But this is exactly what I'm saying. If you're not spending all your Disc on Shadow Power - say because you're using the Smoke Screen rune that gives 10% of your maximum life back over 1 second on activation - then interrupting your channel to Vault isn't as bad, because it doesn't mean "wasting" the Shadow Power snapshot. People might even try non-channeled hatred spenders, instead of the main choice being which RF rune, or maybe Emberstrafe or Stinging Steel. Furthermore, DHes are getting almost across-the-board buffs to their hatred spenders, lowering cost and raising damage. They're even making Echoing Blast baseline on Spike Trap (at the cost of some damage, but Scatter is scary DPS now). They're putting more "cannon" into DH's, and toning back some of their sustain options, so there are choices that aren't "facetank everything". And if you're in the mood to facetank, the new Brooding is kind of great for RF builds, giving you very strong life regen while stationary.Quote from FlutterKree
Quote from OtterSeaborne
... you do have Smoke Screen and Vault, you know. You can Vault clear of TPs, vortex, frozen, and SS out of Jailer and Knockback's slow. No other class has such good CC breaking on low-to-no cooldowns. Yes, it costs Disc - but with Gloom and Punishment nerfed out of "mandatory", you might try spending your disc there, not relying on snapshots and actually using Hatred builders. You'll even have a big burst heal rune for SS.
It is still the core problem with the DH. SS and vault are okay but they are useless if thats all your doing in a fight. many a time i have vaulted away just to get sucked back in and killed. And if you have to use both in a build, that means something is wrong and it would also make it to where all you are doing is Vaulting or SS'ing half the time, slowing down the clear time to agonizingly slow times.
I used to use Vault but i have taken a liking to using caltrops in my Strafe build for the extra 10% crit chance. The vault was actually hurting my build. when i actually used it to get away id lose the charge up on strafe and would not have enough disc to use shadow power. I like my build but these changes would ruin it.
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DH is the only class without inherit defense in the stats or damage reduction. Yeah they should take less damage as they are so posed to be farther away from the fights, but that's never the case is it? If you are soloing mp10 will you always be far away from the mobs? Yeah vault and SS make it so you an escape but they just drain your disc for other things and making your fighting time less.
the way i see it, LS/gloom/perfectionist are all ways put in to make the defenses of the DH a tad bit better. removing LS removes the DH's defense slightly. Now if you want to Vault and SS around all day running from monsters kiting and taking a hour+ to do fields, then go do so.
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I dont see the Punishment change as a nerf, more of a balance, and i honestly didnt really use gloom until lately, ive done fine without it, instead ive used night bane for longer Strafes. but then again ive never gone out of mp4/5 (mostly due to im poor)
I'm not meaning you run from everything. But if TPs, vortexes, jailer or frozen is troubling you the way your post suggested, the DH has the best tools bar Thrive on Chaos right now to deal with those, and the patch is planning to make them better. Strafe builds, like non-permazerk Whirlwind builds, Tempest Rush or Dashing Strike monks, or Furious Charge spam builds, are naturally vulnerable to Jailer because they rely on a movement ability. It's the price you pay to get DPS while moving. Thrive on Chaos just let you ignore this price, so everyone got used to that as "reasonable". It isn't, permazerk is going away, and DH's can still break every jailer with one ability while monks, WD's, barbarians and wizards all have 16-second cooldowns at best on their snare breaks.
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Personally, I prefer Magic Weapon - Ignite to Force Weapon, because it puts one EE debuff and one set of meteors on autopilot, plus you can run Conflagrate as a passive for 6% crit on every hit past the first. However, it doesn't play nice with Conflagrate (the MM rune) since you'll be proccing Fire all the time anyway - Force WEapon or Deflection is good here.
Finally, if you're doing the proc/EE build, there are some very interesting buffs and changes to Blizzard, letting it fill elemental holes over a wide area with no delay. Frozen Solid even guarantees your meteor will hit by applying CC! It's also one of the only non-cooldown Wizard spells with higher damage per cast than 3X Magic Missile.
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Vigilance is really not that great because the IS doesn't block projectiles, only enemy movement.
BB and Ahavarion can be good, and I'd keep an eye out for Maximus (with Burning Locusts only), Skorn (for the extra DoT), and post-patch, The Grandfather (5 primaries). Maybe The Tormentor could be worth it for the CC and free damage from Charms. Overall, though, it might not be worth the loss of Rhen'ho Flayer's excellent passive.
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Oh, and there was a compensation buff - the extra missiles now have the normal proc coefficients of that MM rune, rather than zero, so it can be a good option for proc-based setups. Rimeheart/Glacial Spike anyone?
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My advice? Open chests and break objects, as well as killing mobs. I've got a lot of legendaries from objects as well as monsters. Don't spend too much time on it, but bring some splash damage or damaging mobility skills and break some barrels, and take the extra seconds to click on a chest.
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Do you get fury issues? I find I run out on big targets or if multiple packs are close together. Or does the SoJ make a big difference? I don't have a Whirlwind one.
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Auth servers: 1 hour
WoW: 1 hour
Hearthstone: 4 hours
D3: 10 hours
Seems legit. Could just be closing the PTR and making sure we can't get in, but... fingers crossed.
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Now, I liked the wind-up-then-stun version better because it was both tactical (use the right spell at the right point in the cycle, etc) and avoided "lockdown" because there was no way you'd get the APS to perma-stun, whereas this version just needs 6.7 procs per second, not attacks. But it's not "useless" even now - just Tier 3 in an environment where everyone can choose Tier 1. With buffs and more useful spells, along with nerfs to the strongest builds, it's one to keep an eye on when we get our hands on it.
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That legendary that makes you deal 10x your Life per Sec to nearby enemies instead of healing from it seems fascinating, though - pair it with life regen skills for extra burst damage, and generally get around the offense cap by making a defensive stat offensive. A few effects like that could give the game some real legs.
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So much to love about this. So many possibilities. Can't wait.