Items
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Head
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Shoulders
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Amulet
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Torso
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Wrists
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Hands
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Waist
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Legs
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Feet
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Rings
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Weapon
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Offhand
Kanai's Cube
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Calamity
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Cindercoat
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Ring of Royal Grandeur
Introduction:
Wanted to get this build out. Awesome build and very fun at t-10. Very fast and it brings back the machine gun hunters!
The major dynamic of the build comes from building up Hatred through Evasive Fire Focus and dumping it through Multishot Arsenal. That same rhythm upkeep the bonuses from your jewelry set, Focus and Restraint. Preparation is a source of Discipline, but the build spends little of it and primarily adopts this skill for the Unhallowed Essence set benefits from Invigoration. Caltrops can be liberally spammed for both control and Bait the Trap damage bonuses. On a moderate cool down, Companion is also taken for the Wolf Companion damage bonuses. Finally, Vault is an inexpensive safety tool, which you should use as often as you need. The main damage dealer in the build is Multishot, taken with the highest damage dealing rune.
Unhallowed Essence:
Set Bonus:
Your generators and Multishot deal 15% increased damage for every point of Discipline you have.
Total maximum discipline a dh can have from skills and gear (without ring) is 81.
Max Discipline can only roll on Cloak, Weapons (XBows (1h & 2h xbows & Bows) and Offhand (Quiver).
Be very careful of max disc. on gear because it’s additive not multiplicative.
Here is the math:
Add "x (1 + (current discipline x 15 / 100)) x (1 + 20 / 100)", for Multishot, add "x (1 / ((1 – DML Affix / 100) + (DML Affix / 200))" to Multishot damage, "x 2" to the rockets of Arsenal
Source: http://forum.zeroempathy.net/thread/253/2-ue-m6-optimization
“Additive means that stacking more of the same damage bonus (e.g. “Damage Increased by Skills”) will have diminishing returns. If you have 0% bonus and add 20% to that you will deal 20% more damage. If you add another 20%, you will only deal 140/120=16.67% more damage relative to that: There are different damage categories that are additive within itself but multiplicative as a whole.“
Source: Wudijo
https://www.reddit.com/r/Diablo/comments/33dm3q/22_everything_you_need_to_know_about_ue_m6/cqjupty
Multishot
Arsenal
The unrivaled performance of this rune dictates some of the passive, gear and cube choices. Multishot: long range, manageable Hatred price, and a signature screen-wide AoE.While the build invests heavily into resource cost reduction, you can easily dump your Hatred pool with Yang's Recurve attack speed bonus.
Evasive Fire:
Focus Fire
Remember that alternating your spender with regular Evasive Fires is critical, not only for Hatred upkeep, but also the Focus and Restraint set bonuses. This will also give you damage reduction from Wraps of Clarity and to proc bane of the trapped, cult of the weak with iceblink gem. This skill does not slowed enemies without iceblink.
Preparation:
Invigoration
The defensive Demon Hunter resource, Discipline, remains mostly untouched — the result of low costs utility skills and the 2-piece bonus of Unhallowed Essence working together. This is quite fortunate for the build, as the set translates every bit of additional Discipline into a source of damage and you can take full advantage of Preparation Invigoration. The skill extends your Discipline pool with an additional 15, and can still serve as an emergency 30 Discipline refill.
Caltrops:
Bait the Trap
With a modest cost of 6 Discipline, you can easily afford to drop one for the incoming enemy and one for yourself, at a distance. The result will be your foe slowed down by 60%, and yourself enjoying a 10% increase to Crit Chance, all for an excellent 6-second uptime per trap.
Companion:
Wolf
A sizable 30% damage buff increase for a 10-second window, this cool down is best used in densely populated areas to maximize your advantage. While the Wolf Companion buff sports a generous 10-second uptime, this build generally eschews Cool down Reduction on gear — so try to pop the Companion active in key moments like elite fights, or heavy trash density.
Vault:
Trails of Cinder
Inexpensive (Trails of Cinder – Fire Skill), Very low cost when you mod Cindercoat and Prides Fall. This can take you great distances before you feel any toll on your reserves. It enables you to dive in and out of combat, dropping Caltrops as you see fit.
Passives:
Note: Hellfire Amulet is bis for the 5th passive. If you don’t have a hf neck use Awareness, Ambush, Cull of Weak and Ballistic.
Awareness:
Adding a measure of safety to the lethal Greater Rifts pushing attempts, you will be taking a standard cheat death. Your only shield against Reflect Damage or Thunderstorm one shots, Awareness operates on the boilerplate 60-second cool down. Once proceed, you will enter a Smoke Screen-like safe state and regain half of your maximum health.
Ambush:
During the first 25% of the enemy health pool, you will deal a 40% damage increase and it’s multiplicative in nature, emphasizing its superiority over other options. Working in unison with your Dead Man's Legacy quiver will pick up the deal double damage to monster at 60% health.
Cull the Weak:
Passive is multiplicative 20% damage increase against Slowed or Chilled enemies. The benefits from this passive encourage you to make aggressive Caltrops placements, assisting your Templar companion in spreading slows across the battlefield.
Ballistics:
Bolstering the power of Arsenal, increase to your damage, doubling the effectiveness of the rockets splitting from your spender. The 20% chance for additional rockets is massive. The chance to proc the passive is very high because the high fire of multishot in this build.
Steady Aim:
Passive is additive 20% damage increase against units 10 yards or more.
Jewelry:
Bane of the Trapped:
This has it’s own multiplier in your total damage calculation. The gem will be proceed by Zei's Stone of Vengeance, Caltrops, crowd control secondary stats on your gear (Slow %, Freeze %) AI companion, usually armed with Thunderfury,
Iceblink:
Gem duration is 3.5 seconds and it works multiplicatively (60% slow x (1 + Iceblink Bonus / 100)) for up to 75% slow on rank 50. This will proc your trapped gem and cult of the weak passive when you use Focus Fire. Damage-wise, it is a few % behind Taeguk, however this doesn't include the fact that you don't have to waste some hatred here and there to keep up the buff and that it will be a lot easier to pull more monsters, so I added a flat 5% damage increase on top of the 10% CC and this made Iceblink come out on top.
Zei's Stone of Vengeance:
Independent multiplier, whose range-dependent amplification can be easily maxed out by the long reach of Multishot. The level 25 property will add some minor control and safety to the build, as well as another proc for Bane of the Trapped.
Taeguk: (Optional)
A balanced hybrid of defense and offense that is quickly stacked by the Multishot spam, this gem is yet another reason to learn the alternating attack-move pattern. While sometimes inconveniencing you with casting in thin air to keep the stacks, the damage and armor bonuses are well worth the trouble.
Seasons 4:
Bane of the Stricken:
Building up your damage multiplicatively in prolonged fights and with a level 25 bonus specifically targeting Rift Guardians, this gem is designed to assist AoE heavy builds in 1v1 combat. Multishot Demon Hunters are better suited to single target fights than many other AoE specs, but they still take decent advantage of this gem.
Paragon Priorities
Core
Movement Speed
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Primary Stat
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Maximum Resource
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Vitality
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Offense
Critical Hit Damage
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Critical Hit Chance
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Cooldown Reduction
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Attack Speed
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Defense
Resist All
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Life
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Armor
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Life Regeneration
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Utility
Area Damage
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Resource Cost Reduction
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Life on Hit
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Gold Find
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Build Guide
COE:
Wudijo: August 9, 2015
"DH is really good for speedfarming, UE and Natalya are almost equal with different strengths and weaknesses; M6 is usable if you are a fan but a little behind the other builds. Going for Torment 10 is not always the best choice if you have to sacrifice too much mobility, so lower difficulties might be more efficient (especially when soloing).
As for Kanai's Cube: In-Geom is definitely a good addition to almost any build, we don't have many compelling choices for the weapon slot. For jewelry, RoRG or Obsidian Ring are the way to go, Convention of Elements is not really good because it's just not consistent (you want to nearly oneshot anything even without the buff anyway). For the armor slot, we have a lot of good options: Cindercoat / Pride's Fall for resource heavy builds, Goldwrap + Boon of the Hoarder for invincibility, or just some nice bonuses like Nemesis Bracers / Warzechian Armguards / Gloves of Worship."
Let me know what you think of the build. Thanks! Happy Looting - Glhf
The video above only shows the play-style. The player is using a coe. But this build you can spam muiltishot for longer period of time because of all the rcr from Pride's Fall and cubed Cindercoat.
Sup Jonaaaz, if you go on D3planer.com and import your stats it's not a flat 25%. It will be more of a 4-6% dmg burst from coe. But you can not keep up that burst dmg from coe. The Pride's Fall will give more burst dmg over time because of the rcr 30%. You have to time your shots with coe with Pride's Fall you know when you get hit. I've gone 2 lvl more in testing over weekend.
Just as a thought, if you swap out Bait for Mortal Enemy then you would practically only needing to fire generator to proc F&R every 5 seconds and spend all your time spamming MS.
Hey Hungusfungus, yes you would but Bait the trap also slow down units as you kite backwards, it's no only for 10cc but it help you fight as a dh.
In group runs where you have tank classes to slow and cc for you and keep you safe, I would probably go MfD:ME and Taeguk.
Hungusfungus, I understand you now. Yes, for group play MfD:ME & Taeguk is better. I have tested Taeguk in solo play and it works very well with Bait the Trap. I can keep the stacks up 90-95% of the time.
You may find that CoE variations don't always beat out other variations.
The standard CoE Seethe combo actually yields one of the lowest damage of the all different combinations.
Why did you rip off Deadset's guide on Icy Veins?
http://www.icy-veins.com/d3/demon-hunter-multishot-fire-build-and-yangs-recurve-patch-2-3
You pretty much copied everything word for word.
Prides Fall (PF) is an armor slot. Cinders is the armor which is why PF is taken. As far as I've tested, PF outperforms CoE in every element except burst damage. But the fact that PF allows you to never run out of hatred makes it superior in terms of overall damage. With decent gear you already crit for billions using multishot without COE, 5+ billions with CoE but you're spending a lot more time generating hatred.
Wouldn't it make more sense to wear a Manald Heal with +10 Discipline and a Convention of Elements with this particular set instead of the Focus/Restraint combo? That way you'll get a +150% damage boost instead of +100% and won't have to worry about keeping those two ring buffs up either. On top of that, a well rolled CoE can potentially boost both the cold damage (for Evasive Fire) and fire damage (for Multishot) as much as 200% if you're lucky, plus it allows you to continue using the RoRG in the cube (or Unity if you prefer to solo on hardcore). Seems like a much better choice for rings all around, unless I'm missing something. Otherwise it's a great all around build for the Demon Hunter.
Seems problematic because without folower or help from others you have no way to trigger Bane of trapped/Cull the weak until they get close enough for the secondary effect of your gem (ironically if you bait the trap it will be about the same distance). Now I see the iceblink and that would work fine to add what you need but you would actually have to use an ice skill to do it and the only one on there is the generator that you hardly ever use since you dont need to very often with this setup (once every 5 sec for the foc/res isnt enough). Therefore you have a problem because if you let them get close enough to proc the slowdown ability you lose the dps from zeis and if they stay close for to long you lose 20% dmg/dr from the set bonus. Therefore my suggestion is to swap a gem out for taeguk because with how often you spam spender taeguk should pwn. Then swap the caltrops for sentry with polar station rune (will slow enemies when they get close and if you use the iceblink it should slow them when they get hit because its a cold skill plus it uses hatred instead of discipline which will keep your damage from your set bonus higher). You could also switch your companion to the spider but thats not recommended since spider doesnt attack often enough. If you do decide to remove iceblink you can replace your generator with a generator with a fire rune that gives 6 hatred instead of its normal amount (saw 3 in there) that way your fire% damage is also buffing the generator you use.