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    posted a message on Stunlock Trapping Demon Hunter
    Quote from karsen88

    Quote from gosuser

    Quote from Kodachii

    Quote from gosuser
    I don't know if you've played 4v4 in D2, Wind Druid, WW Barb, Bone Necro, and Trap Sin. Each class has their role in the team. The role of the Trapper is support, to disrupt and control the other team long enough for the barb to telestomp. This build to recreate the role of a trapper in D3.

    I never really spent much time with druids. In my experience they were generally weak and reduced to camping the bridge and hoping to get lucky in wolf morph for lack of quick hitting long range skills while also being outdone in terms of melee by the barb in just about every way possible, I never really had problems killing, or getting away from elemental cyclone/tornado spamming druids either, plus their projectiles sucked like I mentioned earlier. They were slow and kinda went sideways slowly with a small limited range.

    I always felt like druids were the only near-worthless character to have in a pvp team, not that I did any official pvp aside from a trap assassin tournament or two. I spent most of my time in LOD USEast SC fighting against people who hacked and grief'd and were BM with trollish names such as NuB, Ez, Pk, etc.

    Oak Spirit+Battle Orders, that's why they are on the team. With Amplify Damage and Stunlock anything they telestomp will drop fast. It's about how the team works together. A Wind Druid like a Hammerdin is only effective once you've learned effective namelock(unsummon teleport trick), most pubbies are trash and don't know how to do it. Their only bane are trap assassins, as they can bypass their summon stack and lock them down, other than that wind druids have a pretty good shot vs most classes.

    Quote from karsen88

    It's multiplicative man
    please dont make me explain why

    You played the beta?

    Yes I've been in beta since p13, but being in the beta in this instance isn't really that relevant.

    Its simple langauge man. It says "increases the damage from rockets increased by 50%" There is no way to interpret this as "Rockets deal 50% more weapon damage" or anything similar. In some cases its ambiguous, but trust me when I say this isn't one of them. It's certainly multiplicative.

    The ambiguity comes from that none of of the damage enhancement passives for the other classes even mention weapon damage, is it safe to assume that all of them are multiplicative or only some of them, playing the game would certainly help figuring out the damage formula. Even at 4%, it lasts 40s, so the total damage per cast is 160% at 1 shot/second, the resource spent is stil effcient. Although it's not as overpowering comparet to Aid Station or Guardian Turret.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Stunlock Trapping Demon Hunter
    Quote from Kodachii

    Quote from gosuser
    I don't know if you've played 4v4 in D2, Wind Druid, WW Barb, Bone Necro, and Trap Sin. Each class has their role in the team. The role of the Trapper is support, to disrupt and control the other team long enough for the barb to telestomp. This build to recreate the role of a trapper in D3.

    I never really spent much time with druids. In my experience they were generally weak and reduced to camping the bridge and hoping to get lucky in wolf morph for lack of quick hitting long range skills while also being outdone in terms of melee by the barb in just about every way possible, I never really had problems killing, or getting away from elemental cyclone/tornado spamming druids either, plus their projectiles sucked like I mentioned earlier. They were slow and kinda went sideways slowly with a small limited range.

    I always felt like druids were the only near-worthless character to have in a pvp team, not that I did any official pvp aside from a trap assassin tournament or two. I spent most of my time in LOD USEast SC fighting against people who hacked and grief'd and were BM with trollish names such as NuB, Ez, Pk, etc.

    Oak Spirit+Battle Orders, that's why they are on the team. With Amplify Damage and Stunlock anything they telestomp will drop fast. It's about how the team works together. A Wind Druid like a Hammerdin is only effective once you've learned effective namelock(unsummon teleport trick), most pubbies are trash and don't know how to do it. Their only bane are trap assassins, as they can bypass their summon stack and lock them down, other than that wind druids have a pretty good shot vs most classes.

    Quote from karsen88

    It's multiplicative man
    please dont make me explain why

    You played the beta?
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Stunlock Trapping Demon Hunter
    Quote from GodhandX

    I haven't seen anything that shows more than one turret out anywhere. If they do indeed stack that makes the skill much better. I'm not really into speculating on mechanics like that. I was under the assumption that you can only one turret out at a time. With the ability to have 3-5 out, then idea for this build is neat. I just think there is far too much speculation with this build. Speculating that PVP maps will have one health orb spawn for you to camp. All that being said, I'd take Spike Trap - Scatter instead of the raven for more area control/burst damage and more utilization of your custom engineering passive.

    Unless they changed the arena maps, from the ones shown orbs spawn periodically on marked locations, so taking those spots are a must. If stun is indeed on diminishing returns then more traps would be good for another option for control, but I'd take Brandolier though to cover the whole map in traps. The wording for are skills are quite ambiguous right now, how does custom engineering help Spike Trap when it has no duration. All build now are just speculations and become invalid whenever blizzard changes their mind.
    Posted in: Demon Hunter: The Dreadlands
  • 0

    posted a message on Stunlock Trapping Demon Hunter
    Quote from karsen88

    How does 50% extra damage per rocket become 4%? The damage bonus scales up with each sentry placed assuming you can have more than one. So if 5 is allowed it's be a 250% damage increase, but that's up to blizzard to balance. This build is centered around the sentry, not bow, everything is to supplement the sentry, trapper not bowazon-there's Hungering arrow for that. You don't use vault unless your position is compromised and you need to reset your position, that only happens if you've failed to snare and stun your opponent.

    Looks like you misread somewhere. Ballastics increases the dmg only the rockets do by 50%. so if the runed sentry has rockets that deal 8% wpn dmg, then ballistics is only going to make those rockets deal 12% wpn dmg- a 4% increase per rocket.

    This is definitely NOT the build to run ballistics in. I would use either aid station or gurdian turret and hope that those passives bonuses stack with each turret you have out, and then replace ballistics with flat damage passive, like Archery w/ a Bow.

    Depends if it's interpreted as additive or multiplicative. Glass Cannon trait for Wizard increased damage by 15%, Is the 15% tacked on top of the damage modifier for a spell or is it 15% of the damage modifier. Any who played the beta actually knows or are we guessing based on wording.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Stunlock Trapping Demon Hunter
    Quote from Azidonis

    The damage on this build is... well, I guess you are aiming for control. But don't you want the ability to kill things?

    The damage is entirely dependent on how many sentries can be out at once, we won't know until game is released. Like traps in D2 the damage for a single trap isn't much but it's when they are combined the damage starts to add up.

    Quote from GodhandX

    From what I've seen in the pvp videos they've posted, an "extended engagement" is about 10-15 seconds. With the 45 second cool down on prep, you can maybe rely on it 1 out of every 3 fights? Assuming you live through them all that is. I don't personally like this build. You have two passives that are taken solely for Sentry. Perfectionist plus Tumble means that your first Vault costs 8 and each subsequent one will cost 4 as long as they are done within 6 seconds. You have 30 discipline max from what I remember. If you vault and then do a second vault every, let's say 5 seconds you are looking at a constant Discipline +1 every 5 seconds. So the evasion is there perpetually. That's the part I like about this build.

    It's a Trapper, the trick of the build are the Sentries, so actually all 3 passives is to make it more effective. Vault is an emergency skill, used to reset your position if your sentry line is compromised, so you can gain distance to "re-camp" an area. Prep is an instant reset on the battle in your favor, full hp full energy, if someone can take to from 100% to 0% in 10s, either they are good or you are bad.


    Quote from GodhandX

    The bat's not going to give you distraction, because pets can't be targeted. Entangling shot is a fairly slow flying projectile, probably easily dodge in most pvp scenarios. Impales fairly fast but only has a 65% chance of activating.

    The bat is mainly to generate hatred for impale. And I think it's pretty damn annoying having something you can't hit keep on damaging you, it's adds to the passive pressure for your opponent to make a move. If there was a better stun available I'd use it, but there is none. All you can do is try to generate more hatred increase it's availability to make up for the missing 35%.


    Quote from GodhandX

    Passives wise, ballistics adds 4% extra damage per homing rocket, which is entirely not worth a passive. With the amount that you are vaulting, you should be taking something like Tactical Advantage. That will definitely make you more survivable, being able to run circles around people half the time. Now that thrill of the hunt applies to skills, that would be another viable passive, keeping in line with your control theme. Since you are already planning on playing keep away you could also use steady aim to make your killing combo go 20% faster.

    How does 50% extra damage per rocket become 4%? The damage bonus scales up with each sentry placed assuming you can have more than one. So if 5 is allowed it's be a 250% damage increase, but that's up to blizzard to balance. This build is centered around the sentry, not bow, everything is to supplement the sentry, trapper not bowazon-there's Hungering arrow for that. You don't use vault unless your position is compromised and you need to reset your position, that only happens if you've failed to snare and stun your opponent.

    Quote from GodhandX

    What I don't like about this build is that it assumes your target would allow you to kite them for extended periods of time. I would counter this build by not fighting in your cordoned off area. Your snare is easy enough to dodge, and your stun is fairly unreliable. As mobile as your turret is you can only cast it so often, and every recast is less you can tumble.

    I'd just camp the health orb spawn, if you decide to avoid engagement, that's sort of the point. To control the area, your opponent, and you're own movement. Why would you need to tumble if your opponent is letting the turrets control them, you tumble if you failed to control. If you do run into trouble, preparation, you can restart the whole engagement again with you at 100% and your opponent not. Entangling shot seems easy enough dodge, but once you get hit you gotta dodge it 40% movement speed with 3 guys on you and rockets everywhere. If impale can be changed for mind blast it'd be great, but it's the best the DH's got in it's toolbox, unless you can get 100% crits on Elemental Arrow with Lightning Bolts.

    I don't know if you've played 4v4 in D2, Wind Druid, WW Barb, Bone Necro, and Trap Sin. Each class has their role in the team. The role of the Trapper is support, to disrupt and control the other team long enough for the barb to telestomp. This build to recreate the role of a trapper in D3.
    Posted in: Demon Hunter: The Dreadlands
  • 1

    posted a message on Stunlock Trapping Demon Hunter
    http://us.battle.net...kdTV!fUh!YaabZb

    This is a DH pvp build centered around control, similar to the trapper in D2. The idea is the spam slow and stuns while dancing around the sentries as your opponent is taking damage from multiple sources. Couple with heal/resource management to win a war of attrition.

    mouse

    Entangling Shot/Justice is Served - Spam slow and generate hatred for Impale.
    Impale/Impact - Deal damage and spam stun and knock back.

    action

    Sentry/Spitfire Turret - Secondary damage and area denial.
    Vault/Tumble - Evasion and mobility.
    Companion/Bat Companion - Tertiary damage, distraction and generate hatred for Impale.
    Preparation/Battle Scars - Recover discipline and life for extended battles.

    passive

    Perfectionist - Reduce the cost of discipline for extended engagements
    Custom Engineering - Decrease the need for recasting sentry and conserve discipline.
    Ballistics - Increase damage of sentry.
    Posted in: Demon Hunter: The Dreadlands
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