2.4.3 Support DH

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  • Entangling Shot Chain Gang
  • Multishot Wind Chill
  • Marked for Death Valley of Death
  • Vault Tumble
  • Companion Wolf Companion
  • Sentry Guardian Turret
  • Custom Engineering
  • Numbing Traps
  • Perfectionist
  • Tactical Advantage


More Details
  • Legendary Gems

    • Iceblink
    • Gem of Efficacious Toxin
    • Esoteric Alteration

Kanai's Cube

  • Odyssey's End
  • Strongarm Bracers
  • Ring of Royal Grandeur

The extra passive can be Blood Vengence, Awareness, Hot Pursuit, they are probably the most useful extra passive as a support.

Paragon Priorities


Movement Speed
Maximum Resource
Primary Stat


Cooldown Reduction
Attack Speed
Critical Hit Chance
Critical Hit Damage


Resist All
Life Regeneration


Resource Cost Reduction
Life on Hit
Gold Find
Area Damage

Don't want any Area Damage to reduce server lag.

Build Guide

Group Damage Buffs:

  • MFD - 15% extra damage taken by mobs in the area of effect (additive)
  • MS:Wind Chill - 8% extra crit chance
  • Entangling shot with Odessey's End - 25% additive damage
  • Strongarm Bracers - 30% additive damage (not sure how effective it is with the new CC cap)
  • Wolf Companion - 15% multiplicative damage

Group Toughness/Monster Debuffs:

  • Guardian Turrets - 25% damage reduction for allies inside
  • Numbing traps - 25% less damage from monsters hit by sentries/caltrops/spike trap (Entangling Shot actually also works with Numbing Traps)


  • Shoot mobs with Entangling Shot and try to keep the chains on as many as possible, especially elites
  • Fire Multishot as much as is needed to reset the CD of Wolf companion to keep 100% uptime on the buff (this is where CDR and RCR rolls help a lot)
  • Drop MFD under the main group of mobs
  • Vault through the main group of mobs approximately every 5 seconds to proc your Strongarms and keep your Elusive buff up
  • Drop your Guardian turrets where your DPS's are standing, can always ask where they want it beforehand, often its useful to drop a turret on an Oculus circle as the DPS characters generally try and stand there for the damage buff


  • Run Grenades with Boyarskys to taunt mobs, better for doing long range pulling if there is no zBarb
  • Run Bolas:Freezing Strike with Leonine bow of Hashir cubed for grouping and proccing Strongarms - if there is no monk for grouping this can be useful. If you run this drop Danetta's Revenge for Rucksack as the Bola pulls will proc Strongarms
  • Can drop Strongarm bracers for Wraps of Clarity if you need more toughness, or drop Nemesis for Strongarms + Wraps if another support is running Nems
  • If another support is running iceblink you can switch iceblink out for a gogok


  • The Strongarms buff will not have much uptime in 4 player groups due to the zbarb/zmonk/zwiz getting mobs to the cc resistance threshold very quickly. This is more useful for 2 player groups with a wizard for example. There isn't too much else to run in this slot other than toughness items in an already tanky build, so the odd strongarm proc is decent.