Multishot - Suppression Fire
AOE
+1 Discipline (supplies Marked for Death / Caltrops)
Caltrops - Bait the Trap
SLOW
+10% Crit
Archery
+10% crit x 2 handbows
Head hunter
+3% crit / sec
Cull the Weak
15% Damage on slowed
Without items the build provides 23% or 33% crit after the first second (depending if 2x crossbows doubles the effect of archery)
Attack seq. pretty much goes like this
1) Caltrop
2) Marked for Death
3) Entangling Shot
4) Elemental arrow // Multishot (unique // mobs)
5) Repeat # 3 & 4 (sprinkling in #2 when needed)
If they HIT the caltrop and
a ) have <50% health - vault into them stun and finish them
b ) have >50% health - vault away drop new caltrop continue step 5
I'd like to fit Hungering Arrow - Devouring Arrow in this build somewhere, but not sure what to take out. Hungering Arrow has highest potential Damage + stacked with high crit
Mark for death is probably a wasted slot outside group play with the exception of maybe mortal enemy.
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
Have they actually ever said anything about DR's on slows and stuns? I have never seen a blue post about it. Some slows only last 1 second, with DR's it would do almost nothing.
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
The idea behind a cit/slow build was what i was thinking too. having a passive extra 10% crit along with building 3% per second can make for a good bit of crits. and obviously you need some slows for later difficulties.
personally, i think ferrets (companion) are more of a low level skill, as in inferno you will need that 'lazy skill' for something that will keep you alive. vault (or) smokescreen i believe will become a NECESSARY skill also for when caltrops doesnt work. hell even in beta enemies walked through caltrops pretty quick. did you try it on scavengers?
also, unless you plan on just laying caltrops out the ass, i dont think the 'discipline replenish' rune in multishot will do you much good, best be used elsewhere. entangling shots rune will be nice for quick regeneration, but when face with multiple enemies, i'd rather have the extra 2 mobs slowed from chain gang, or the increased slow duration to get some distance
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(this build was before D3 launched... looking back on it now - i had no idea what i was doing)
The idea behind a cit/slow build was what i was thinking too. having a passive extra 10% crit along with building 3% per second can make for a good bit of crits. and obviously you need some slows for later difficulties.
personally, i think ferrets (companion) are more of a low level skill, as in inferno you will need that 'lazy skill' for something that will keep you alive. vault (or) smokescreen i believe will become a NECESSARY skill also for when caltrops doesnt work. hell even in beta enemies walked through caltrops pretty quick. did you try it on scavengers?
also, unless you plan on just laying caltrops out the ass, i dont think the 'discipline replenish' rune in multishot will do you much good, best be used elsewhere. entangling shots rune will be nice for quick regeneration, but when face with multiple enemies, i'd rather have the extra 2 mobs slowed from chain gang, or the increased slow duration to get some distance
Ferret is for farming
Vault is for game progression.
The discipline replenish on multishot is not only for caltrops, but also the vault. I suppose while building the skillset I was thinking cow level. One multishot with repleneish will instantly keep discipline at full. which you can use to vault away a few times and reset up a few caltrops along the way.
And I do kind of plan on always having caltrops down, as that is an extra 10% crit.
The idea behind a cit/slow build was what i was thinking too. having a passive extra 10% crit along with building 3% per second can make for a good bit of crits. and obviously you need some slows for later difficulties.
personally, i think ferrets (companion) are more of a low level skill, as in inferno you will need that 'lazy skill' for something that will keep you alive. vault (or) smokescreen i believe will become a NECESSARY skill also for when caltrops doesnt work. hell even in beta enemies walked through caltrops pretty quick. did you try it on scavengers?
also, unless you plan on just laying caltrops out the ass, i dont think the 'discipline replenish' rune in multishot will do you much good, best be used elsewhere. entangling shots rune will be nice for quick regeneration, but when face with multiple enemies, i'd rather have the extra 2 mobs slowed from chain gang, or the increased slow duration to get some distance
Ferret is for farming
Vault is for game progression.
The discipline replenish on multishot is not only for caltrops, but also the vault. I suppose while building the skillset I was thinking cow level. One multishot with repleneish will instantly keep discipline at full. which you can use to vault away a few times and reset up a few caltrops along the way.
And I do kind of plan on always having caltrops down, as that is an extra 10% crit.
you.... didnt pick up vault in your build
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(this build was before D3 launched... looking back on it now - i had no idea what i was doing)
Entangling Shot - Justice Served
SLOW
+6 Hate
Elemental Arrow - Lightning Bolts
STUN (on crit)
Marked For Death - Contagion
+DPS
Companion - Feret (FARM) /// Vault - Rattling Roll
Escape
Stun
Multishot - Suppression Fire
AOE
+1 Discipline (supplies Marked for Death / Caltrops)
Caltrops - Bait the Trap
SLOW
+10% Crit
Archery
+10% crit x 2 handbows
Head hunter
+3% crit / sec
Cull the Weak
15% Damage on slowed
Without items the build provides 23% or 33% crit after the first second (depending if 2x crossbows doubles the effect of archery)
Attack seq. pretty much goes like this
1) Caltrop
2) Marked for Death
3) Entangling Shot
4) Elemental arrow // Multishot (unique // mobs)
5) Repeat # 3 & 4 (sprinkling in #2 when needed)
If they HIT the caltrop and
a ) have <50% health - vault into them stun and finish them
b ) have >50% health - vault away drop new caltrop continue step 5
I'd like to fit Hungering Arrow - Devouring Arrow in this build somewhere, but not sure what to take out. Hungering Arrow has highest potential Damage + stacked with high crit
Epicurus
100 dps weapon
165 dps Multishot
330 dps Multishot CRIT
190 dps Multishot Mark of Death
380 dps Multishot Mark of Death CRIT
(Assuming crit is 200%)
I would disagree... the chain reaction of 12% increase dps spreading upon death with the Demonhunters AOEs would actually combo pretty well...
Epicurus
personally, i think ferrets (companion) are more of a low level skill, as in inferno you will need that 'lazy skill' for something that will keep you alive. vault (or) smokescreen i believe will become a NECESSARY skill also for when caltrops doesnt work. hell even in beta enemies walked through caltrops pretty quick. did you try it on scavengers?
also, unless you plan on just laying caltrops out the ass, i dont think the 'discipline replenish' rune in multishot will do you much good, best be used elsewhere. entangling shots rune will be nice for quick regeneration, but when face with multiple enemies, i'd rather have the extra 2 mobs slowed from chain gang, or the increased slow duration to get some distance
Ferret is for farming
Vault is for game progression.
The discipline replenish on multishot is not only for caltrops, but also the vault. I suppose while building the skillset I was thinking cow level. One multishot with repleneish will instantly keep discipline at full. which you can use to vault away a few times and reset up a few caltrops along the way.
And I do kind of plan on always having caltrops down, as that is an extra 10% crit.
you.... didnt pick up vault in your build
Yup I did