That's why I started a DH. Realizing it was inherently squishy class with zero worthwhile passives to help with defense but having high mobility to move and place myself in advantageous positions to take down enemies quickly. I'd only live as long as I had discipline. Playing to the "I'll kill you before I run out of discipline" mentality.
Now, it appears Blizzard is changing how they want the DH to work and changing it more to a cookie cutter ranged class that uses a bow. As they continue to reduce the effective DPS of skills (not character sheet DPS) and now are planning to give defensive passives/actives along with nerfing but increasing duration of gloom. All these things point to changing the DH from a high mobility, high reactionary, short engagement character to just a character that stands on the sidelines taking hits while pushing out some DPS. But there's a big problem with this...
DH have the worst proc rate in game
Be it either hatred or discipline or LoH DH really have very little ability to use skills to generate either of these spenders or life. Used to be a balanced DH could drop a caltrop and turn and run to get some distance while regen some life via caltrop LoH, now with no proc rate it's gone. Same with nightstalker, it's proc rate is terrible for most skills. 20% from ball lightning, which means it has to crit on 70 targets (where ball lighting can hit a target only 2x) to gain enough discipline for ONE more additional gloom/SS. Essentially DH's have no high hit rate (nothing remotely like sprint/rltw) to regen life or spenders which serve other purpose (regen/damage/utility: pick 2).
What's the problem with this? Now, since I'm assuming you're expecting many to use these new skills/passives to help with survivability you're also forcing a decision to move away from damage increasing skills/passives. Thus forcing longer battles. But since DH has little ability to regen any of the 3 major areas (life/hate/discipline) giving more defensive abilities doesn't help anything. Just forces a DH to run away and kite even more than they do now.
I am really unsure of the direction Blizzard is going with this as it really appears that unless we get a strong hate spender that doesn't cost an arm and a leg (cluster bomb) or a skill that actually helps regen our life/spenders we will be relegated to the worst class in the game by 1.05 especially once that player-8 releases as well as our dmg does NOT scale well into prolonged battles for anyone that doesn't have a legacy Nat's set. As the biggest problem is it makes a HUGE difference if the battle is 15 seconds or 1 minute. For nearly all other major classes/builds they can regen their life/spenders thus a prolonged battle is not that much different than a short one.
I'd also like to read where they are nerfing DH damage, because from what I can tell all they are doing is upping survivability.
Also ball lightning can hit a small target up to 3x, I've counted.
DH has little ability to regen hatred? You can get a full bar of it back in like 5 seconds of casting, tell that to a monk, or compare it to a wizard or WD.
Sprint/RLTW also can hit an area (not just a target) beyond 15-20x with a 20% proc rate regening 15 fury or essentially enough for 1 sprint.
As for damage, it's probably going to be true. It's not posted. In general, Blizzard does not give without taking something back. Especially since most of those complain point to DH damage as being OP (which in truth is only barely above other classes), it's probably going to happen to make every class mirror one another.
Ball lightning can hit 3x but only on targets moving with the ball. So if you want to fire your ball lighting at a target, vault over it, and run ahead of the ball to get the fast mob to chase... yes you can hit 3x. Is it worth it over shooting another one? No.
DH Regens 'hit' hatred just like every other class. Use basic attack to gain X amount of spender with the exception we don't have to actually hit anything. Only real difference. Make up the fact that monks usually have a much higher attack speed and it evens out along with the fact they usually can survive battles be it 5 sec to 5 minutes with little difference in playstyle. The issue here is not if they can regen, it's ability to stay alive (discipline) while stutter stepping those 5-10 sec to regen enough hatred. Think about it this way... Assume this player-8 will be equiv of 8 players in game. So with some 'extra health' affix you're looking at 30-40+ million HP elites. I'd guess 98+% of DH will not be able to kill those before they run out of discipline. What do do then? Run backwards for 45 seconds til preparation is available? What does a Barb/Monk/WD Do for this? Oh yeah, they can regen their life and spenders so keep going nearly indefinitely. Can a DH do that? No.
True, but it doesn't hurt to speculate. Essentially the question becomes, besides Nat's legacy set (and infinite gloom) how would a DH deal with a 30-40 million HP elite if this 'monster power' system buffs dmg and health to something like a factor of 8? Because nothing but the elite of the elite DH will be able to take down that much HP in 2 discipline balls (one + prep). While very well I could take my barb and whirl/sprint for 10 minutes but as long as my EHP/LoH/Mitigation is high enough I'll definitely win.
Essentially the question becomes, besides Nat's legacy set (and infinite gloom) how would a DH deal with a 30-40 million HP elite if this 'monster power' system buffs dmg and health to something like a factor of 8? Because nothing but the elite of the elite DH will be able to take down that much HP in 2 discipline balls (one + prep). While very well I could take my barb and whirl/sprint for 10 minutes but as long as my EHP/LoH/Mitigation is high enough I'll definitely win.
I think that is more of a problem with the barbarian metagame, rather than the big picture of how this patch is going to work. If only the elite of the elite can handle the most difficult setting with the new system, how is that a problem? Personally, if they're making normal inferno even easier, I hope they add 4 or 5 difficulties beyond that, maybe one or two harder than the original inferno.
I think that is more of a problem with the barbarian metagame, rather than the big picture of how this patch is going to work. If only the elite of the elite can handle the most difficult setting with the new system, how is that a problem? Personally, if they're making normal inferno even easier, I hope they add 4 or 5 difficulties beyond that, maybe one or two harder than the original inferno.
You sidestepped the question though. Piece together a non-legacy Nat's set with perfect rolls and you'll find a pack of 3 to 5 30-40 million hp elite mobs is nearly impossible for a DH. As essentially you have approximately 50-60 sec to deal that much damage to each mob before you need to just straight up run/kite as you've run dry on discipline. For all other classes, because they can regen their spenders, can have the fight go on as long as needed to kill them. It's not just the end game system, it's a matter of how disgustingly uphill it will be 1.05 and beyond for DH because of the original intent of being able to kill before running out of discipline.
Monster power isn't meant for people who can't deal with it, if you cant kill 30-40 mil hp you should not be trying to do it.
Besides, think they are putting enrage back to mobs with increased difficulty, so you can't whirl around for 10 mins around them either. I might be wrong about that tho.
Solution? Get better gear.
Im killing azmodan in 15 seconds without using full discipline at the moment and he got 8mil hp i think in 1 player game. Sure its gonna be abit longer without trail of cinders, but then again, i dont have to use discipline at all to kill azmodan.
Monster power isn't meant for people who can't deal with it, if you cant kill 30-40 mil hp you should not be trying to do it.
Besides, think they are putting enrage back to mobs with increased difficulty, so you can't whirl around for 10 mins around them either. I might be wrong about that tho.
Solution? Get better gear.
Im killing azmodan in 15 seconds without using full discipline at the moment and he got 8mil hp i think in 1 player game. Sure its gonna be abit longer without trail of cinders, but then again, i dont have to use discipline at all to kill azmodan.
You do realize that Azmodan has a MASSIVE hitbox and no CC, shields, or other attributes to deal with right? I can kill Azmodan before he puts up a 2nd pool.(< 15 seconds) Current content is pretty easy. Now take Azmodan, put him into a Hulking Phasebeast body, give him 7x the health, and give him 3 buddies with nasty affixes. You, me, and every other DH below say 200k DPS (or Nat's Legacy) is dead.
The thing that people seem to not understand is 30-40 million over the standard 3-4 mobs is 90-120 million HP you need to wreck before you run out of discipline. Without Nat's Legacy set and 50 discipline you can gloom for about a minute Even with an absolutely PERFECT manticore, dead man legacy, witching hour, mempo twilight etc. you're probably still only pushing just over 200k-300k DPS (didn't bother calculating) which very well might not be enough to do this incredible amount of damage required in the small time frame. Basically we'll be back to kite for miles (assuming this mode has miles to kite) style and that will be the only effective way to play the DH. Since if this is like D2 (as they state) it'll just be a dmg and hp bonus like there's 8 people in game. Try soloing an elite pack with 3 people sitting in town. That'll be 'half' as hard. As I said earlier, this will become less of a gear check, but more of a class wall as sadly nearly every other class CAN deal as much damage as we do. The only difference is they usually can sustain it while we're very front loaded. Once we burn our hatred/discipline we're pretty weak until we can regen it back and we have few skills that help regen life/discipline.
Poekl: Are you sure about that? I've fired multishot (17% proc rate I think) into a massive pack of about 25+ demons and seen my discipline jump by 3-5 (enough to visually see). But beyond massive packs nightstalker really seems to be useless against nearly all elite packs due to the low proc rate with small number of mobs.
Did it ever occur to you that monster power 10 isnt ment to be farmed with medicore gear. The whole point of the monster level system, is that people in all gear levels have fun in the game. If monster power 10 was farmable in medicore gear, what would the change be compared to now??? monster power 10 is something you can strive for, a place you can hope to get. But path to overcoming monster power 10 is ALOT of effort and ALOT of gold spend on items.
I guess most of you can't break away from your boxed in thinking. Think about this from the standpoint of a sandbox mode. ANY item you want, near perfect rolls, the 1 in a trillion gear piece... Now that's out of the way...
How do you kill a monster with 50+ million HP and can hit like a truck?
Can't burst them down as most DH have done previously (out burst DPS content) as it's too much HP.
New Gloom will basically equal the melee chr defensive bonus (35% gloom vs 30% melee bonus). So being that barbs/monks will/should have issues taking hits, we can basically assume that no DH is going to run 800 All Res / 8000 armor (general basis for barbarians now) and be a DPSer so Gloom tanking is probably out or very close to being out.
SS tanking? You'll survive as long as you have discipline but still not enough damage. Might be able to take large fractions out of their lives this method.
What's left? Ahh.... there it is... kite for miles. Use every slow in the arsenal (caltrops, cold damage, entangling shot, etc) and stutter step from New York to California shooting off screen elemental arrows/spike traps, or maybe taking a risk and allowing them to get closer and using cluster bombs. As the effective DPS kiting is by far the lowest of all the classes assuming similar gear. The reason why you have to do this? Because you HAVE to limit and slow down the usage of discipline to allow for prep to catch up. The original 'kite or die' method again.
Basically, the only reason why the DH class is effective now, on a whole, is they're able to out burst DPS the content before running dry on discipline. Otherwise when you're as geared as the content you're forced to kite as we all did when we first stepped into inferno. When forced to do sustained DPS the DH loses by a mile to other class DPS as they have to waste time running/trapping while occasionally DPSing. So even with the best gear in the game, you're still forced to kite. A barb for example can lay down his full DPS indefinitely as long as he can mitigate dmg and gain enough life back. BUT as a side benefit we're the best when it comes to corpse running through content as we do have that burst....
Basically this becomes one of those 'watch out for' mentalities as Blizzard has shown they do not do much DH internal testing (the ToC 'bug' which the community was raving in about 2 minutes of gameplay). So while I'll keep an open mind to the upcoming changes I still am going to remain skeptical as I do understand the DH mechanics and realize just how unforgiving they currently are to prolonged battles in contrast to other classes. But anyway I'll conclude my participation in my thread here as many are just locked into 'gear check' or they trust Blizzard mentalities.
In the end, its all gonna come down to farming efficiency. Even classes that can do sustain dps against 50 million hp might not want to waste time fighting mobs for minutes instead of seconds, and want to lower the monster level. I suspect builds from now on will be rated on which level they can take on.
There might also be builds that specialize in clearing easier contents quickly, thus improving farming efficiency.
Of course, this is all speculation. I do hope class remains reasonably balance at the higher level.
I barely ever run out of discipline and can kite indefinetly just by using "evasive fire" with tactical advantage and throw in some damage at the same time with strafe. Outdpsing content is imo not the way it should be. Kiting should always be the way to go for a Dh.
My hope is that lvl 10 will be hard enough so that nobody won't be able to faceroll it even with uber best gear. Actually, i would like lvl10 to be so hard that it is only barely achievable with best gear and 10 years practice.
proc rate of nightstalker is either the same as loh proc coefficient or proportional to it. in short runes like shock collar, cindering arrow, chemical burn, cluster grenades etc are good for that purpose.
I know I said that I was out but just correcting incorrect information. The tick damage of many DH skills do not proc night stalker as they do not produce yellow crits. So cinder arrow, toc, etc have a 0% proc rate. But it is misinformation like this and misunderstanding class characteristics and closed mindedness prevents a useful discussion on this topic.
Spider pet might be better that caltrops now. But i have no idea how long will it live and how much damage will it take from Elite's AoE
Gloom/SS and Prep is a must have anyway. So Vault is. I honestly dont see a Turret to be a nice hatered spender and it doesnt have slot elsewhere other that m2 for me. New passives are not worth it either IMO
In the end, its all gonna come down to farming efficiency. Even classes that can do sustain dps against 50 million hp might not want to waste time fighting mobs for minutes instead of seconds, and want to lower the monster level. I suspect builds from now on will be rated on which level they can take on.
There might also be builds that specialize in clearing easier contents quickly, thus improving farming efficiency.
Of course, this is all speculation. I do hope class remains reasonably balance at the higher level.
So much true here
diablo was all about gear wise
if u are not capable dont do it
maybe if u pratice a litle and test new possibilite in lower levels u can discover a build that is capable to do it at a reasonable pace
Any class has the most efficient build it it will always be
But i it suitable to your playstyle ? yes do it ,no? dont do it
Just remember for Dh1s sometimes is a good ideia to die since your resouces go up again
Now that 1.05 is on PTR and is live we can really evaluate this.
First thing you see is that DH now get additional stuff to be somewhat forced onto their bars. Most farming balanced/glass DH will be running vault, gloom, and prep and now additionally will need probably boar to help with resistances. Additionally you'll probably need to take perfectionist and then stack life steal on gear as reflect will waste us with just gloom or take evasive fire with the armor rune. Some analysis was done here:
Additionally, it's been shown that even the top DH (250k+ dps) are taking 5-10 minutes to kill elite packs at level 10 and only are able to use (though no idea how much experimentation has been done) a kite build. The new level 10 Diablo has over 200 million hp so you can figure out how long that'll take you and how lucky you'll have to be not to mess up once. The new sentry turrets are somewhat useless for this style, as you're running away, and will be only viable to the true tanky spec DH who uses chains of torment where you can build your little fort of doom which will take more than 20 seconds to implement.
These new toys mostly have no ability to crit, so no nightstalker bonus. And to reference an earlier post if you are using hungering arrow to attempt to proc nightstalker, even with 2 APS and 50% crit chance you're still looking at around 10-12 sec of continuous shooting to get enough for ONE additional gloom. It's just not a sustainable method to regen discipline. I think this will continue to be a largely useless skill.
Basically... comes down to much of what I feared. You can't out DPS content with the current gear available. The defensive items aren't as strong as we'd hope for. Reflect damage will leak through gloom for most (so now you need to run, gloom, shoot, run to regen discipline). Getting life steal on weapon will become nearly essential if the math is correct. Because of the kite method required, we need to run backwards and thus relegating ourselves to the slowest farming class in game. Though, I will admit, most of this does help the DH tank if that's your playstyle.
I guess I'm off to download PTR to see if this all holds true.
That's why I started a DH. Realizing it was inherently squishy class with zero worthwhile passives to help with defense but having high mobility to move and place myself in advantageous positions to take down enemies quickly. I'd only live as long as I had discipline. Playing to the "I'll kill you before I run out of discipline" mentality.
Now, it appears Blizzard is changing how they want the DH to work and changing it more to a cookie cutter ranged class that uses a bow. As they continue to reduce the effective DPS of skills (not character sheet DPS) and now are planning to give defensive passives/actives along with nerfing but increasing duration of gloom. All these things point to changing the DH from a high mobility, high reactionary, short engagement character to just a character that stands on the sidelines taking hits while pushing out some DPS. But there's a big problem with this...
DH have the worst proc rate in game
Be it either hatred or discipline or LoH DH really have very little ability to use skills to generate either of these spenders or life. Used to be a balanced DH could drop a caltrop and turn and run to get some distance while regen some life via caltrop LoH, now with no proc rate it's gone. Same with nightstalker, it's proc rate is terrible for most skills. 20% from ball lightning, which means it has to crit on 70 targets (where ball lighting can hit a target only 2x) to gain enough discipline for ONE more additional gloom/SS. Essentially DH's have no high hit rate (nothing remotely like sprint/rltw) to regen life or spenders which serve other purpose (regen/damage/utility: pick 2).
What's the problem with this? Now, since I'm assuming you're expecting many to use these new skills/passives to help with survivability you're also forcing a decision to move away from damage increasing skills/passives. Thus forcing longer battles. But since DH has little ability to regen any of the 3 major areas (life/hate/discipline) giving more defensive abilities doesn't help anything. Just forces a DH to run away and kite even more than they do now.
I am really unsure of the direction Blizzard is going with this as it really appears that unless we get a strong hate spender that doesn't cost an arm and a leg (cluster bomb) or a skill that actually helps regen our life/spenders we will be relegated to the worst class in the game by 1.05 especially once that player-8 releases as well as our dmg does NOT scale well into prolonged battles for anyone that doesn't have a legacy Nat's set. As the biggest problem is it makes a HUGE difference if the battle is 15 seconds or 1 minute. For nearly all other major classes/builds they can regen their life/spenders thus a prolonged battle is not that much different than a short one.
I'd also like to read where they are nerfing DH damage, because from what I can tell all they are doing is upping survivability.
Also ball lightning can hit a small target up to 3x, I've counted.
DH has little ability to regen hatred? You can get a full bar of it back in like 5 seconds of casting, tell that to a monk, or compare it to a wizard or WD.
As for damage, it's probably going to be true. It's not posted. In general, Blizzard does not give without taking something back. Especially since most of those complain point to DH damage as being OP (which in truth is only barely above other classes), it's probably going to happen to make every class mirror one another.
Ball lightning can hit 3x but only on targets moving with the ball. So if you want to fire your ball lighting at a target, vault over it, and run ahead of the ball to get the fast mob to chase... yes you can hit 3x. Is it worth it over shooting another one? No.
DH Regens 'hit' hatred just like every other class. Use basic attack to gain X amount of spender with the exception we don't have to actually hit anything. Only real difference. Make up the fact that monks usually have a much higher attack speed and it evens out along with the fact they usually can survive battles be it 5 sec to 5 minutes with little difference in playstyle. The issue here is not if they can regen, it's ability to stay alive (discipline) while stutter stepping those 5-10 sec to regen enough hatred. Think about it this way... Assume this player-8 will be equiv of 8 players in game. So with some 'extra health' affix you're looking at 30-40+ million HP elites. I'd guess 98+% of DH will not be able to kill those before they run out of discipline. What do do then? Run backwards for 45 seconds til preparation is available? What does a Barb/Monk/WD Do for this? Oh yeah, they can regen their life and spenders so keep going nearly indefinitely. Can a DH do that? No.
Hatred regen? You can stack Hatred regen if you need to but we already have plenty of Hatred generating skills.
Wait until the patch is live before getting too worked up imo.
Conform or be cast out.
My Demon Hunter: http://tinyurl.com/anufqzj Yes, THAT Analogkid- pissing off Hunters since 2007.
I think that is more of a problem with the barbarian metagame, rather than the big picture of how this patch is going to work. If only the elite of the elite can handle the most difficult setting with the new system, how is that a problem? Personally, if they're making normal inferno even easier, I hope they add 4 or 5 difficulties beyond that, maybe one or two harder than the original inferno.
Besides, think they are putting enrage back to mobs with increased difficulty, so you can't whirl around for 10 mins around them either. I might be wrong about that tho.
Solution? Get better gear.
Im killing azmodan in 15 seconds without using full discipline at the moment and he got 8mil hp i think in 1 player game. Sure its gonna be abit longer without trail of cinders, but then again, i dont have to use discipline at all to kill azmodan.
You do realize that Azmodan has a MASSIVE hitbox and no CC, shields, or other attributes to deal with right? I can kill Azmodan before he puts up a 2nd pool.(< 15 seconds) Current content is pretty easy. Now take Azmodan, put him into a Hulking Phasebeast body, give him 7x the health, and give him 3 buddies with nasty affixes. You, me, and every other DH below say 200k DPS (or Nat's Legacy) is dead.
The thing that people seem to not understand is 30-40 million over the standard 3-4 mobs is 90-120 million HP you need to wreck before you run out of discipline. Without Nat's Legacy set and 50 discipline you can gloom for about a minute Even with an absolutely PERFECT manticore, dead man legacy, witching hour, mempo twilight etc. you're probably still only pushing just over 200k-300k DPS (didn't bother calculating) which very well might not be enough to do this incredible amount of damage required in the small time frame. Basically we'll be back to kite for miles (assuming this mode has miles to kite) style and that will be the only effective way to play the DH. Since if this is like D2 (as they state) it'll just be a dmg and hp bonus like there's 8 people in game. Try soloing an elite pack with 3 people sitting in town. That'll be 'half' as hard. As I said earlier, this will become less of a gear check, but more of a class wall as sadly nearly every other class CAN deal as much damage as we do. The only difference is they usually can sustain it while we're very front loaded. Once we burn our hatred/discipline we're pretty weak until we can regen it back and we have few skills that help regen life/discipline.
Poekl: Are you sure about that? I've fired multishot (17% proc rate I think) into a massive pack of about 25+ demons and seen my discipline jump by 3-5 (enough to visually see). But beyond massive packs nightstalker really seems to be useless against nearly all elite packs due to the low proc rate with small number of mobs.
No, I'm not jelly. I faceroll A3 without it.
But anyway, it appears we don't know enough about 1.05 yet to get a decent discussion about it so I'll let this thread die.
Currently played toon: https://eu.battle.net/d3/en/profile/Rage-2973/hero/97362116
How do you kill a monster with 50+ million HP and can hit like a truck?
Basically, the only reason why the DH class is effective now, on a whole, is they're able to out burst DPS the content before running dry on discipline. Otherwise when you're as geared as the content you're forced to kite as we all did when we first stepped into inferno. When forced to do sustained DPS the DH loses by a mile to other class DPS as they have to waste time running/trapping while occasionally DPSing. So even with the best gear in the game, you're still forced to kite. A barb for example can lay down his full DPS indefinitely as long as he can mitigate dmg and gain enough life back. BUT as a side benefit we're the best when it comes to corpse running through content as we do have that burst....
Basically this becomes one of those 'watch out for' mentalities as Blizzard has shown they do not do much DH internal testing (the ToC 'bug' which the community was raving in about 2 minutes of gameplay). So while I'll keep an open mind to the upcoming changes I still am going to remain skeptical as I do understand the DH mechanics and realize just how unforgiving they currently are to prolonged battles in contrast to other classes. But anyway I'll conclude my participation in my thread here as many are just locked into 'gear check' or they trust Blizzard mentalities.
There might also be builds that specialize in clearing easier contents quickly, thus improving farming efficiency.
Of course, this is all speculation. I do hope class remains reasonably balance at the higher level.
My hope is that lvl 10 will be hard enough so that nobody won't be able to faceroll it even with uber best gear. Actually, i would like lvl10 to be so hard that it is only barely achievable with best gear and 10 years practice.
Gloom/SS and Prep is a must have anyway. So Vault is. I honestly dont see a Turret to be a nice hatered spender and it doesnt have slot elsewhere other that m2 for me. New passives are not worth it either IMO
So much true here
diablo was all about gear wise
if u are not capable dont do it
maybe if u pratice a litle and test new possibilite in lower levels u can discover a build that is capable to do it at a reasonable pace
Any class has the most efficient build it it will always be
But i it suitable to your playstyle ? yes do it ,no? dont do it
Just remember for Dh1s sometimes is a good ideia to die since your resouces go up again
srry about the bad english
First thing you see is that DH now get additional stuff to be somewhat forced onto their bars. Most farming balanced/glass DH will be running vault, gloom, and prep and now additionally will need probably boar to help with resistances. Additionally you'll probably need to take perfectionist and then stack life steal on gear as reflect will waste us with just gloom or take evasive fire with the armor rune. Some analysis was done here:
http://us.battle.net/d3/en/forum/topic/6631904558
Additionally, it's been shown that even the top DH (250k+ dps) are taking 5-10 minutes to kill elite packs at level 10 and only are able to use (though no idea how much experimentation has been done) a kite build. The new level 10 Diablo has over 200 million hp so you can figure out how long that'll take you and how lucky you'll have to be not to mess up once. The new sentry turrets are somewhat useless for this style, as you're running away, and will be only viable to the true tanky spec DH who uses chains of torment where you can build your little fort of doom which will take more than 20 seconds to implement.
These new toys mostly have no ability to crit, so no nightstalker bonus. And to reference an earlier post if you are using hungering arrow to attempt to proc nightstalker, even with 2 APS and 50% crit chance you're still looking at around 10-12 sec of continuous shooting to get enough for ONE additional gloom. It's just not a sustainable method to regen discipline. I think this will continue to be a largely useless skill.
Basically... comes down to much of what I feared. You can't out DPS content with the current gear available. The defensive items aren't as strong as we'd hope for. Reflect damage will leak through gloom for most (so now you need to run, gloom, shoot, run to regen discipline). Getting life steal on weapon will become nearly essential if the math is correct. Because of the kite method required, we need to run backwards and thus relegating ourselves to the slowest farming class in game. Though, I will admit, most of this does help the DH tank if that's your playstyle.
I guess I'm off to download PTR to see if this all holds true.