuck now" moments surrounded by the swarms of hell. I need a button that when hit will be useful, importantly to me this kill costs no fury, it's cooldown is relatively short and it shrugs off a lot of damage. My only problem is the duration!
BAM! Iron hide rune, 5 more seconds of waaaghhhh!! - [ Bill & Ted ] Excellent! *guitar solo* [ /Bill & Ted ]
Ok so I have damage reduction, we need a get-a-way car or a catch up ability. Furious charge seemed like a really cool ability and sported a lot of damage to top off the mobility it provides. Being able to get in and out of combat quickly is important. Kind of like a speeding missile.
One of the things i noticed i didn't have outside of health globes and health pots, was a way to heal myself. When in the thick of it, i may not want to escape but may want to keep fighting and heal myself, charge would not be used for anything more than mobility and this rune gives me a reason to use it outside those mobility reasons.
I see the Juggernaut rune as giving me more options with the ability, I think this is one of the best skill runes for it's design because it was a simple change but made me think outside the box in how i could apply this ability in combat.
This ability is awesome! 30 seconds of more damage and more crit, the synergy with hammer is crazy! With my amount of fury generation i can upkeep this permanently - it costs 20 fury!
No brainer for the Marauders Rage rune, i like more damage and the other affects of the other runes didn't really seem needed with the rest of my skill choices.
At this point, I have everything i need, damage reduction, damage increase, healing, mobility and fury generation.
So what happens.. when it really hits the fan? - I need a big bad ability to turn my "guy" into a hulking monster. This ability provides a bit of everything kind of like layering it on, it supports hammers crit, my attack speed for fury gen, dodge (A different kind of survivability!) and provides me with movement speed (which i am sorely lacking!). The rage cost is pretty brutal and the cooldown is long, this is my "UNDERATTACKBYGIANTFLAMEOFDEATH" ability.
The skill rune choice for this was difficult! I love the slaughter rune choice and may possibly swap the two depending on the situation exploding enemies for more AoE power hmmm.. however the damage increase from the Insanity rune is huge, I mean 15 seconds 100% more damage is nothing to scoff at. On top of battle rage that is 130% more damage on my hammer. Wowwww.
Skill justifcations - Passive skills
I like the idea of specializing in a weapon set - however I don't like the draw backs of having to change when i get a new weapon. This passive skills is really useful - my favorite weapons are swords and 15% more damage on top of the other damage increases in my build make having my favorite weapon type worth having!
As mentioned earlier this ability really helps out to ramp up the fury generation, so i can throw out more hammers and upkeep my battle rage. The maximum increase allows me to pool more fury for wrath and not have to worry about going overkill with bash and "wasting" fury generation when i hit the cap.
Unforgiving is godly, i always disliked fury degeneration outside of combat in WoW and other games that adopted a similar systems. Being able to beef up my passive generation is crazy! While it isn't strong on its own, 5 fury every 10 seconds is a nice added little bonus.
Mostly AOE abilities, leap for mobility.
With the little knowledge i have, i made a build which at least sounds logical to me.
Leap pulls mobs, ground stomp to stun and pull the rest, earthquake or revenge if i need health and follow with ww, which also leech health on crit.
Frenzy is used as a form of self healing for last hitting enemies with the TRIUMPH rune effect. (Killing an enemy with frenzy heals you for 12% of your maximum life over 6 seconds.)
**ESSENTIAL TO BUILD** Threatening Shout is the rage spender, It reduces incoming enemy damage by 25%, And with the Demoralize rune, it TAUNTS all enemies affected within the 25 yard range for 3 seconds. This skill has a 15 second duration, costing 20 rage. This is the Tank Barbs best friend for keeping your allies alive and doing your job. The TAUNT rune effect is essential for Revenge. (See Revenge bullet)
Overpower is another form of self healing apart from Frenzy. In this build, Overpower would be used after Revenge procs to utilize the critical strike chance. The Iron Impact rune provides a 7% heal of your MAXIMUM life for each enemy hit.
**ESSENTIAL TO BUILD** Revenge is the key to this build with Threatening Shout. Revenge has a 15% chance to become active each time you are hit. It causes 220% weapon damage to all nearby enemies. You also heal 5.0% of your Maximum life for each enemy hit.The Best Served Cold rune also provides a 10% chance to crit for 12 second. The rune could be swapped out for either Provocation (Increased chance to activate by 30%) or Vengeance is Mine (Increased Fury and Life gained by 5 fury, and 7.5% Life) I chose Best Served Cold to increase the proc chance on Overpower, but upon live testing this could be changed)
Leap Attack is pretty self explanatory, this is the engage and armor buff skill for the build. Iron Impact provides 300% armor upon landing for 4 seconds. With the low cooldown and rage generator, this is great for keeping up your defenses.
Ancient Spear is used as both an engage for certain enemies, and to keep enemies off of your allies between the times the taunt from Threatening Shout isn't active. The Harpoon rune pierces through enemies and pulls them to you just in case you are surrounded and need to get an enemy that's being blocked by another enemy. Low cooldown rage generator.
(PASSIVES) Ruthlessness can be switched out for Superstition (Reduces all non-phsical damage by 20%. Whenever you take damage from a ranged or elemental attack you have a chance to gain 3 fury) Which I will most likely do in my final build.
(PASSIVES) Tough as Nails paired with the monks Mantra of Retribution and thorns gear provides a stalwart defense that also returns damage to enemies.
(PASSIVES) Relentless, While below 20% life, all skills cost no fury and all damage taken is reduced by 50%. Self explanatory for Tank barb.
This concludes my Tank barbarian build, Which in this state is currently still being tweaked for optimum performance in Inferno. This build should also be self sustaining with a considerable amount of armor/health. The barb is the heart of the team, The initiator, the engager, He takes the poundings so you can dish out the pain.
The Monk is the Tank Barbsright hand man, He deals damage and provides utility to the group, keeping the barb alive, killing stragglers, and pounding in skulls. I'll be honest, I didn't work out the Monk build to the highest extreme, but with whatever knowledge I have of what my friend intends on playing as, I created a build based off of that.
Stay with me here, I'm not too experienced in the ways of the monk.
This description will be summarized unlike the barbs in depth one.
--About the Build--
Deadly Reach with piercing trident is the monks main source of generating spirit, causing AOE damage in the process.
Dashing Strike with Blinding Speed is the monks mobility spell, used to escape, chase down, and save allies from afar, all while increasing dodge by 20% for 3 second.
Inner sanctuary is an "OH SHI-" button for both the monk and barb, or to provide protection for the wizards in the distance form melee attackers. With the Safe Haven rune it also increases health regeneration by a ton. (2966 a second while inside the circle)
Mantra of Retribution returns damage to attackers for all party members by 40% dmg taken, or 80% upon activation for 3 seconds. The Transgression rune also increases attack speed by 8%.
Seven-Sided-Strike is the monks "Engage" spell, with the Sudden Assault rune, it causes 1007% weapon damage over 7 hits and teleports to the target selected. Costs 50 Spirit.
(PASSIVES) Guiding Light, Whenever you use a direct heal skill on another player, you and the other player deal 16% more damage for 15 seconds. This spell in my opinion is great for "Crunch time" killing to boost dps in a dire situation.
(PASSIVES) Resolve, Damage you deal reduces enemy damage by 25% for 2.5 seconds. This is to help the barb reduce damage taken and goes well with deadly reach and seven sided strike.
(PASSIVES) Near Death Experience.
This concludes my Support/Utility Monk build.
You're a Wizard, Harry!
The two wizards in this build will have two functions, Raw damage glass cannon, and slow/anti-range.
I'll place both builds into one summary, Somewhat simplified.
The Destruction wizard: A glass cannon that spams arcane orbs and meteors with several abilities used to generate Arcane Power. This wizard is made to do massive AOE damage as well as utilizing arcane power. Curious about some of the spells? A few could be altered or changed completely, But the idea is to generate a lot of arcane power all while still pushing out tons of damage. Take a look at a few of the rune effects to understand why i choose those choices.
The Time Mage wizard, or Entropist as I also call it: This wizard spells utilize being a jerk to enemies. Slowing them, Slowing them, and slowing them. This build also increases damage done to enemies and slows them. Lastly, The build focuses on slowing the enemy making it so that they are slow as hell. Like, REALLY slow.
Both wizards will be a great addition to the Monk and Barb team, One will deal massive damage, while the other makes sure to keep enemies in check, Away from the caster, helping the monk and barb, and still dealing decent damage.
This concludes my DiabloFans Beta Key build contest. Sorry for excessive bolding/underlining, laziness, and any other form of whacky whacky absurdity. If you have any questions about any of my build choices, suggestions, or just plain out like them, Feel free to post about it! Thanks! P.S. I will be playing the tank barb in live! Perhaps one day we can play together!
Magic MissileAttunement Signature Spell Launch a missile of magic energy, causing 110% weapon damage as Arcane and whenever Magic Missile hits a target you gain 4 Arcane Power.
Arcane Orb Tap the Source Cost: 23 Arcane Power
Hurl an orb of pure energy that explodes when it hits, dealing 250% weapon damage as Arcane to all enemies within 10 yards.
Familiar Sparkflint Cost: 20 Arcane Power
Summon a fiery Familiar that will attack your targets for 20% weapon damage as Arcane, and increases damage of all attacks by 15% while he is active. This companion cannot be targeted or damaged by enemies. Pet lasts 120 seconds.
Magic Weapon Force Weapon Cost: 25 Arcane Power Imbue your weapon with magical energy, granting it 20% increased Physical damage, and gives up to a 2% chance to Knockback any enemies hit. Lasts 120 seconds.
Storm Armor Power of the Storm Cost: 25 Arcane Power
Bathe yourself in electrical energy, shocking ranged and melee attackers for 70% weapon damage as Lightning. Reduce the Arcane Power cost of all Skills by 3 while Storm Armor is active. Lasts 120 seconds.
Mirror Image Mirror Mimics Cooldown: 15 seconds Summon 2 illusionary duplicates of yourself that last for 7 seconds and have 25% of your Life. The images may cast some of the same spells as you. Spells the images cast will do 10% of the damage as your own.
Prodigy When you deal damage with a Signature spell, you gain 4 Arcane Power.The following skills are Signature spells:
Glass Cannon Increases all damage done by 15% but decreases armor and resistances by 10%.
Astral Presence Increases your maximum Arcane Power by 20 and Arcane Power regeneration by 2 per second.
This Build focuses on heavy damage. Magic Weapon, Familiar and Glass Cannon grant an enormous boost. The reduced cost of Arcane Orb, combined with spell cost reduction via Storm armor allow a longer "burn" phase, while the regeneration phase is shortened by the attunement rune in Magic Missile plus Prodigy and the additional passiv Arcane Power regeneration, provided by Astral Presence. In case you face enemies you can't kill fast enough, you can use your Mirror Images to distrackt them.They also provide aditional 20% damage.
Electrocute as AP generator
Arcane Orb with low AP cost for pretty much spammable AoE damage
Familiar for extra 15% damage and pet damage (lasts much longer than hydra and does quite the same damage according to tooltip)
Teleport to gain distance when getting surrounded by enemies
Slow Time to snare enemies even after they leave the bubble and to protect me from range projectiles
Wave of Force to knock enemies back (does also quite alot of damage)
Glass Canon for some extra pewpew
Astral Presence mostly to improve AP regeneration, also increases base AP by 20
Temporal Flux to slow enemies at range since i'm only using spells that deal arcane damage
Enemies should have a pretty hard time trying to reach me while i can throw a lot arcane orbs to finish them off.
I am more of the PVE Builder I like to make builds that can survive waves of monsters, in this build I have made the Barbarian reliant on hitting the enemy to survive, sustain damage with the reduce of certain cool downs, and uses either two one handed Mighty weapons or a single two handed Mighty weapon for fury generation on attack.
First: I have Frenzy as my main single target attack, upon killing the target I gain 12% of my max health over time, very nice for small single mobs
Second: I have Cleave for more than about 3-4 mobs with increased damage
Third: I picked Furious Charge because I need to get into groups of monsters to deal damage to or just to get up to one single mob that needs to go down ASAP this fits the bill, then having 6% of my max health regain after each target that is hit by my charge the bigger the pack the better.
Fourth: Whirl Wind after a Furious Charge with a couple cleaves this is wonderful to perform right after, I gave it Volcanic Eruption that increases the damage to 130% and it has a cool look to it.
Fifth: Earthquake if my previous combo did not finish anything off or more mobs come in this is a great use after WW, I also removed it's fury cost and reduced the cool down.
Sixth: Call of the Ancients I picked this to help with single boss fights, nothing more fitting than 3 other Barbarians to help single hit a target down, also is great if your really low on life but with this build I am possative I won't be low at all. Gave it Talic's Anger giving him leap attack and deals 250% weapon dmg and he still has WW after, it's a powerful attack.
Passives: Weapon Master, Since I am using Might Weapons I gain additional fury per hit it's a great passive to keep fury up. Bloodthirst is another great passive to keep yourself alive in those pack of monsters. Lastly Boon of Bul-Kathos reduces the cool down time on two of the skills I am using, is a no brainer to use them sooner than later.
Class: Demon Hunter
Level Requirement: 58 (30 - If you remove discipline managment out Vault, Multi Shot and Preparation)
What it's used for:
- PvE Build
- Solo Gameplay
- Group Gameplay, but some Action Bar Skills should be replaced. (Some alternatives are at the bottom)
The gameplay of this build is centered around the two passive skills Steady Aim and Cull the Weak.
Steady Aim increases your damage done while no enemy is within 10 yards of your character, while Cull the Weak increased damage done against slowed enemies.
The skill selection is based around these two passive. The general idea is to slow the enemies with Entangling Shot and Caultrops, chaining Marked for Death,
while using Vault to keep Steady Aim up.
Entangling Shot is picked as the Hate-Generator for it's slow effect, runed to affect 2 additional targets.
Multishot runed for Discipline Regeneration is picked as the Hate-Spender.
The Action Bar Skills are as follows:
Vault is used as a gap widener to keep Steady Aim active. It is glyphed for recuded Discipline cost.
Caltrops are picked as an additional AoE Slow Effect, runed for a damage dealing component.
Marked for Death is used because the build lacks hard hitting abilities, and requires high baseline damage, achieved by both passives and this spell.
To reduce the discipline it is glyphed for it's chain effect.
Preparaton, runed for a chance to not trigger cooldown. Since all Action Bar Skills are Discipline Spenders, i put this in as an emergency discipine regen skill.
Custom Engineering is chosen as the 3rd passive skill, to enhance the Caltrops and Marked for Death (and lessen the discipline spent)
This build greatly depends on discipline managed and/or consumption.
Since i currently do not know wether the regeneration/consumption of discipline is enough, these are some adjustements that can be done:
If the discipline regeneration is more then enough:
- Change the rune in Multishot for additional damage
- Change the rune in Vault for additional damage
- Replace Preparation for another Skill. If you still have enough discipline, Companion runed for slow spiders might be an option.
Other then that, Rain of Vengeance runed for AoE Stun is an Option.
- Replace Custom Engeneering for a different passive skill, Archery might be the best pick here
If the discipline regeneration is not enough:
- Change the rune in caltrops for reduced discipline cost
- Change the 3rd passive to either Nightstalker (since your mine Hatred spender is AoE) or Perfectionist
- Replace Vault with Evasive Fire runed for a 30 yard Backflip (this is the last option i'd try, since you'll temporarely loose Steady Aim)
If you're going to play with your friends and have a good tank available, you might replace:
- Vault - the tank will keep the mobs of you
- Caltrops - Entangling Shot for slow Debuff, or the other way.
- Entangling Shot - Keep Caltrops for slow Debuff, and use another hate-generator.
- Possible options are: Impale as single-target nuke, Sentry-Turret for additional damage (if you kept the custom engeneering passive), Cluster Arrow as a spammable AoE.
AoE / Single Target DPS Monkadin
Softcore, Normal - Hell (i think not enough defense for Inferno, too risky for HC)
I like it because it isn't very complicated, gives a lot of damage for both AoE and Single targets.
You are also making life easier for you, and your party members, with your mantra that increases damage.
It doesnt involve long cooldown skills which i dont like, and has some self heal.
-Has good AoE, and some Single Target DPS
-3 Types of damage, (Holy, Fire, Physical - usefull with Immune monsters)
-increased IAS for you (bigger spirit gain, more dps, more healing due Transcendence)
-passive Self Heal (Gaining life per spirit spend)
-can pull victims close with Cyclone Strike (34 yard range)
-occasional teleport around battlefield combined with single target nuke, to pick those long range shooters
-decreases mobs damage (% damage decrease is more reliable than evasion)
-you dont have to stack all types of resistances
Explanation and usage of skills and rotations:
1. Find group of enemies
2. Use Cyclone strike to get them all close
3. Use Exploding palm and Way of Hundred Fists comb (W,W,E Combo) to increase attack speed and inflict DoT's
4. Activate Mantra to get 50% damage buff
5. Spam Lashing Tail Kick into group of mobs, till they die, and explode dealing additional damage to nearby mobs...
6. Get some spirit and return to point #1
Single Target Situation:
1. Find alone enemy (boss, rare monster which survived AoE Combo)
2. Activate Mantra to get 50% damage buff, (also use before every SSS, or when full spirit for additional DPS)
3. Use 7Sided Strike (SSS), to deal some nice DPS on start
4. use WWE Combo to increase attack speed and place DoT on target, while dealing damage
5. use SSS while cooldown is off.
You have to be somewhat carefull, this build is about giving damage, not taking a lot of it.
Your best stat in itemization will be surely Increased Attack Speed. Your attacks already hit for a lot
when you use 2Handers, but you will need more spirit generation.
This will be (or something very similar) my build for a PVP Demon Hunter. This build is primarily to target and eliminate single opponents in the arena, specifically the enemy team's most squishy player. Start by using Marked for Death and activate Shadow Power if you start to receive damage or are being pursued by an enemy player. I will most likely utilize two defensive abilities in arena for more versatile movement and control of the arena. Vault and Evasive Fire should provide enough mobility around the map. After marking your opponent burst them down as fast as possible with Hungering Arrow and Elemental Arrow. Note the rune I chose for Marked for Death- Grim Reaper- If an enemy wants to hide behind their bulky teammates; they too will pay a price. Can't get that nasty Barbarian off of your back? Evasive Fire's rune Parting Gift should make them think twice about chasing you. Vault's rune Rattling Role should help detour enemies from health globes. My passives are based on dealing as much damage as fast as possible, in this case with a bow.
This build takes everything awesome about a barbarian, and tries to maximize the "cool" factor (while still being able to kill things!). He is a whirlwinding, Ancients calling, singer.
In D2, I loved the typical Singer build and whirlwind build. Combining them effectively should make a versatile powerhouse. He has the passive health regen and resistances to get up front and dish out the pain.
First of, my primary Hatred regenerating skill:
1. Hungering Arrow: Shatter Shot
--> as a Hatred generator, each shot generates 3 Hatred.
--> runed as Shatter Shot, every successful target pierced splits the arrow into 3, which by doing the math means that that particular shot could actually generate a total of 12 Hatred. But what if the arrow from the first split, splits again... and again... would that simply mean that there is a possibility of generating around 24... 36... or even up to 48 Hatred or more in just one shot? Then by all means, fire away to your heart's content and generate as much Hatred as you would need. (I do wish this could be the case for this skill would be so useful in Hell and Inferno).
--> in my opinion, this is the best source of Hatred generator.
Armed with Hungering Arrow, for the assured additional damage best to partner it with:
2. Marked for Death: Contagion
--> marked enemies takes additional 15% Dmg. for the next 30 seconds.
--> runed as Contagion, the ability spreads to 2 other nearby targets... plus the effect can chain repeatedly. So with Multishot included in my build, being able to kill a lot of enemies in a wide radius means that this ability would be so contagious.
--> in my opinion, the add'l. damage paired w/ a weapon that has a very high DPS, and the ability spreading among close knit groups, only means faster kills from the add'l. Dmg.
With enemies marked, time to use my primary AoE skill:
3. Multishot: Arsenal ~ Click here to watch the Multishot video. --> costs only 15 Hatred per shot, you can fire a massive volley of arrows in a certain arc that spreads out, creating a wider area of effectiveness.
--> runed as Arsenal, every shot releases 3 Homing Rockets that deals 40% weapon Dmg. at nearby enemies (15 Hatred is cheaper compared to the Cluster Arrow: Shooting Stars skill that uses 50 Hatred and has a 200% weapon Dmg. w/ 3 rockets per shot doing an add'l. 175% weapon Dmg. each). Another alternative skill is Rapid Fire: Fire Support skill that uses 20 Hatred initially and an additional 10 Hatred while channeling, but only launches the 3 Homing Rockets that deals 40% weapon Dmg. every second.
--> both Multishot and Cluster Arrow releases 3 rockets per shot, while Rapid Fire releases 3 rockets per second. There is great possibility that you may be able to fire 2 shots in a second, which means that Multishot might get an add'l. 80% weapon Dmg. per rocket per second for the cost of 30 Hatred, while the Cluster Arrow might get an add'l. 350% weapon Dmg. per rocket per second for the cost of 100 Hatred.
--> there is no doubt that Cluster Arrow and Rapid Fire causes more damage but in consideration of the amount of Hatred being used up per shot per second, in my opinion, Multishot would be the most effective choice to use with a widening area of damage and be able to spam repeatedly.
To make these skills more cost effective, I need a by using:
4. Caltrops: Torturous Ground
--> costs 8 Discipline, using this trap slows the movement of the enemies by 60% for 6 seconds.
--> runed as Torturous Ground, all enemies in the area when the trap is sprung would be immobilized for 2 seconds. A skill that can immobilize the enemies for the first 2 seconds will give me plenty of time to do maximum damage before slowing what's left of them still standing.
--> in my opinion, getting enemies immobilized for 2 seconds would be enough time to fire off a MfD Contagion followed by multiple Multishot Arsenals.
I thought Wizards used to be OP when they use Hydra, which makes this next skill a very plausible choice for additional AoE damage:
5. Sentry: Spitfire Turret
--> costs 10 Discipline to drop a turret on the ground that fires at nearby enemies which lasts for 20 seconds.
--> runed as Spitfire Turret, homing rockets that fire of every 1.5 seconds that deals 40% weapon Dmg. at nearby targets, which means that the turret will have fired 13 rockets within that 20 seconds duration.
--> in my opinion, just like Hydra, the Sentry would provide the additional damage and also serve as a diversion.
Finally, a skill for getting out of tight situations:
6. Smoke Screen: Lingering Fog
--> costs 15 Discipline to vanish behind a wall of smoke and become momentarily invisible for 2 seconds.
--> runed as Lingering Fog, makes you invisible for 3 seconds. An alternative skill to use for this slot would be Preparation Obsidian runed as Backup Plan for that 30% chance that the cooldown will not be triggered after restoring all Discipline. Backup Plan gives you the opportunity to continuously use the Spitfire Turret, Marked for Death and Torturous Ground repeatedly as long as your Discipline keeps on refilling and the cooldown is not triggered.
--> in my opinion, Lingering Fog would be useful when facing bosses and Preparation when facing Diablo's minions.
1. Cull the Weak
--> with Caltrops in place, all damage against slowed enemies increases by 15%.
--> combined with the Marked for Death ability, all damages are increased by 30% already.
--> in my opinion, this is the best passive to make Caltrops very effective in causing damage, not to mention taking advantage of killing immobilized enemies fast.
2. Custom Engineering
--> increases the duration of Caltrops, Marked for Death and Sentry by 100%.
--> this means that Torturous Ground will now lasts for 12 seconds and maybe the enemies will be immobilized for 4 seconds now instead of just 2, when the trap is sprung. The mark for the Marked for Death skill will now linger above the marked enemies head for 1 full minute for that 15% add'l. Dmg., thus increasing the chances of the mark spreading to more enemies after every kill, making it more contagious than before. Lastly, Sentry, Demon Hunter's own version of a Wizard's Hydra, will now cause distraction for 40 seconds wherein the Spitfire Turret would be releasing 26-27 homing rockets for that additional 40% weapon Dmg. plus the original Sentry's 20% weapon Dmg. it will cause to enemies that comes near it.
--> in my opinion, this passive would bring out the best in my traps and defensive skills.
--> damage from rockets are increase by 100%.
--> the additional damage from the 3 rockets for every Arsenal shot is now 80% weapon Dmg., same with the rocket from the Spitfire Turret, so if the homing rockets from both the Arsenal fire and Spitfire Turret, homes in on one particular enemy, you get an additional 160% weapon Dmg.
--> in my opinion, 160% weapon Dmg. in addition to the 115% weapon Dmg. of the Multishot plus the 20% weapon Dmg. from the Sentry and the additional 30% damage from Caltrops and Marked for Death, for a whopping total of 325% weapon Dmg. would be ballistic and really blow the competition away.
This summarizes my Rocket Master Demon Hunter build. Click here to see the build.
Any additional damage from your weapons, accessories and gear, simply means that this is one bad ass build to be reckoned with. lol!
The idea is to keep Wrath of the Berserker going for as long as possible (runed to add 1 second of WotB for every 25 fury generated).
All skills generate additional fury and passive skills to support fury generation.
Basically use Ground Stomp, Ancient Spear and Warcry whenever you can - when they are on CD, run around and bash stuff with Bash and Cleave.
Viable end-game build? Will it even work and WotB will be up constantly? I doubt it, but should be fun to try.
Alright, this PvE build for Hell/Inferno focuses mainly on the Gargantuan somewhat ”tanking” and going “Super Sayian” when elites are near while the Zombie Dogs run around killing and being on fire and me doing Firebomb Boom Edition & Locust Swarm (Pestilence) while keeping Haunt up for mana and additional DPS. Sacrifice is there for some burst dmg and emergency hp potion, but can be swapped for mana pot depending on need. The passives fit well into the build.
I love this specc due to its similarity to Necro CE builds which were my absolute favourites from D2, so ofcourse I am a huuuge fan of anything Necro related (wow, that sounded weird=)