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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Dawn
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Visage of Gunes
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Convention of Elements
These gems are irreplacable if you're interested in pushing.
Weapon Power in the Cube is Dawn for reduced cooldown on your vengeance.
You want to have at minimum 37.5% CDR to sustain a permanent Vengeance.
Paragon Priorities
Core
Primary Stat
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Movement Speed
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Vitality
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Maximum Resource
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Offense
Critical Hit Chance
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Critical Hit Damage
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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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Everyone's initial goal is to be paragon 800. Then you fill it all out.
Anyway, you want to have 25% movement speed, that means if you have 10% from boots you add 15% to get a total of 25%
If you have 12% movement speed on boots you wanna have 13% in paragon points, the rest is all spent in Dexterity.
Crit and Crit Hit Dmg, try to balance it in the beginning. For example, 40% crit should be combined with 400% crit hit dmg.
Then you wanna fill out CDR, and have 8% CDR on quiver, gloves and shoulders preferably, with about 8.6% CDR from paragon points. !
Build Guide
The purpose of this build is to do damage.
Your HELLFIRE NECK is supposed to have Steady Aim as a passive, or you could go for Awareness. But I prefer Steady Aim.
Meaning you play the Demon Hunter without a life-saver, making it a lot harder to play, but with a good GRift you'll be rewarded.
This is what I call the Stutter Shooter, aka you fire, move, fire, move, fire, move, fire move.
Your goal is to practice until you learn to avoid each and every spell/arrow/fireball that comes at you.
You need to learn how much damage you can take, meaning you won't be afraid of getting oneshotted by Thunderstorm, Frozen,
Arcanes and what not.
Also very important for you to learn your exact rang on your Multishot, so whilst your templar is engaged, you can max range and
fire without the mobs throwing their actual abilities at you. Practice provides perfection!
Questions? Let me know, or tune in @ twitch.tv/puvvve
What gems should be on head/chest/legs?
Diamonds always for high GR push, unless speedrunning, then you can use emeralds. Still use diamond on head for cooldown, and probably only put 2-3/5 slots with emeralds, still use 2 or 3 diamonds, unless speedrunning decently low GR.
I'm curious with patch 2.6.1 and wraps of clarity being buffed to 50% damage reduction, which with the UE 4 piece bonus and dark heart should put us at 90% damage reduction, if we keep the 4 piece bonus up and wraps of clarity bonus up would this build be able to be tanky or at the least not super squishy? Like at 90% damage reduction you should be able to take a few hits, right? Great build guide though.
Trying to decide between Manning/pushing either a UE ms dh or hota barb for season 12. Dh is a a ton more fun to play but hota barb has the advantage of being almost non killable.