Luckily, most Blizzs games aren't too demanding. This is so that it appeals to a wide variety of systems. You'll most likely be able to play on any lowend - mid system.
I also have a unique DH build, which is basically a trapper/immobilize/stun PvP build that I made. I hope it works out though, I'll just have to wait for the game cuz I just can't tell.
What's the most important thing a DH needs other than resource management? Range from enemies - this build stuns/immobilizes/slows enemies to such a high extent while doing damage through a mass ammount of traps and Rapid Fire (Main ranged attack).
If this build should work it would cause such high ammounts of CC in PvP the DH could effectively keep all enemies at range while dealing plenty of damage.
Here goes:
Active Skills:
Spike trap - (hatred generator) 100% weapon damage + Indigo rune, increasing traps to 7 (up from 3) - generates 5 hatred, use this when out of hatred or when traps are set and in place to allow discipline to recharge, must keep these up at all times, spamming these generates hated. - could be swapped out for a different generator if needed.
Caltrops - Obsidian rune, slowing enemy movement 65% for 6secs w/in 12 yards + initially immobilizing enemies for 3.5secs - (main trap immobilizer) massive stun on enemies in 12 yards, kite target overtop of this.
Vault - (mobility) + Alabaster rune which stuns all enemies within 8 yards for 3 secs, when traps expire and enemy gets close vault through them to stun them, begin laying traps again - rekite enemy through to immobilize.
Sentry - Turret fires at enemies for 40% wep damage for 20secs + Crimson rune which does 85% weapon damage per sec to every enemy it touches/tethered to. - Main trap damage, constant tether insures enemies will take damage per sec (Dot - damage over time, constantly)
Rapid Fire - main attack (when not laying traps and discipline is recharging) 228% weapon damage + Alabaster rune which slows enemies by 62% for 2 secsonds - while at max range and ememies are stunned you will use this as your main attack which still slows enemies! If further immobilizing not required swap for +dmg rune.
Preparation - Instantly restores all discipline (when more traps are needed) + Golden Rune which instantly grants you 70% of your life when used! - excellent for when health gets low towards the end of a battle, this could turn the tide of battle back to your favor, you could start throwing out more traps to start immobilzing enemies and you gain most all of your life back when enemy believes you're defeated.
Passives:
Cull the Weak - damage against slowed enemies increased 20% (Extra dmg if enough stuns)
or
Thrill of the Hunt - every 10 seconds your bow attack will immobilize your target for 3 seconds, if enemy breaks from CC - your high fire rate from rapid fire will immobilize your target allowing you to get more range or toss some traps down. (If immobilzation not needed it can be swapped out for another passive of your liking)
Custom Engineering - Duration of Caltrops, Spike Trap, and Sentry are increased by 100%. This allows you to manage your Discipline better, you'll spam less traps because they last longer.
Perfectionist - Reduces All costs of discipline skills by 20%. Further allows you to manage disipline better.
The passives on this build allow for extreme resource management of your traps.
However this build is just theorycrafting - may need revised if there is too much discipline management, may have to swap out for different hatred spender/generators.
More hatred generators may be needed to keep rapid fire uptime, but however, rapid fire isn't the main attack/purpose of this build - The Traps are.
But the idea is for the DH to be a trapper (like D2 Assassin), but utilizes a bow when enemies are stunned at max range.
Build isn't perfect yet but, what do you guys think?
Yes, this is a very good thing. Repetitive boss runs get old, you find the best and fastest strategy to kill a boss and you do it 100 times a day.. just gets old.
With Rares, you'll never know where they'll be. There will be more than just 1 monster in the "pack". Random monster affixes/resistances, etc. Random loot.
Magic Finding in Inferno.
And playing with my friends!
Inferno just lost more reasons to play in now that you're given all skill augmentations while leveling up.
However this does fix the dead zone after 30 problem.
I also have a unique DH build, which is basically a trapper/immobilize/stun PvP build that I made. I hope it works out though, I'll just have to wait for the game cuz I just can't tell.
http://us.battle.net...djXk!cgU!YcaZab
What's the most important thing a DH needs other than resource management? Range from enemies - this build stuns/immobilizes/slows enemies to such a high extent while doing damage through a mass ammount of traps and Rapid Fire (Main ranged attack).
If this build should work it would cause such high ammounts of CC in PvP the DH could effectively keep all enemies at range while dealing plenty of damage.
Here goes:
Active Skills:
However this build is just theorycrafting - may need revised if there is too much discipline management, may have to swap out for different hatred spender/generators.
More hatred generators may be needed to keep rapid fire uptime, but however, rapid fire isn't the main attack/purpose of this build - The Traps are.
But the idea is for the DH to be a trapper (like D2 Assassin), but utilizes a bow when enemies are stunned at max range.
Build isn't perfect yet but, what do you guys think?
Both sides agree to have (randomly) one piece of their gear drop for the person who wins the Duel/match.
I think it would make things very interesting, also another cool idea would be for that item to have the defeated person's name on it, such as:
"So-and-so's Late Bracers of the Eagle"
That would be pretty funny.
With Rares, you'll never know where they'll be. There will be more than just 1 monster in the "pack". Random monster affixes/resistances, etc. Random loot.
Looking forward to it!