Another day, another build. Today it's a build for some group play the main goal, deal a lot of damage from far away while your melee crew keeps mobs at bay. Our job is to drop the big targets while someone else mops up the small guys with their AoE. Note that this should only be played when your group makeup allows you to avoid damage, otherwise you're going to need a little more survivability.
While I like the idea of the no generator builds I rather never have a reason to be caught with my pants down and be stuck shooting with a basic attack. A runed skill is just way more powerful then that. Also it gives me an option when my Hatred spenders is just overkill and I can allow my Hatred to fill up so I've got a full globe for the next pack. As far as runes go you can choose this one or Cinder Arrow for this build. I'm using Devouring because I don't like spamming a shot that has a DoT component on the same target. So I feel like I'm getting a little more effiecency out of this rune.
Impale - Overpenetration
This ensures that knife makes it to my main target. Nothing wrong with hitting a few other mobs along the way either.
Cluster Arrow - Loaded for Bear
When my quary is surounded by his friends or there isn't a big guy to take down this will be my attack of choice. It will help clear out the masses while putting a hurt on the main target. However do not spam this attack, it's just too costly for that.
Marked for Death - Death Toll
The use of this skill is twofold. First of course is the extra damage, and the other is marking my prey so the group knows and can help out. I always feel this skill works best in groups as everyone that attacks the target gets the bonus. On top of that I've added the heal to help with group survivability.
Smoke Screen - Breathe Deep
You've seen this in my builds before, and again this is to help with Hatred Regeneration and as a means of escape. I tend to like this over Preperation / Punishment when I have any other Discipline skills in my build. Punishment just costs too much to use wconsistantly ith any other Discipline skill in my opinion.
Preperation - Invigoration
Since I'm going to be marking targets frequently and using the Hatred generation of Breathe Deep, I need a quick source of Discipline on demand. Invigoration give me a little extra juice to use right away.
Steady Aim, Sharpshooter, and Archery
All three are for DPS increases. Steady Aim should be available all the time with the melee keeping the packs at bay. Sharpshooter when built up can combo with Cluster Arrow to lay down a monsterous opening salvo. Archery is just an increase in DPS no matter which weapon you use.
Gear stat priority is Dex, Crit, resource regen / increases, everything else. You can get away with a reduction in the defensive stats because the melee will be your defense. However don't think you won't get hit, there are still ranged mobs, and there isn't a definitive aggro table so some things will just come after you. A lot is going to depend on your melee skills and what kind of mob control skills your group has.
Weapon of Choice, the Crossbow. You're the heavy hitter for the group so you want to do the biggest hits possible. Placing Crit high up on the stat priority means you'll be seeing that Archery bonus quite often.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Here's the build: http://us.battle.net...PUhj!YeT!YYccab
Hungering Arrow - Devouring Arrow
While I like the idea of the no generator builds I rather never have a reason to be caught with my pants down and be stuck shooting with a basic attack. A runed skill is just way more powerful then that. Also it gives me an option when my Hatred spenders is just overkill and I can allow my Hatred to fill up so I've got a full globe for the next pack. As far as runes go you can choose this one or Cinder Arrow for this build. I'm using Devouring because I don't like spamming a shot that has a DoT component on the same target. So I feel like I'm getting a little more effiecency out of this rune.
Impale - Overpenetration
This ensures that knife makes it to my main target. Nothing wrong with hitting a few other mobs along the way either.
Cluster Arrow - Loaded for Bear
When my quary is surounded by his friends or there isn't a big guy to take down this will be my attack of choice. It will help clear out the masses while putting a hurt on the main target. However do not spam this attack, it's just too costly for that.
Marked for Death - Death Toll
The use of this skill is twofold. First of course is the extra damage, and the other is marking my prey so the group knows and can help out. I always feel this skill works best in groups as everyone that attacks the target gets the bonus. On top of that I've added the heal to help with group survivability.
Smoke Screen - Breathe Deep
You've seen this in my builds before, and again this is to help with Hatred Regeneration and as a means of escape. I tend to like this over Preperation / Punishment when I have any other Discipline skills in my build. Punishment just costs too much to use wconsistantly ith any other Discipline skill in my opinion.
Preperation - Invigoration
Since I'm going to be marking targets frequently and using the Hatred generation of Breathe Deep, I need a quick source of Discipline on demand. Invigoration give me a little extra juice to use right away.
Steady Aim, Sharpshooter, and Archery
All three are for DPS increases. Steady Aim should be available all the time with the melee keeping the packs at bay. Sharpshooter when built up can combo with Cluster Arrow to lay down a monsterous opening salvo. Archery is just an increase in DPS no matter which weapon you use.
Gear stat priority is Dex, Crit, resource regen / increases, everything else. You can get away with a reduction in the defensive stats because the melee will be your defense. However don't think you won't get hit, there are still ranged mobs, and there isn't a definitive aggro table so some things will just come after you. A lot is going to depend on your melee skills and what kind of mob control skills your group has.
Weapon of Choice, the Crossbow. You're the heavy hitter for the group so you want to do the biggest hits possible. Placing Crit high up on the stat priority means you'll be seeing that Archery bonus quite often.