Azidonis, on 05 April 2012 - 12:26 AM, said:
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.
GodhandX, on 05 April 2012 - 05:03 AM, said:
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.
GodhandX, on 05 April 2012 - 05:03 AM, said:
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%.
GodhandX, on 05 April 2012 - 05:03 AM, said:
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.
GodhandX, on 05 April 2012 - 05:03 AM, said:
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.
Edited by gosuser, 05 April 2012 - 05:45 PM.