If you've come looking for build discussion, you've come to the right place. Please keep things on topic, and we should see a lot of interesting and exciting builds! Don't forget that you may want to include an explanation of why you chose specific skills/passives!
Here's the 4 man build I would like to run, including Monk, DH, DH, Wizard:
-- Monk: http://us.battle.net/d3/en/calculator/monk#gebRXQ!ZWf!bacZbb
Purpose is to be the "tank" and provide effects (such as snare and mantras) to buff other players in the group. I may drop Mantra of Healing in order to pick up Sweeping Wind (crimson rune) for boss fights.
-- Wizard: http://us.battle.net/d3/en/calculator/wizard#UkSiOd!Zbf!ZYZaZb
Temporal Flux subject to change (purpose of it is to snare enemies to increase DH damage). Rotation is spam Disintegrate/Arcane Torrent until you are out of AP, then spam Electrocute 8x and repeat.
-- Demon Hunter: http://us.battle.net/d3/en/calculator/demon-hunter#fQbZSk!UWc!aaZYZZ
2h xbow build - idea is to keep targets snared. Hungering arrow for groups of mobs. Should be able to spam Rapid Fire non-stop on bosses throwing in an Impale when Sharpshooter buff builds high enough.
Each of these builds would of course change given the setup (i.e. solo, duo, etc) as they are very dependent on each other. So, what do you think? What are yours?
Edit: Links now working. Hopefully~
Rollback Post to RevisionRollBack
Playing a Wizard. Looking for Demon Hunters to play with.
Love the dicipline builds. Dicipline seems more catered towards patient players. Put in multishot to make sure i had some hatred to use while waiting for dicipline plus spike trap as a good tactic. companion will surely help and mark of death will no doubt make my life easier. Plus sentry looks like the bomb and vault is a must.
HA/indigo = primary aoe-trash skill. Dunno bout how to able 100% pierce, but i think it will be like LF in d2.
Impale/alabaster = primary single-target skill.
RoV/indigo = long cd, but 0 hatred to use. Situational dmg-ability.
Vault/golde = personal teleport/escape skill.
SS/obsidian = hatred-regen skill and 2nd escape skill.
MfD/golden = hatred-regen + 20% dmg skill vs bosses.\
Sharpshooter = Impale/alabaster deals great crit damage - well we need it.
Steady Aim + Archery = just 20% dmg.
HA/indigo = primary aoe-trash skill. Dunno bout how to able 100% pierce, but i think it will be like LF in d2.
Impale/alabaster = primary single-target skill.
RoV/indigo = long cd, but 0 hatred to use. Situational dmg-ability.
Vault/golde = personal teleport/escape skill.
SS/obsidian = hatred-regen skill and 2nd escape skill.
MfD/golden = hatred-regen + 20% dmg skill vs bosses.\
Sharpshooter = Impale/alabaster deals great crit damage - well we need it.
Steady Aim + Archery = just 20% dmg.
Just a quick reminder on the Impale/Alabaster: while 500% dmg on crit looks nice it really is not that much.
Assuming a basic crit chance of 10% (being generous here) you will see an average dmg up of 50% (over the entire run).
Now if you were to take Obsidian, every shot would do 275% more dmg.
To top that you would need a crit chance of over 50% which I think will be unattainable.
Well Impale/alab average shot with 50% crit = [220% * 0.5] + [220% * 6 (equal 600%/100%, 100% initial crit + 500% rune bonus) * 0.5] = 770% dmg, if i calculated right.
And what DH ability can do more single/boss target dmg than Impale? I about pleasure will use it instead of Impale.
Lets talk about Strafe/alab:
Strafe/alabaster average dps with 50% crit = [3 * 60% * 0.5] + [3 * 520% (equal 60% * 2 initial crit + 400% rune bonus) * 0.5] = 870% per second. But how many time I can shoot Impale per second? If 1 time than Strafe better. If 2 - crown to Impale
I came up with 3 different build, so I thought I'll share it with you guys. Just as a note: I use Vault in every build, for obvious reasons. http://us.battle.net/d3/en/calculator/demon-hunter#TdiQjk!adg!bbccYZ
This first one is heavily based around rockets. 3 skill to shoot rockets like a man, 2 to supply them with hatred. http://us.battle.net/d3/en/calculator/demon-hunter#cadfWj!acf!ZZbZab
It's a mix of 2 mechanics AoE slow combined with AoE damage, mostly from generates. You might want to take Entagling shoot and Steady aim into consideration. http://us.battle.net/d3/en/calculator/demon-hunter#QdSTVW!XWU!aaaaaa
It started as a fun build (6 Alabaster rune lol), but I think it's a quite decent build for dual-x bows. The build combines skills, that favour high attack speed, with skills, that do fix amount of damage. Autoattack-heavy build.
Assuming a basic crit chance of 10% (being generous here) you will see an average dmg up of 50% (over the entire run).
Now if you were to take Obsidian, every shot would do 275% more dmg.
To top that you would need a crit chance of over 50% which I think will be unattainable.
I think high values of crit chance will definitely be obtainable.
A barb with no stat items can have something like 60% crit from abilities, passives, and buffs on runes for revenge and overpower.
Add Precision stacking on your items/from gems and I would bet several builds can have 100% crit chance (at least temporarily).
+1 for the effort.
BTw I love it, when in Rganarok Online (huh this old game again) you take months just to make a build, that can actually achieve around 97,5% Crit. Thats really something I can tell you
There is no passive Crit bonus other than sharpshooter which isn't much for the DH.
The only Crit-buff you can get is from Caltrops when runed with Alabaster.
I think the weapon-based one gives like 5% crit chance? when wielding pistol xbows? probably not the best weapons for an impale build, but yay for technicalities.
I'm also holding out hope for a DH passive review cause i find most of them very lackluster, and i really, really, really want to have better choices.
I think you've included it in your math, but you took in to account that the alabaster rune deals an ADDITIONAL 500% WD, not "sets" the crit damage to 500%.
Also, I wonder how this crit damage increase combines with the damage increase from 2h xbow crits. (multiplicitave, additive?)
Strafe build I came up with. Multishot to generate Discipline, Preperation to regenerate Hatred, And shadow power to combat slowed movement speed. Is it just me or is Strafe ridiculously overpowered with an indigo rune? I could be reading it wrong, but "increase arrows fired to 10 additional arrows per second" sounds like it will be 10 + 3 = 13 arrows fired per second at 60% weapon damage.
Rollback Post to RevisionRollBack
My place really was here. I was too foolish and stubborn to notice. But, what I truly hoped for then was here. Why do I always realize it When I've already lost it.
That's assuming my math is right. The reason I'm staying away from Strafe atm is because I am not sure whether all shots will hit. The skill states that it shoots arrows at random nearby enemies. In the animation the DH spins while firing. My concern is, will all these arrows hit enemies, or will some miss due to the random firing while spinning? I suppose if there were only one enemy around you, and all shots were enemy-seeking, this would be pretty good. But who can be sure, at this point?
Rollback Post to RevisionRollBack
Playing a Wizard. Looking for Demon Hunters to play with.
That's assuming my math is right. The reason I'm staying away from Strafe atm is because I am not sure whether all shots will hit. The skill states that it shoots arrows at random nearby enemies. In the animation the DH spins while firing. My concern is, will all these arrows hit enemies, or will some miss due to the random firing while spinning? I suppose if there were only one enemy around you, and all shots were enemy-seeking, this would be pretty good. But who can be sure, at this point?
More than 5 seconds.
You have 100 hatred and gain 10 hatred a second.
Assuming you are using strafe or rapid fire at max hatred here is the math.
20 hatred spent a second so there is your 5 seconds but you didnt factor in the hatred you regenerated in those 5 seconds.
You gained 50 hatred in those 5 seconds so now you can fire off another 2 seconds with 10 hatred to spare. so 7 seconds.
In those 2 seconds you gained another 20 hatred plus the 10 you didnt use so you are at 30. so thats 8 seconds now.
After using your last 20 for the second you gained 10 hatred plus the 10 hatred spared thats another second. so now you are at a total of 9 seconds with 10 hatred to spare.
Start with SP, pop MfD on boss/big mob, throw the 9 second ES on the boss/bm then Strafe the night away. Impale to get the boss/bm/anything stunned and away, plus Vault as needed (with continued firing, cause why ever stop?).
MfD hatred regen is really powerful when you can basically guarantee a proc every second.
With Indigo strafe even only firing 10 shots per second, the chance of NOT getting a hatred proc from MfD is a little over 1% per second. So I'm going to say you'll always be proccing it on CD. If it's actually 13 shots per volley, the chances of not getting a proc each second are about 1/3 of 1%. So I'm going to call it 35 HPS (Hatred per second).
From a screenshot base hatred regen is 10 HPS.
Strafe HPS is -20.
So even with constant strafe usage, you'll be gaining 25 HPS. I wonder if you'll be able to use other skills while using Strafe. As in, while you're firing your strafe volley if you can throw an Impale on top.
Perfectionist to allow you to maximize uptime of SP (not sure this will even be needed) and to have disc for vault as necessary, Cull the Weak for obvious synergies, Archery cause why not?
The Dark Rocketeer (name is half the battle right?)
The goal of this build is to keep up Shadow Power continuously for long periods of time using synergy to manage Hate/Disc regeneration. The primary damage dealing skills will involve rockets.
-Shadow Power + Indigo (crimson if hatred is an issue, golden if disc): This ability is the core of the build. Double attack speed and survivability through speed...but to keep it up all the time we need....
-Multishot + Alabaster: Generates 1 discipline for every target hit (max 9/volley). This is the battery that feeds all of our discipline related skills. Not to mention a decent AoE even at base levels. But it's 30 hatred, so to keep the cycle going we need....
-Preparation + Crimson: Removes the cooldown and restores all hatred at the cost of discipline.
-Cluster Arrow + Indigo: Rockets, lots of em. This is the primary damage.
-Strafe + Obsidian: Once again, rockets. This is the primary single target damage skill. The reason I like this over impale is the movement speed because this build lacks slowing abilities (assuming here that shadow power increases speed on this skill, if not then rapid fire, hungering, or impale).
-Smoke Screen + Obsidian: Escape from scary situations, but also synergy with the build by regening hatred. I'm torn on this one between just a standard vault, evasive fire, or even relying completely on strafe and shadow power for escaping.
-Perfectionist: Joins in the synergy of regen/reduction of cost for our shadow power/Preparation.
-Ballistics: Primary damage booster
-Grenadier: Reduces cost of primary damage skill. (could trade for archery if hatred cost doesn't seem to be an issue, i like this much more than fundamentals in this build because it saves the same 15 hatred, but on an skill you WANT to use)
A little math for a 10 second cycle (shadow power duration):
Shadow Power + Preparation will cost 31 disc. Assuming a large group, that means we need to fire Multishot 3 times to return all the discipline spent (including regen). Shadow power returns 70hatred, 3 multishots costs 90 hatred, regen rate returns 125 hatred (12.5h/s). That puts our total balance of resources at approximately 0 discipline and approximately +35 hatred over 10 seconds. That means you have your full hatred pool +35 to burn in the remaining time after you shoot your multishots (which will be fast given the 50% speed bonus).
If this works as planned, the basic plan will be as follows:
-Hit Shadow Power
-Multi x 3
-Cluster spam as much as possible
-Strafe backwards away from mobs
-Hit Preparation
-Repeat
The largest weakness of this build is killing low numbers of mobs because the discipline regen will not be high enough. It may not be optimal for running the entire game solo, but if (like in d2) we can find the leveling areas with high mob count or have a tank, this build will farm like crazy.
Cluster Arrow(Indigo): 120% small AoE + 3960% rockets
Entangling Shot(Crimson): slow + 20% damage boost via Cull the Weak
Hungering Arrow(Golden): 2800% average weapon damage over time.
Shadow Power(Golden): damage boost
Marked for Death (Indigo): More damage boost
Evasive Fire(Golden): Defensive, very cheap.
Ok so Cluster Arrow is for groups, Hungering for single targets. If all the rockets can actually hit a single target, I'll drop Hungering Arrow for either Spike Trap(Golden), Rain of Vengeance (Crimson), or Companion since Cluster Arrow + Rockets does way more damage. In fact, Cluster Arrow + Rockets and Hungering Arrow(Golden) seem to do way way WAY more damage than any of their other runestone combinations, or most any other attack skill at all for that matter. Even AoE skills like Bola Shot (Crimson) would have to hit 30 targets to match Hungering Arrow, or 44 targets to match Cluster Arrow. I'm thinking they might be just a tad bit overpowered with the current damage numbers.
For Entangling Shot I got Crimson Runestone (9 sec duration) rather than Indigo (9 targets hit) because Indigo doesn't give any advantage against single targets, but Crimson still works against mobs.
Shadow Power I could go for the hatred regen, but I suspect I'll have enough from gear to not need it. I could also go for healing, but I'd be getting pretty low on discipline. As it is I'm using 1.5 discipline/sec to keep Marked for Death and Shadow Power up permanently.
I could drop Evasive Fire for Vault, but I'd need more discipline regen. I also don't see why anyone would bother with Vault(Indigo) over Golden. Golden gives you the same 70 yards for only 2 discipline more, and gives you a huge amount of additional flexibility since you can choose to vault a 3rd time, or you can vault in several different directions to get around corners.
Vault indigo and evasive fire alabaster also share the same name , Tumble. I guess they got dry on names at some point.
Still I don't know how deep the discipline pool is and how slow it regens so I can't really tweak it.
Base max discipline is 30, but it can be increased with items. It regens at 1/s. Base max Hatred is 100 and regens at 10/s. You can increase the regen rate with items.
If you've come looking for build discussion, you've come to the right place. Please keep things on topic, and we should see a lot of interesting and exciting builds! Don't forget that you may want to include an explanation of why you chose specific skills/passives!
Here's the 4 man build I would like to run, including Monk, DH, DH, Wizard:
-- Monk: http://us.battle.net/d3/en/calculator/monk#gebRXQ!ZWf!bacZbb
Purpose is to be the "tank" and provide effects (such as snare and mantras) to buff other players in the group. I may drop Mantra of Healing in order to pick up Sweeping Wind (crimson rune) for boss fights.
-- Wizard: http://us.battle.net/d3/en/calculator/wizard#UkSiOd!Zbf!ZYZaZb
Temporal Flux subject to change (purpose of it is to snare enemies to increase DH damage). Rotation is spam Disintegrate/Arcane Torrent until you are out of AP, then spam Electrocute 8x and repeat.
-- Demon Hunter: http://us.battle.net/d3/en/calculator/demon-hunter#fQbZSk!UWc!aaZYZZ
2h xbow build - idea is to keep targets snared. Hungering arrow for groups of mobs. Should be able to spam Rapid Fire non-stop on bosses throwing in an Impale when Sharpshooter buff builds high enough.
Each of these builds would of course change given the setup (i.e. solo, duo, etc) as they are very dependent on each other. So, what do you think? What are yours?
Edit: Links now working. Hopefully~
You have no AoE damage?
Mine: http://us.battle.net/d3/en/calculator/demon-hunter#bfiTde!Wgc!YccbbY
Love the dicipline builds. Dicipline seems more catered towards patient players. Put in multishot to make sure i had some hatred to use while waiting for dicipline plus spike trap as a good tactic. companion will surely help and mark of death will no doubt make my life easier. Plus sentry looks like the bomb and vault is a must.
here's my hatred PvP build, no doubt hatred is better for pvp it's more constant and will deal more damage due to more attacks. http://us.battle.net/d3/en/calculator/demon-hunter#cbjlhQ!cWX!bcaZba
It looks bad in the streams because it seems like no streamers know how to use it.
I've only seen streamers spam it on a single target multiple times without waiting for it to detonate. This is not good use of the skill.
HA/indigo = primary aoe-trash skill. Dunno bout how to able 100% pierce, but i think it will be like LF in d2.
Impale/alabaster = primary single-target skill.
RoV/indigo = long cd, but 0 hatred to use. Situational dmg-ability.
Vault/golde = personal teleport/escape skill.
SS/obsidian = hatred-regen skill and 2nd escape skill.
MfD/golden = hatred-regen + 20% dmg skill vs bosses.\
Sharpshooter = Impale/alabaster deals great crit damage - well we need it.
Steady Aim + Archery = just 20% dmg.
Softcore Inferno 4/4 [05/06/12]
Well Impale/alab average shot with 50% crit = [220% * 0.5] + [220% * 6 (equal 600%/100%, 100% initial crit + 500% rune bonus) * 0.5] = 770% dmg, if i calculated right.
And what DH ability can do more single/boss target dmg than Impale? I about pleasure will use it instead of Impale.
Lets talk about Strafe/alab:
Strafe/alabaster average dps with 50% crit = [3 * 60% * 0.5] + [3 * 520% (equal 60% * 2 initial crit + 400% rune bonus) * 0.5] = 870% per second. But how many time I can shoot Impale per second? If 1 time than Strafe better. If 2 - crown to Impale
Softcore Inferno 4/4 [05/06/12]
http://us.battle.net/d3/en/calculator/demon-hunter#TdiQjk!adg!bbccYZ
This first one is heavily based around rockets. 3 skill to shoot rockets like a man, 2 to supply them with hatred.
http://us.battle.net/d3/en/calculator/demon-hunter#cadfWj!acf!ZZbZab
It's a mix of 2 mechanics AoE slow combined with AoE damage, mostly from generates. You might want to take Entagling shoot and Steady aim into consideration.
http://us.battle.net/d3/en/calculator/demon-hunter#QdSTVW!XWU!aaaaaa
It started as a fun build (6 Alabaster rune lol), but I think it's a quite decent build for dual-x bows. The build combines skills, that favour high attack speed, with skills, that do fix amount of damage. Autoattack-heavy build.
I think high values of crit chance will definitely be obtainable.
A barb with no stat items can have something like 60% crit from abilities, passives, and buffs on runes for revenge and overpower.
Add Precision stacking on your items/from gems and I would bet several builds can have 100% crit chance (at least temporarily).
BTw I love it, when in Rganarok Online (huh this old game again) you take months just to make a build, that can actually achieve around 97,5% Crit. Thats really something I can tell you
I think the weapon-based one gives like 5% crit chance? when wielding pistol xbows? probably not the best weapons for an impale build, but yay for technicalities.
I'm also holding out hope for a DH passive review cause i find most of them very lackluster, and i really, really, really want to have better choices.
I think you've included it in your math, but you took in to account that the alabaster rune deals an ADDITIONAL 500% WD, not "sets" the crit damage to 500%.
Also, I wonder how this crit damage increase combines with the damage increase from 2h xbow crits. (multiplicitave, additive?)
Strafe build I came up with. Multishot to generate Discipline, Preperation to regenerate Hatred, And shadow power to combat slowed movement speed. Is it just me or is Strafe ridiculously overpowered with an indigo rune? I could be reading it wrong, but "increase arrows fired to 10 additional arrows per second" sounds like it will be 10 + 3 = 13 arrows fired per second at 60% weapon damage.
For 5 seconds.
wepdmg(shots fired*seconds)
60(13*5) = 3900% wep damage.
That's assuming my math is right. The reason I'm staying away from Strafe atm is because I am not sure whether all shots will hit. The skill states that it shoots arrows at random nearby enemies. In the animation the DH spins while firing. My concern is, will all these arrows hit enemies, or will some miss due to the random firing while spinning? I suppose if there were only one enemy around you, and all shots were enemy-seeking, this would be pretty good. But who can be sure, at this point?
More than 5 seconds.
You have 100 hatred and gain 10 hatred a second.
Assuming you are using strafe or rapid fire at max hatred here is the math.
20 hatred spent a second so there is your 5 seconds but you didnt factor in the hatred you regenerated in those 5 seconds.
You gained 50 hatred in those 5 seconds so now you can fire off another 2 seconds with 10 hatred to spare. so 7 seconds.
In those 2 seconds you gained another 20 hatred plus the 10 you didnt use so you are at 30. so thats 8 seconds now.
After using your last 20 for the second you gained 10 hatred plus the 10 hatred spared thats another second. so now you are at a total of 9 seconds with 10 hatred to spare.
If my math is wrong feel free to correct me.
Start with SP, pop MfD on boss/big mob, throw the 9 second ES on the boss/bm then Strafe the night away. Impale to get the boss/bm/anything stunned and away, plus Vault as needed (with continued firing, cause why ever stop?).
MfD hatred regen is really powerful when you can basically guarantee a proc every second.
With Indigo strafe even only firing 10 shots per second, the chance of NOT getting a hatred proc from MfD is a little over 1% per second. So I'm going to say you'll always be proccing it on CD. If it's actually 13 shots per volley, the chances of not getting a proc each second are about 1/3 of 1%. So I'm going to call it 35 HPS (Hatred per second).
From a screenshot base hatred regen is 10 HPS.
Strafe HPS is -20.
So even with constant strafe usage, you'll be gaining 25 HPS. I wonder if you'll be able to use other skills while using Strafe. As in, while you're firing your strafe volley if you can throw an Impale on top.
Perfectionist to allow you to maximize uptime of SP (not sure this will even be needed) and to have disc for vault as necessary, Cull the Weak for obvious synergies, Archery cause why not?
And my new all Dicipline build. with Multishot Gold rune so I can spam it while building up more dicipline.
The goal of this build is to keep up Shadow Power continuously for long periods of time using synergy to manage Hate/Disc regeneration. The primary damage dealing skills will involve rockets.
http://us.battle.net/d3/en/calculato...UjP!efg!ZYacYc
-Shadow Power + Indigo (crimson if hatred is an issue, golden if disc): This ability is the core of the build. Double attack speed and survivability through speed...but to keep it up all the time we need....
-Multishot + Alabaster: Generates 1 discipline for every target hit (max 9/volley). This is the battery that feeds all of our discipline related skills. Not to mention a decent AoE even at base levels. But it's 30 hatred, so to keep the cycle going we need....
-Preparation + Crimson: Removes the cooldown and restores all hatred at the cost of discipline.
-Cluster Arrow + Indigo: Rockets, lots of em. This is the primary damage.
-Strafe + Obsidian: Once again, rockets. This is the primary single target damage skill. The reason I like this over impale is the movement speed because this build lacks slowing abilities (assuming here that shadow power increases speed on this skill, if not then rapid fire, hungering, or impale).
-Smoke Screen + Obsidian: Escape from scary situations, but also synergy with the build by regening hatred. I'm torn on this one between just a standard vault, evasive fire, or even relying completely on strafe and shadow power for escaping.
-Perfectionist: Joins in the synergy of regen/reduction of cost for our shadow power/Preparation.
-Ballistics: Primary damage booster
-Grenadier: Reduces cost of primary damage skill. (could trade for archery if hatred cost doesn't seem to be an issue, i like this much more than fundamentals in this build because it saves the same 15 hatred, but on an skill you WANT to use)
A little math for a 10 second cycle (shadow power duration):
Shadow Power + Preparation will cost 31 disc. Assuming a large group, that means we need to fire Multishot 3 times to return all the discipline spent (including regen). Shadow power returns 70hatred, 3 multishots costs 90 hatred, regen rate returns 125 hatred (12.5h/s). That puts our total balance of resources at approximately 0 discipline and approximately +35 hatred over 10 seconds. That means you have your full hatred pool +35 to burn in the remaining time after you shoot your multishots (which will be fast given the 50% speed bonus).
If this works as planned, the basic plan will be as follows:
-Hit Shadow Power
-Multi x 3
-Cluster spam as much as possible
-Strafe backwards away from mobs
-Hit Preparation
-Repeat
The largest weakness of this build is killing low numbers of mobs because the discipline regen will not be high enough. It may not be optimal for running the entire game solo, but if (like in d2) we can find the leveling areas with high mob count or have a tank, this build will farm like crazy.
Cluster Arrow(Indigo): 120% small AoE + 3960% rockets
Entangling Shot(Crimson): slow + 20% damage boost via Cull the Weak
Hungering Arrow(Golden): 2800% average weapon damage over time.
Shadow Power(Golden): damage boost
Marked for Death (Indigo): More damage boost
Evasive Fire(Golden): Defensive, very cheap.
Ok so Cluster Arrow is for groups, Hungering for single targets. If all the rockets can actually hit a single target, I'll drop Hungering Arrow for either Spike Trap(Golden), Rain of Vengeance (Crimson), or Companion since Cluster Arrow + Rockets does way more damage. In fact, Cluster Arrow + Rockets and Hungering Arrow(Golden) seem to do way way WAY more damage than any of their other runestone combinations, or most any other attack skill at all for that matter. Even AoE skills like Bola Shot (Crimson) would have to hit 30 targets to match Hungering Arrow, or 44 targets to match Cluster Arrow. I'm thinking they might be just a tad bit overpowered with the current damage numbers.
For Entangling Shot I got Crimson Runestone (9 sec duration) rather than Indigo (9 targets hit) because Indigo doesn't give any advantage against single targets, but Crimson still works against mobs.
Shadow Power I could go for the hatred regen, but I suspect I'll have enough from gear to not need it. I could also go for healing, but I'd be getting pretty low on discipline. As it is I'm using 1.5 discipline/sec to keep Marked for Death and Shadow Power up permanently.
I could drop Evasive Fire for Vault, but I'd need more discipline regen. I also don't see why anyone would bother with Vault(Indigo) over Golden. Golden gives you the same 70 yards for only 2 discipline more, and gives you a huge amount of additional flexibility since you can choose to vault a 3rd time, or you can vault in several different directions to get around corners.
Base max discipline is 30, but it can be increased with items. It regens at 1/s. Base max Hatred is 100 and regens at 10/s. You can increase the regen rate with items.