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
The biggest difference in gearing in 2.2 is the fact that we will now run with Full M6 and Focus + Restraint. After doing a substantial ammount of Grifts, including my current 51 clear with a pretty trash rift, it's crystal clear; F+R is here to stay and long are the days of RoRG/SoJ. I personally feel this limits item diversity a little, and could be fixed with making M6 into a 5 set, but that would be way too powerful in the current state of the game.
Step-By-Step gearing/stats:
SOLO:
Marauder's Visage: Dex/Crit/Socket/CA Damage.
Marauder's Chest: Dex/Vit/SentryDmg/3 Sockets. All Resist isnt a bad substitute for Vitality.
Marauder's Spines: Dex/RCR/Area Dmg/SentryDmg. This setup is now optimal for both group AND solo play.
Belt: Any Dex/Vit/%Life/Resi belt will do until you find WH. Ideally you'd want a BT belt to pair with the neck for the 3 piece until you get a good alternative neck and WH. For the rolls on the Witching Hour, Dex/Vit/AS/CHD.
Bracers: Reaper's Wraps. With the loss of RCR from Pride's Fall, these bracers have become nearly a must, as you rely on globes and your generator alot more now to keep up Taeguk stacks up.
Marauder's Legs: Dex/Vit/AR/2 Sockets. Armor is a decent substitute for AR.
Marauder's Boots: Dex/Vit/MoveSpeed/CA Damage. All Resist isnt bad over movespeed but it's mostly not needed.
Weapon: With craftable items being able to roll as Ancient and 2HXbows making their return, the Arcane Barb is now BIS. While it has everything else the other crossbows have, it's way more acessible since you can just brute force a decent roll. RCR is the absolute best affix to get apart from %Dmg and DEx. Most likely you'l end up with a vita roll tho, so deal with it. If you get an ancient Etrayu, run with a cold build, as it makes both builds comparable in output (More math about this at wudijo's post). An Ancient Kridershot does just as fine aswell.
Bombadier's Rucksack: Dex/Vit/Crit/AS/CA Dmg/Discipline. Disc being the key factor here. You can ditch Vit for RCR/CDR/EliteDmg for higher GRifts.
Amulet: This is where things get messy. Hellfire Amulet is by far the best amulet right now. Reason being, you need Nightstalker to facilitate keeping Taeguk stacks up (And increasing your dps by reducing the number of generators you need to shoot), but you cant drop Custom Engineering / Awareness / Ballistics. Cull the Weak was the only feasible option to remove, and it's really really powerful (Flat 20% damage multiplier). Nothing else comes close to HFA at the moment, so get grinding. If you dont have one, any Dex/CC/CHD/Socket amulet will suffice.
Rings: Focus + Restraint. The changes to this set made it insanely overpowered (2 separate 50% multiplicative buffs, for a total of 125% extra damage (1 x 1,5 x 1,5)) and nothing comes close to them. While Convention of Elements might SEEM strong, at it's element it can peak higher than F+R, but the downtime on the buff means overall it does less consistent damage. You want Dex/Crit/CHD/Socket on both rings, which can be tricky to get.
Gloves: Marauder Gloves. Dex/Crit/CHD/RCR.
SPEEDRIFTING:
M6:
While not being optimal for Speedrifting anymore due to being overshadowed by Natalya's, M6 can still hold it's ground. Itemization remains the same, simply switch your bracers for Fire, and your build to http://us.battle.net/d3/en/calculator/demon-hunter#UdPkVS!bZUi!YbcaZc. Passives will depend on what you have on your HFA, but genereally you want Blood Vengeance / TA / Awareness / CE / Either Nightstalker or Cull the Weak.
Natalya's:
Oh boy. The new king of Speedrifting. Be it T6, 35-38's or even 45+ (Double Nata's / Monk / Barb can clear 45+ in sub 2 minutes), Natalya's is here to not only introduce another playstyle, but to keep the DH in it's topdog place for speedfarming. Our great sensei Wudijo has written a guide on this build, so rather than just writing another wall of text, ill leave you with his. (http://www.diablofans.com/builds/53651-2-2-natalya-strafe-speedfarm).
That build is perfect for T6 speedfarming. For 35-38's and 45+, there's a few things to change. Vengeance becomes Evasive Fire - Focus, RoV goes from Shade to Flying Strike, you run Focus + Restraint and 6P Natalya's. Getting as much CDR as possible to have as low CD possible on RoV, thus dispatching of elites quickly with Crashing Rain's ridiculous burst and the 2 buffs from F+R.
High GRifting:
M6:
The good old M6 can still hold it's own when it comes to high GRifting, despiste once again, being overshadowed by Unhallowed Essence + Kridershot + Meticulous Bolts.
Gearing is simply full M6, F+R, and a fire build akin to http://us.battle.net/d3/en/calculator/demon-hunter#UdPkjS!XcUi!Ybcaac. You can replace MFD for Punishment if your group isnt healthglobe savy, and you should have Blood Vengeance in the mix of passives (Either on HFA or baseline depending on your amulet's passive). Cluster Bombs is also an option but alot harder to use. Dont forget to keep your F+R buffs up through the use of generators, and you're set. This build is VERY VERY resource consuming, so a laws of hope crusader or solanium WD is highly recommended.
Unhallowed Essence:
Our new toy in 2.2 has already started to show it's potential when paired with Kridershot and Meticulous Bolts, scoring an impressive #1 56 solo clear, and taking the #1 place in the 2, 3 and 4 player leaderboards on EU. The build used is http://www.diablofans.com/builds/53767-gr-50-ue-lightning-blue-balls-demon-hunter-build-2, as described quite accurately by Philosophios.
Some key points to this build:
You require a kridershot with discipline, preferably ancient and with either Attack Speed, Damage vs Elites or CDR/Area Damage.
You require a meticulous bolts with discipline, preferably with Dex/AS/Crit/Elemental Arrow Damage and either Dmg vs Elites/CDR or Area Damage. Key note on this quiver is that you also want the MINIMUM ammount of BL speed possible, which is 30%. There is a big difference going from 30% to 40% regarding the number of times BL will hit an enemy, and VocaloidNyan has already shared this information on this topic: http://us.battle.net/d3/en/forum/topic/14610620934.
Full UE set with Focus + Restraint. Elemental Arrow damage on both Head and Boots. Probably Trifecta UE gloves as there is no need for RCR. Maximum Discipline on chest. Lacuni's/Steady Strikers with Lightning/Dex/AttackSpeed/Crit. WH over Thunder God's Vigor, definitively.
Build would look something like this for group: http://us.battle.net/d3/en/calculator/demon-hunter#RdQVYS!cRSi!abaacc . Replace Bait the Trap with MFD according to your other DH. Mix of 5 passives with HFA would be Awareness/Cull the Weak/Single Out/Ambush/Steady Aim. For solo, http://us.battle.net/d3/en/calculator/demon-hunter#RdQVkj!cRSi!abcaYa is the build to use.
Legendary Gems: Bane of the Trapped / Zei's /Taeguk for M6 (Can go Bane of the Powerful for Speedrifts), Bane of the Trapped / Taeguk / Powerful for Natalya's Speedfarm, Trapped / Zei's / Powerful for UE Slowball.
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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Armor
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Life
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Life Regeneration
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Utility
Resource Cost Reduction
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Area Damage
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Life on Hit
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Gold Find
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Paragon Points:
CORE: 15% Movespeed (Or whatever you need to cap at 25%) > Dex. If in trials, go for all out Dex. In group play you should have MS on boots to get more dex here. Offense: CHD > CC > CDR > AS Defense: All Resist > Armor > %Life > LifeRegen Adventuring: Resource Cost Reduction > Area Damage > Life on Hit > Gold Find
Build Guide
Ahoy all, Bleed here.
Decided to finally update the guide for 2.2 after some testing both yesterday and today. It'l be alot shorter than before as M6 has turned a bit more simple, but ill go over Solo / Group and T6/Speedrifting. DH's now have 3 different playstyles, all of them viable and suited for specific content. Im going to take a step back and rather than writing a whole new guide on Natalya's and SlowBall, ill just leave you with Wudijo's previously written and detailed guides for both those speccs. All of the info on those guides is Wudijo's and he takes full credit for it.
This build is a physical M6 build, which is the highest dps solo build for M6. If you'd like to know the deep math behind this, you can check (http://www.diablofans.com/forums/diablo-iii-class-forums/demon-hunter-the-dreadlands/105714-physical-cluster-the-ultimate-solo-dh-build-math#c14), where our sensei Wudijo replaces his ordinary bedsheets and sleeping hours with Excel sheets and theorycrafting. All the info in his guide is fully credited to him. A small reminder, Kridershot/Meticulous Bolts with UE is stronger than this for both solo and group play but it requires very specific items and it's alot harder to gear for. I managed to clear 54 with UE with unoptimized kit and there's 2 57 clears on the EU leaderboard, showcasing the true potential of this new set compared to our old M6 overlord.
Armory: http://eu.battle.net/d3/en/profile/bleed-1789/hero/149095
Follower: For solo play, you should be using the Templar. Reason being his massive heals, CC, bodyblock potential, but most importantly, his insane DPS compared to all other followers. Pretty much what was said in this post:
"Templar. He pushes out more dps than enchantress with Thunderfury with STR and RedGem, Moonlight Ward with Str/Asp/Crit/Socket, Unity with STR/Crit/Elitedmg/Socket, Bul'kathos Wedding Band with Str/Crit/Attack Speed/Socket, Defender of Westmarch with STR/Crit/Socket/%Block, and the templar relic with 100% CHD and STR/Block%.
Maxing STR and not going over 150% CHD (50% Base + 100% from Relic or any other combo, since followers are capped at 150% CHD) with a Thunderfury and Defender of Westmarch turns this guy into an absolute dps beast. Heal/Intimidate/Charge/Inspire, he proccs BoTT, bodyblocks enemies along with your pets, tanks electrified hits, gives you hatred/sec ,etc.
This video showcases it pretty well, even tho he doesnt have perfect gear: https://www.youtube.com/watch?v=zt_duCaVBiA "
MY THOUGHTS ON 2.2:
I honestly think this patch is amazing. There's alot more balance between classes, we finally have a higher Bloodshard cap, and for some reason rifts feel a bit more dense to me. Im quite happy that DH's now have 3 powerful builds to choose from (M6 / Nat's / UE), all of them viable at the endgame, with certain limitations ofc. I most likely wont be playing season 3, but once it ends, i definitively want to give UE MS with DML a try. Overall a very good patch, lets hope they keep going in the right way with future ones.
Any questions or suggestions you might have, feel free to leave it in the comments.
The reason why i asked was that i geared for a solo Calamity 4.15 breakpoint and i have successfully hit the breakpoint a couple of days back and was thinking how to further increase my dps.
What i did was that i had a 50% TnT with 7% IAS on my calamity.
My other pieces are:
Rorg 7% IAS, SoJ 7% IAS, Bombardier's 20% IAS, Paragon 10% IAS, TnT 7% IAS, Hellcats 7% IAS and Steady Strikers 6% IAS
If i could replace that steady strikers to either a 7% IAS version or get a nice lacuni, i would be set to hit 65% IAS without using my amulet.
Profile: http://us.battle.net/d3/en/profile/Vercingetore-1220/hero/52526254
Would hitting that 65% IAS and using a kridershot with 7% IAS push my dps up to a new level when i group with a WD with BBV up and another DH with a calamity or just using MfD myself? I am really curious on this point as i am thinking this is breaking a new threshold and would be really strong. I could be wrong thats why i am asking if you could help with some numbers and why i might be wrong.
I am a big fan of your fire spec and would go all out to push it once i get that last percent IAS with a good WD and see if the dps can be even higher with a bow instead of a calamity. My spec that i intend to run is MS - Arsenal, EA - immolation arrow (this is a little underwhelming, more tests are needed), CA - LfB, MfD - Grim Reaper, Sentry - Spitfire and Companion - Doesnt matter.
Do let me think what you guys think of this spec/gear/anything comments you guys have.
Thanks!
Do i need to have a kridershot to be using Cull the weak??
I dunno. Is it for Rift Bosses or something?
I've got Fire Dmg/Dex/27 elite dmg SoJ and had to reroll HPS into a socket. Is it ok to use with Cold Sentry build?
Hi! DH noob here. Would it wise to mix 2 pieces with %cold and 1 piece with %fire since you also use fire skills?
Love this build! It's so fun to play with in solo, and lightning is too! I just have a question. When you get Helltrapper, what are some good stats on it? It doesn't say in the build guide.
2: I use healing vapors in Grifts, in 36+ it's the only thing that keeps me alive.
Relying completely on polar station as your only snare is a bad idea. Polar stations dont cover nearly enough of an area. Ctw and bane of trapped become almost wasteful with this build. Maybe if you replaced focus with cold entangling shot, then maybe you will be fine.
Cull the weak and bane of trapped only worked so well before because people could freely cast frost arrows from sentries, therefore every creature on screen was slowed constantly. Without frost arrow being cast all the time, there is no constant snare. The sentry slow is a small radius and is only good for enemies in its radius.
Im sorry but this is not an optimal build unless you have a kridershot and replace focus with frost arrow. You cant rely on sentry alone to snare enough of the enemies on the screen to make ctw and bott worthwhile.
That so many people liked your build makes me believe demon hunters have forgotten how to play their class. Its a nice attempt but its not as great as you think it is.
Wall of text? I gave a pretty straightforward explanation.
Tell me, what will you do when the creatures that are range based dont bother to go near your sentry? What if they teleport or kite? You have 0 snares beside your setry snare. That means cull the weak and bane of trapped are only worthwhile for enemies in your sentries immediate radius, a tiny area.
And then theres the problem of placing the sentries. You are using zeis, which relies on increasing damage based on distance between source of damage and the target. This rule apllies to sentries, but you are placing them on top of mobs so they lose the damage bonus, and this is counterintuitive.
So basically, any creature that isnt in sentry radius will benefit more from zeis but wont be snared so its losing a massive damage boost. Yet those that are snared arent benefitting from zeis.
This isnt garbage im spewing here, this has all been tested. And its a pretty brave assumption to make about most people using it on PTR.
The max damage from this build relies on targets being constantly snared, which they are not because you are relying completely on sentries to do that alone.