Ok admittedly demon hunter was my first class pick. Then after watching some beta footage I was completely underwhelmed and have been trying to decide between other characters. But now that the skill-resource system has been reworked I'm getting into demon hunter again. Ultimately I will have one of every class. Here is my first attempt at a demon hunter PvP build: http://us.battle.net...RUTQ!ecU!aabYZb
Thought process, fairly simple so I'll keep it simple:
-Evasive fire- primary spam skill for hatred generator. Defensive utility for pvp. Runed for greater distance. Optional Obsidan Rune "Backup Plan" for poison damage on flips. (Optional Entangling Shot w/ heavy burden)
-Impale, with Grievous Wounds, Primary hatred spending skill. Alabaster rune has good synergy with sharp shooter, skill more usable with "mark of death, Mortal Enemy"
-Strafe, with Drifting Shadow, low cost high mobility damage skill. Seems to fit on paper for pvp scenarios. Guess this will require testing.
-Shadow Power, with Shadow Glide. This skill is siiiick. Optional Blood Moon. Max Hatred->Mark for death->Impale spam go.
-Companion, with Spider Companion. Snares are kind of useful, or so I heard. Also snare shares synergy with cull of the weak.
-Marked for Death, with Mortal Enemy. Sick skill, sick rune. Optional Death Toll, if it is necessary
These abilities let you stay on the move (and move fast) and still dish out the hurt while on the run. Your permanent (re-summon-able) pet snares things for you while you spend the majority of your discipline speeding up your movement(and attack) speeds and flipping away from harm almost passively. You're extremely deadly at any range. I'm guessing you will be able to keep shadow power+companion+marked for death active all at once for the vast majority of your game play, provided you aren't spending too much discipline on evasive fire. Very burst oriented, somewhat ideal for an on-the-go type of character that once given room to breathe will blow you away quickly.
I think I may actually like your build slightly more. It all comes down to the AI of the pet. When I picked spider companion I was imagining the pet AI from wow, but we're not going to have that are we. Guess this all boils down to another one of those wait and see things. It would be nice to keep shadow power permanently buffed. If I can do that without perfectionist I'd pick up either brooding or archery in its place.
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http://us.battle.net...RUTQ!ecU!aabYZb
Thought process, fairly simple so I'll keep it simple:
-Evasive fire- primary spam skill for hatred generator. Defensive utility for pvp. Runed for greater distance. Optional Obsidan Rune "Backup Plan" for poison damage on flips. (Optional Entangling Shot w/ heavy burden)
-Impale, with Grievous Wounds, Primary hatred spending skill. Alabaster rune has good synergy with sharp shooter, skill more usable with "mark of death, Mortal Enemy"
-Strafe, with Drifting Shadow, low cost high mobility damage skill. Seems to fit on paper for pvp scenarios. Guess this will require testing.
-Shadow Power, with Shadow Glide. This skill is siiiick. Optional Blood Moon. Max Hatred->Mark for death->Impale spam go.
-Companion, with Spider Companion. Snares are kind of useful, or so I heard. Also snare shares synergy with cull of the weak.
-Marked for Death, with Mortal Enemy. Sick skill, sick rune. Optional Death Toll, if it is necessary
These abilities let you stay on the move (and move fast) and still dish out the hurt while on the run. Your permanent (re-summon-able) pet snares things for you while you spend the majority of your discipline speeding up your movement(and attack) speeds and flipping away from harm almost passively. You're extremely deadly at any range. I'm guessing you will be able to keep shadow power+companion+marked for death active all at once for the vast majority of your game play, provided you aren't spending too much discipline on evasive fire. Very burst oriented, somewhat ideal for an on-the-go type of character that once given room to breathe will blow you away quickly.
thoughts?