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    posted a message on Patch 3.2.3 Monk Inna Build?

    I'm assuming you were looking at group leaderboards, because the main viable Inna setup is a support/healer monk. Sometimes, SWK uses 2-piece Inna, but that is not as common now that Static Charge monks are prevalent.

    Posted in: Monk: The Inner Sanctuary
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    posted a message on PTR 2.1.2 - You think DH have been nerfed? Well think again kid...
    Quote from yuhanz»
    I'm guessing the tweak to the p6 would entail us to change the sentry damage% to something else for the shoulder/torso/quiver slots...not sure bout the maths tho
    Fairly sure that since sentries will still be about half our damage +Sentry % will still be best in those slots. Chest only has defensive options as useful alternatives, shoulders would potentially be resource cost reduction (which has potential, but is hard to say for sure), and +15% sentry is still likely better on quiver than +CA/MS/etc due to how the math works. That might be different for some builds though.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on PTR 2.1.2 - You think DH have been nerfed? Well think again kid...
    Personally I'm pretty excited, because the purely passive sentry build always kind of bores me, which is why I use Kridershot half the time even if it isn't currently "optimal". These changes are very similar to some ideas I had a while back that I hope should open up some more build diversity (especially since hatred regen actually will be a DPS boost again...).
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Natalya Slayer (hand xbox) viable?
    Interestingly, Nat Slayer + Nat Ring (dex/ias/chd/socklet) is actually very viable compared to Calamity + ias SoJ at 4.154 for group play where Unity isn't used. It's actually our highest DPS setup even assuming 100% Mark uptime by a small margin and taking in the loss of +30% elite (assuming a balance of trash/elite kill time). However, the Mark from Calamity buffs other party members too so I'd only us Nat set if your're duo and the only DPS, you don't have a good Calamity, or another DH is running Calamity (such as a 2dh, monk, wd party).
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Kridershot + Marauder's 6pt bonus are a couple made in heaven
    I don't have Kridershot, but I'm pretty sure if I did I'd use Frost Arrow, Multi - Full Broadside (or possibly Suppression Fire for utility), and CA - Shooting Stars with a physical build and Cull the Weak + Ballistics passives. From my testing, the turrets can only shoot once per ~0.8s and they prioritize the highest hatred skill that is available at that time. This means that with these 3 skills, the sentries will cycle through CA, Multi, and FA in that order and then repeat.

    Even without Kridershot, this has proven fairly effective at snaring large groups of monsters and doing massive AoE damage to them once 2-3 turrets are up and running.

    As for why physical, the pet's damage is still non-trivial, especially in single-target situations. Also, the turrets seem to do a bit better with the Shooting Star's rockets than with LFB grenades, though with Fire the direct damage is obviously higher. If you decide to do fire, can just use Multishot - Arsenal instead.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Archon and 2.0.5
    I'm fairly certain with Vyr's set, you will get all the perks and all the damage from the perks will do whatever damage type is associated with your chosen rune.

    That'd be the logical way for it to work, at least.
    Posted in: Wizard: The Ancient Repositories
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