I'm wondering, with the change to the CD reduction on "first hit", how the build performs or changes. It looked like a ton of fun, but if the CD doesn't go down quick enough, strafe just doesn't cut it.
Actually I did a quick test before and Strafe just got a huge buff because of this. The CD is getting reduced a lot quicker than before. I also tried a tier 56 rift for a bit and managed to at least keep up with the time until I hit an elite pack (grotesques + skeletons). You cannot use Shuriken Cloud to reduce the CD anymore, and FoK probably is out too if you don't want to melee. The patch notes are a little bit confusing, the new Natalya now reduced the RoV CD by 2 seconds on every cast that hits and enemy. Buriza + Bola doesn't work to get more than one proc, same for Ball Lightning.
On a further note: Seems like all the In-Geom dreams have just died
I tried the Chakram-Strafe build last season, and while the sinergy was there, the damage wasn't and it was painful to just do T5-6, i'm so happy to finally see something like that work with Nat. Strafe and RoV together, best spells ever.... now can we have something to make Vengeance less sucky too? <.<
My feeling (and hope) is that they reserve Vengeance for an Akkhan's-like set in the future.
The following items are intended to be Seasonal only for Season 3. Note that not everything on this list is currently flagged as a Season 3 item at this time. This is a bug and should be fixed in a future PTR patch:
Dead Man's Legacy (rework)
Blizzard logic: Make a Multishot set, complain about people not using Multishot with it, then take away Multishot from the set.
@VMT8: I intentionally included a brief moment before entering the rift where you can see the items.
@joenoremac: True, but this would effectively triple a DH's dps. Not going to happen^^
I will probably go back to the PTR during the next couple of days to test the potency of UE with the recent buffs as well as make an assessment on In-Geom. Might take a little for another update because I need to have someone who can find the weapon for me first
I'm not entirely convinced of the new Crushing rain belt - sure it's a lot of damage but i don't know how reliable it will be (e.g. delay of damage after casting RoV).
I'll probably stick to the physical build and us Death Watch mantle + Sash of Knives. SoK seems not that good, but having used it all the S1 with the strafe/shuriken cloud build i can assure you it procs as hell, and it got buffed.
I just find it a more reliable source of damage. With the new Natalya's bonus staying in melee shouldn't be much of an issue.
It works very well. See my video below. Overall speed seems to be about equal with the other sets (1-2 min solo T6 clears).
Was kinda confused on some comments saying a post confirming something about kridershot and the UE set, is it still usable for the set bonus to affect krider's ele arrow?
Also, which rings do you prefer for m6 and which for UE+nats, the new ones, or currently available ones? Is RoRG still a must for either, or do 2 other rings outway the -1 set piece?
If you were to make an extremely unusual but GR 45, or even 50+ viable build on the ptr, what would it be?
Still works, my guess John Yang's tweet was about the Bastions of Will set.
All combinations of rings seem strong, math will decide.
We have a lot of GR 45+ viable builds, I'd love to make a melee build work.
From testing I feel like the strongest setup is running Nat set with Marauder. You run 5 Nat pieces with 3 Marauder pieces and RRoG plus the new belt that does the 4000% damage when you use Rain of Vengeance.
Skill build is the same as current Marauder setup except you swap out something for Rain of Vengeance (I swapped out Preperation).
The reason this is better than using normal 6p Marauder is that the bonus for the set reads "Your skills deal 100% increase damage for each active sentry." which is a much worse bonus than the new Nat bonus which is just a flat 400% damage increase similar to the current IK set. This will also apply to damage dealt by your sentries.
With the current Marauder bonus you deal 11x damage with your spender: 100% initial damage + 100% from each sentry = 600% damage + 5 sentries doing 100% damage = 1100% damage.
With the Nat bonus of 400% you deal 30x damage with your spender: 100% initial damage + 400% from the set = 500% + 5 sentries also doing 500% each = 3000% damage.
Nat6 doesn't boost sentries. Very first thing I tested last night.
Yeah I'm pretty excited to see this buff. With the old design to it i was pushing tier 46 with a multishot build. With these new buffs (and the removal of disc from nats) it really opens up the availability of a lot of different options. I'm not sure about tier 58 solo, but certainly looking like 50 will be attainable. I'm not sure if they made it so Krider doesn't interact with the set bonus like it did previously. With the changed focus/restraint you could still have an incredibly strong combo using MS and EA together if they haven't altered it yet.
Seeing that people have gotten close to beating 54 (remember, no pylons) with all the lag and little fishing included, we can safely assume that it will beat at least 2-3 tiers higher on live. Add a ~60% dmg boost to that and we're potentially talking even tier 60.
Well it looks like I've got some testing to do. Wudijo, do you want me posting my findings in this thread? Or should I take my Hungering Arrow info and stay in my own thread? Just curious if you want to know what I discover.
Your thread is good to discuss the HA build, I could include a short summary of it in the first post and link it to yours for more info. It would be great if you could summarize it a little for me and then just report back about your findings once in a while. I might rearrange the first post anyway come my PTR testing tomorrow.
Hey Wudijo, I cleared a 44 with Hungering Arrow. And my gear is crap. You should give it a shot, I think it could push 48+ rifts with proper gearing. Maybe you can take my build and improve it? I'm also not that good at the game. Here's the video it you're curious.
I'm aware of your thread and have already talked about that a few times on stream. It's funny to see that a build like this can go so far, but it's not a playstyle that I would like to adopt. I will give it a shot once I return to PTR when they implement the next changes and report back then. I guess you can push this build to about tier 50, but after that it will probably just take too long to actually kill enemies. Also, if I may add, the single target dps is not really great either. On live, with my ns DH (no ancients but weapon), I do about 2b effective dps on a RG in solo play already. With ancients and +5-10 gem ranks and the new rings, you should be able to push that to 2.5-3.5b easily. HA unfortunately is nowhere close, even in the moment where it shines the most.
Great news that a 7th piece is being added to NV set. So now we will have an option to pick either "X" ring or "X" weapon as an offset item while maintaining 3pc NV bonus along with UE full set.
I'm really excited about these news. This might be the push Natalya needs, we'll see. If they're lazy they'll make it a slot that doesn't require a new transmog, i.e. belt / quiver / bracers. Let's hope for gloves or shoulders. Also, VocaloydNyan has done the math on how you can push the RoV CD as low as possible. I have done a quick test with some garbage CDR gear and you can indeed go down to ~1 sec per cast. This sounds promising depending on whether or not we can stack so many RoV casts at once, at the very least I'm excited about creating a build around the new Natalya.
A question - sine i have no more internet connection, i cannot test it by myself. Can you try the behaviour of Natalya set and RoV with Strafe and Chakram quiver? Basically spam chakram/shuriken cloud while strafing - if everything goes accordingly to my research, RoV CD should be near non-existant.
I went back to the PTR to test strafe, but it's underperforming here. It seems like they found a custom solution for that because it doesn't reduce the CD as much as other spells. At ~26% CDR (~22s RoV CD) and 1.9 APS I needed about 6.6 seconds to cool off RoV, at ~2.4 APS it was about 5.5 seconds, meaning that I procced ~15.4 (2.33 per second) and ~16.5 (3 per second) seconds worth of CD reduction with Nat 4pc, respectively. This is no exact testing but it seems like it's scaling directly with APS (2.4 / 1.9 = 1.26 | 3 / 2.33 = 1.28). Judging from that, you should be able to reduce the CD on RoV by ~1.25s per APS per second of strafing, which is not really much considering that you can spam generators for ~5 or ~7.5 seconds worth of CD reduction using generators or spenders.
During my tests I have made some adjustments and took it to a few GRs at tier 47, where I was actually able to progress pretty well and keep up with the timer. This will only work in very easy rifts though, but Nat's shows at least some more potential that I initially thought.
Hi! Thank you for trying out all these new sets and legendaries! Just a quick question: Did you try the new UH6 set + Nat weapon/Ring for the 3 set nat? How is it performing in, let's say T6 speed farm, compared to your tests with 2H + quiver?
Thanks!
I did try UE6 + Nat3 and it worked fine. If it will be the best will be decided by the math, but it has some potential if you want to go for Multishot. Generally I was always using a 1h Weapon (be it Calamity or Nat's) because they have +max Discipline, which will be your most important stat on a weapon come 2.2. I couldn't get a well-rolled 2h weapon during my time on PTR.
I tried combining NV6 with MR4 and it turned out surprisingly better than UE6+NV3 for solo play in terms of survival at least. Here is the build
Nat6 + M4 sounds like an interesting idea, in the past I have been playing around with M4 for solo GRs to some success (GR47), maybe there is some potential here, but I doubt it will outperform other options (especially with the powerful rings we're going to get Nat's ring will be a waste)
Thanks for the great write-up of your PTR insights! As already mentioned to you, I'm kind of afraid of the comeback of lightning because of the lag - but on the other hand, the lag wasn't as bad as expected (though you weren't using sentries if I recall correctly). Well, I got a decent ancient Meticolous with 30% and and a legacy +discipline lightning SoJ, so I guess I might have some fun if this goes live ;-) As long as the servers can handle it. Was fun testing - at least towards the end, once the lag got less.
I wonder what a good new number for Bastion of Will would be... I like that they introduce alternatives for the ring slot, but 150% and even 100% might just make those the new default rings which would just replace one problem on this slot with another. We'll see. But that's not DH specific, of course (think it's the same for wizards as of now).
With only a Kridershot and no sentries, I expect the lag to be okay compared to what we currently experience on live. No sentries (shooting our spenders) will help a lot in that regard. Bastion of Will does indeed seem too strong for now, I assume it will be nerfed in a future build. Builds that can make good use of those rings will prove to be very strong, same goes for Broken Promises. But then again, we have a few different and interesting choices for rings now, so I'd certainly be happy to see things like that being implemented on live.
during the past weekend I spent a lot of time on the PTR, streaming and toying around with the new items. We already have a few differnet topics on individual stuff like the new UE and Nat's sets, however with this post I aim to give a quick overview of what I think about the changes and what the possiblities are for certain item combinations for people who can't or don't want to play on the PTR, and which will be helpful for further theorycrafting. This thread assumes that you have read the 2.2 patch notes, the undocumented changes, the first and the last update of the PTR and that you know about all the new items. Let's jump right in:
[Unhallowed Essence Set]
PTR Build 1 + 2
- 6pc bonus is fully multiplicative
- Dead Man's Legacy just creates a second independent damage roll for every damage number that shows up when using Multishot (including rockets / aoe burst) with a ~0.25seconds delay
- Really strong for T6 farming, its speed is probaby unmatched by any other class once fully optimized
- Hungering Arrow with Buriza and the quiver is still crap, Bola Shot shows some potential, but probably not viable for high end builds
- Hungering Arrow only is strong and can be pushed probably up to tier 50+, Joking101 has made a topic dedicated to this. It's based on stacking area damage and the HA quiver along with Bastions of Will (procced by Sentry / occassional CA)
- 6pc works with Kridershot (and Chakram quiver). I have a feeling that this is unintenional because of two reasons: 1) Kridershot doesn't interact like that with anything else in the game right now, and 2) It seems severely overpowered and will effectively shift an excessive amount of character progression to one item that will be near impossible to get right, even worse than what other classes currently experience with the Furnace. (Kridershot always rolls a socket which has to be rerolled, so it has to come naturally with +max disc, a good damage roll as well as one out of %dmg, IAS or area damage, on top of being ancient)
- Chakram quiver is crap
- The strongest setup I have found is Bastions of Will + Kridershot + Meticulous Bolts + UE6, I was getting up to 600m Ball Lightning ticks in a 3p party with a WD and another DH. Fire could work well with Immolation Arrow + Mortal Enemy as well
- Kridershot + UE won't work - Still works, most likely John Yang's tweet was referring to the change to the Bastions of Will set
- UE's 6pc bonus was buffed by 50%, a 20% additive damage bonus was added to 4pc. Overall it should outperform any DH sets, no GR testing yet
- Bastions of Will will be more difficult to keep up in a Ball Lightning build, but it's still possible
- Sentry cannot be used to proc Restraint unless you use the Chains of Torment rune
[Revamped Natalya Set]
PTR Build 1 + 2
- 6pc bonus is fully multiplicative
- It feels a little bit disappointing overall
- Gloves of the Rain from 2.2 preview were changed to a defensive bonus instead of the ~100% damage boost to RoV at the last minute, which would have been a good addition to what we currently have on PTR
- Best combination I came up with was Broken Promises + full Nat6 + Calamity, spamming Dark Cloud via Evasive Fire + FoK
- I tried Anathema in a GR with a WD but it's crap. AoE is too small, and damage can't keep up even on big targets like RG. It might clear up to mid 40s GRs
- It's difficult to find a good spot to fit Nat's in, because for speedfarming you will want to use the new set, and for GRs probably the same or M6. It has some potential for fun-and-still-close-to-good builds, but that's about it
- Gloves of the Rain are the 7th set piece, they added a belt to "go along with the set" but it seems crappy
- Generator reduces CD by 1, spender by 2 sec - RoV damage is considerably weaker now
- Nat's has become a very strong and flexible set that works with any damage source (including gems, item procs, spells, conduit)
- Nat's won't increase your sentries' damage
- I've tried Wohjanni Rapid Fire + RoV... It might have potential, however the weapon's stacking mechanics make it unlikely to happen
- For T6, the best combination I have found is Strafe, Vengeance, RoV, SS - Displacement, Prep - Focused Mind, stacking lots of movespeed and using Wreath of Lightning / Pain Enhancer / Bane of the Powerful. It's fun to play
PTR Build 4
- Nat 2 piece changed, will now reduce by 2 seconds no matter what as long as you hit an enemy
- Strafe just got a huge buff because of this. The CD is getting reduced a lot quicker than before
- Shuriken Cloud doesn't reduce the CD anymore, and FoK probably is out too if you don't want to melee
- Buriza + Bola doesn't work to get more than one proc, same for Ball Lightning
- CD reduce works on Danetta's now
[Rings]
- Bastion of Will (Focus & Restraint) is a very poweful set right now, and works extraordinarily well with Kridershot + UE6, for both fire and lightning. Seems like this is the strongest option right now. - Bastions of Will has become a little more difficult to use, as they have changed to provide two seperate 50% multipliers that proc on using a generator and a spender, respectively
- Broken Promises is very strong and procs like crazy. With 12% CC and only passively proccing it via M2 pets it never took more than 0.5 seconds to proc, same for UE6 spamming Multishot at 13% CC. Fully optimized you can expect ~0.25sec downtime at max - Seems like they added a ~3sec internal cooldown to the ring. Still an option to be considered.
- BlizzCon ring is a fun toy for Kridershot and has some potential for people who like demanding gameplay, probably not endgame though. Haven't verified it, but I think it should just act like any other % Elemental Damage on items, however it does not show as such in the extended sheet tab
- Obsidian Ring of the Zodiac is fun to play with and has some potential for out-of-the-ordinary builds in T6 - Works well with Strafe + RoV
[Other stuff]
- M6 sentry indicator works fine Bugged when entering a new floor, but likely to be fixed
- I tried to make a build based on In Geom but it doesn't interact with any DH spell whatsoever - Seems to be a bug and the item is not working for any class right now - In-Geom seems to work now, best synergy with FoK + SS. No testing yet.RIP In-Geom dreams
- Strafe can be a good option for T6 farming with Obsidian Ring
- Caltrops Belt is a fun toy but I can't see it being useful for anything
- Iceblink is a really cool gem to use in different builds, especially M6 Maelstrom. The slow effect is amazing and it lets you make better use of Zei's to offset the dps loss for not using Taeguk
- Bane of the Stricken seems severely op on many levels and is not dropping yet will not be included in 2.2
All in all I can say that I'm really excited for 2.2 and that I think it will be a great patch. I can't wait to see how the changes will affect group leaderboards, everything seems to be shifting right now.
In case I forgot anything, I will edit this post as needed.
"Keeping up on 56" - Yep, DH will be op again it seems xD
"Sets designed for T6 or GR progression" - Not sure, I doubt it. We'll see
"Plenty of time" - 5 days between 2.2 and S3 definitely is not enough time
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Actually I did a quick test before and Strafe just got a huge buff because of this. The CD is getting reduced a lot quicker than before. I also tried a tier 56 rift for a bit and managed to at least keep up with the time until I hit an elite pack (grotesques + skeletons). You cannot use Shuriken Cloud to reduce the CD anymore, and FoK probably is out too if you don't want to melee. The patch notes are a little bit confusing, the new Natalya now reduced the RoV CD by 2 seconds on every cast that hits and enemy. Buriza + Bola doesn't work to get more than one proc, same for Ball Lightning.
On a further note: Seems like all the In-Geom dreams have just died
Edit: Updated first post
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My feeling (and hope) is that they reserve Vengeance for an Akkhan's-like set in the future.
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The following items are intended to be Seasonal only for Season 3. Note that not everything on this list is currently flagged as a Season 3 item at this time. This is a bug and should be fixed in a future PTR patch:
Blizzard logic: Make a Multishot set, complain about people not using Multishot with it, then take away Multishot from the set.
@VMT8: I intentionally included a brief moment before entering the rift where you can see the items.
@joenoremac: True, but this would effectively triple a DH's dps. Not going to happen^^
I will probably go back to the PTR during the next couple of days to test the potency of UE with the recent buffs as well as make an assessment on In-Geom. Might take a little for another update because I need to have someone who can find the weapon for me first
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It works very well. See my video below. Overall speed seems to be about equal with the other sets (1-2 min solo T6 clears).
Still works, my guess John Yang's tweet was about the Bastions of Will set.
All combinations of rings seem strong, math will decide.
We have a lot of GR 45+ viable builds, I'd love to make a melee build work.
Nat6 doesn't boost sentries. Very first thing I tested last night.
----------
Big update in the opening post [13 March 2015]
Short clip of last night: DH Solo T6 Rift (0:44)
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Seeing that people have gotten close to beating 54 (remember, no pylons) with all the lag and little fishing included, we can safely assume that it will beat at least 2-3 tiers higher on live. Add a ~60% dmg boost to that and we're potentially talking even tier 60.
Your thread is good to discuss the HA build, I could include a short summary of it in the first post and link it to yours for more info. It would be great if you could summarize it a little for me and then just report back about your findings once in a while. I might rearrange the first post anyway come my PTR testing tomorrow.
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To speak in Reddit terms: Glorious!
I will be streaming ptr tomorrow starting ~10pm CET probably.
40%20% damage reduction and 20% increased damage for 4 seconds if no enemy is within 10 yards of you10%15% more damage for every point of Discipline you haveTier 58 solo inc?
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I'm aware of your thread and have already talked about that a few times on stream. It's funny to see that a build like this can go so far, but it's not a playstyle that I would like to adopt. I will give it a shot once I return to PTR when they implement the next changes and report back then. I guess you can push this build to about tier 50, but after that it will probably just take too long to actually kill enemies. Also, if I may add, the single target dps is not really great either. On live, with my ns DH (no ancients but weapon), I do about 2b effective dps on a RG in solo play already. With ancients and +5-10 gem ranks and the new rings, you should be able to push that to 2.5-3.5b easily. HA unfortunately is nowhere close, even in the moment where it shines the most.
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I'm really excited about these news. This might be the push Natalya needs, we'll see. If they're lazy they'll make it a slot that doesn't require a new transmog, i.e. belt / quiver / bracers. Let's hope for gloves or shoulders. Also, VocaloydNyan has done the math on how you can push the RoV CD as low as possible. I have done a quick test with some garbage CDR gear and you can indeed go down to ~1 sec per cast. This sounds promising depending on whether or not we can stack so many RoV casts at once, at the very least I'm excited about creating a build around the new Natalya.
Source (7th piece to be added to legacy sets)7th piece will be a belt
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Further reading: My feedback on the official forums
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I went back to the PTR to test strafe, but it's underperforming here. It seems like they found a custom solution for that because it doesn't reduce the CD as much as other spells. At ~26% CDR (~22s RoV CD) and 1.9 APS I needed about 6.6 seconds to cool off RoV, at ~2.4 APS it was about 5.5 seconds, meaning that I procced ~15.4 (2.33 per second) and ~16.5 (3 per second) seconds worth of CD reduction with Nat 4pc, respectively. This is no exact testing but it seems like it's scaling directly with APS (2.4 / 1.9 = 1.26 | 3 / 2.33 = 1.28). Judging from that, you should be able to reduce the CD on RoV by ~1.25s per APS per second of strafing, which is not really much considering that you can spam generators for ~5 or ~7.5 seconds worth of CD reduction using generators or spenders.
During my tests I have made some adjustments and took it to a few GRs at tier 47, where I was actually able to progress pretty well and keep up with the timer. This will only work in very easy rifts though, but Nat's shows at least some more potential that I initially thought.
On a further note, Kridershot + Unhallowed Essence will be removed, just as I thought. Additionally, perma immortalitiy for all classes will be gone as well.
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I did try UE6 + Nat3 and it worked fine. If it will be the best will be decided by the math, but it has some potential if you want to go for Multishot. Generally I was always using a 1h Weapon (be it Calamity or Nat's) because they have +max Discipline, which will be your most important stat on a weapon come 2.2. I couldn't get a well-rolled 2h weapon during my time on PTR.
Nat6 + M4 sounds like an interesting idea, in the past I have been playing around with M4 for solo GRs to some success (GR47), maybe there is some potential here, but I doubt it will outperform other options (especially with the powerful rings we're going to get Nat's ring will be a waste)
With only a Kridershot and no sentries, I expect the lag to be okay compared to what we currently experience on live. No sentries (shooting our spenders) will help a lot in that regard. Bastion of Will does indeed seem too strong for now, I assume it will be nerfed in a future build. Builds that can make good use of those rings will prove to be very strong, same goes for Broken Promises. But then again, we have a few different and interesting choices for rings now, so I'd certainly be happy to see things like that being implemented on live.
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[Updated: 21 March 2015] (Bold text is new)
Hi everyone,
during the past weekend I spent a lot of time on the PTR, streaming and toying around with the new items. We already have a few differnet topics on individual stuff like the new UE and Nat's sets, however with this post I aim to give a quick overview of what I think about the changes and what the possiblities are for certain item combinations for people who can't or don't want to play on the PTR, and which will be helpful for further theorycrafting. This thread assumes that you have read the 2.2 patch notes, the undocumented changes, the first and the last update of the PTR and that you know about all the new items. Let's jump right in:
[Unhallowed Essence Set]
PTR Build 1 + 2
- 6pc bonus is fully multiplicative
- Dead Man's Legacy just creates a second independent damage roll for every damage number that shows up when using Multishot (including rockets / aoe burst) with a ~0.25seconds delay
- Really strong for T6 farming, its speed is probaby unmatched by any other class once fully optimized
- Hungering Arrow with Buriza and the quiver is still crap, Bola Shot shows some potential, but probably not viable for high end builds- Hungering Arrow only is strong and can be pushed probably up to tier 50+, Joking101 has made a topic dedicated to this. It's based on stacking area damage and the HA quiver along with Bastions of Will (procced by Sentry / occassional CA)
- 6pc works with Kridershot (and Chakram quiver). I have a feeling that this is unintenional because of two reasons: 1) Kridershot doesn't interact like that with anything else in the game right now, and 2) It seems severely overpowered and will effectively shift an excessive amount of character progression to one item that will be near impossible to get right, even worse than what other classes currently experience with the Furnace. (Kridershot always rolls a socket which has to be rerolled, so it has to come naturally with +max disc, a good damage roll as well as one out of %dmg, IAS or area damage, on top of being ancient)- Chakram quiver is crap- The strongest setup I have found is Bastions of Will + Kridershot + Meticulous Bolts + UE6, I was getting up to 600m Ball Lightning ticks in a 3p party with a WD and another DH. Fire could work well with Immolation Arrow + Mortal Enemy as well- Kridershot + UE won't work- Still works, most likely John Yang's tweet was referring to the change to the Bastions of Will set- Perma Smoke Screen is no longer an option
PTR Build 3 + 4
- UE's 6pc bonus was buffed by 50%, a 20% additive damage bonus was added to 4pc. Overall it should outperform any DH sets, no GR testing yet
- Bastions of Will will be more difficult to keep up in a Ball Lightning build, but it's still possible
- Sentry cannot be used to proc Restraint unless you use the Chains of Torment rune
[Revamped Natalya Set]
PTR Build 1 + 2
- 6pc bonus is fully multiplicative
- It feels a little bit disappointing overall- Gloves of the Rain from 2.2 preview were changed to a defensive bonus instead of the ~100% damage boost to RoV at the last minute, which would have been a good addition to what we currently have on PTR- Best combination I came up with was Broken Promises + full Nat6 + Calamity, spamming Dark Cloud via Evasive Fire + FoK- I tried Anathema in a GR with a WD but it's crap. AoE is too small, and damage can't keep up even on big targets like RG. It might clear up to mid 40s GRs- It's difficult to find a good spot to fit Nat's in, because for speedfarming you will want to use the new set, and for GRs probably the same or M6. It has some potential for fun-and-still-close-to-good builds, but that's about it- Nat's is getting a 7th piece - confirmed: a belt - there might still be hope and also some options to push the CD reduction to its limits (~1sec per RoV cast)PTR Build 3
- Gloves of the Rain are the 7th set piece, they added a belt to "go along with the set" but it seems crappy
- Generator reduces CD by 1, spender by 2 sec - RoV damage is considerably weaker now
- Nat's has become a very strong and flexible set that works with any damage source (including gems, item procs, spells, conduit)
- Nat's won't increase your sentries' damage
- I've tried Wohjanni Rapid Fire + RoV... It might have potential, however the weapon's stacking mechanics make it unlikely to happen
- For T6, the best combination I have found is Strafe, Vengeance, RoV, SS - Displacement, Prep - Focused Mind, stacking lots of movespeed and using Wreath of Lightning / Pain Enhancer / Bane of the Powerful. It's fun to play
PTR Build 4
- Nat 2 piece changed, will now reduce by 2 seconds no matter what as long as you hit an enemy
- Strafe just got a huge buff because of this. The CD is getting reduced a lot quicker than before
- Shuriken Cloud doesn't reduce the CD anymore, and FoK probably is out too if you don't want to melee
- Buriza + Bola doesn't work to get more than one proc, same for Ball Lightning
- CD reduce works on Danetta's now
[Rings]
- Bastion of Will (Focus & Restraint) is a very poweful set right now, and works extraordinarily well with Kridershot + UE6, for both fire and lightning. Seems like this is the strongest option right now.- Bastions of Will has become a little more difficult to use, as they have changed to provide two seperate 50% multipliers that proc on using a generator and a spender, respectively- Broken Promises is very strong and procs like crazy. With 12% CC and only passively proccing it via M2 pets it never took more than 0.5 seconds to proc, same for UE6 spamming Multishot at 13% CC.
Fully optimized you can expect ~0.25sec downtime at max- Seems like they added a ~3sec internal cooldown to the ring. Still an option to be considered.- BlizzCon ring is a fun toy for Kridershot and has some potential for people who like demanding gameplay, probably not endgame though. Haven't verified it, but I think it should just act like any other % Elemental Damage on items, however it does not show as such in the extended sheet tab
- Obsidian Ring of the Zodiac is fun to play with and has some potential for out-of-the-ordinary builds in T6 - Works well with Strafe + RoV
[Other stuff]
- M6 sentry indicator works fineBugged when entering a new floor, but likely to be fixed- I tried to make a build based on In Geom but it doesn't interact with any DH spell whatsoever - Seems to be a bug and the item is not working for any class right now-In-Geom seems to work now, best synergy with FoK + SS. No testing yet.RIP In-Geom dreams- Strafe can be a good option for T6 farming with Obsidian Ring
- Caltrops Belt is a fun toy but I can't see it being useful for anything
- I like Broken Promises
- Iceblink is a really cool gem to use in different builds, especially M6 Maelstrom. The slow effect is amazing and it lets you make better use of Zei's to offset the dps loss for not using Taeguk
- Bane of the Stricken
seems severely op on many levels and is not dropping yetwill not be included in 2.2All in all I can say that I'm really excited for 2.2 and that I think it will be a great patch. I can't wait to see how the changes will affect group leaderboards, everything seems to be shifting right now.
In case I forgot anything, I will edit this post as needed.
Further reading: My feedback on the official forums
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