Does anyone else get the feeling that we got the raw end of the deal here? I understand that high DPS ranged classes need to be squish to compensate for the fact that we dont have to physically touch our enemies. So my beef is not with Barbs or Monks, or even Witchdoctors...
My trouble is that it seems like Wizards, many of whom can out DPS us easily using Archon, also have an array of armor enchancing spells. My friend that plays a wizard, who has not played nearly the number of hours I have, is tanking enemies in MP4 while I, with 33k life, 4000 armor, and around 300 resists need to vault and fear, and caltrops constantly.
I understand, again, that was the intention. However, I feel there is a siginificant disparity between the two ranged classes in terms of survivability. Does anyone else share my frustration?
With the passive and pet changes it is much more viable; throw in a gloom and you can't die. The issue is when you start taking up the defensive options you lose out on DPS. The tradeoff is unfair compare to most other classes, but I rarely play my DH so I'm not bothered by it as much.
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Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
With the recent changes, we can pretty much spam Gloom. The new perfectionist and boar increase our defenses even more.
Keep in mind that our dodge is pretty much a 50% damage mitigation right off the top. I'm now at > 50% dodge.
Lastly, we still have the best defensive skill in the game even though most of us no longer use it. Smoke screen gives complete invulnerability. Before the original nerf to SS, it was the most OP skill in the game.
Gloom lasts 5 seconds and is basically god mode because you are dpsing and gaining life back so fast it acts as SS. The only problem is the Life leech has a small delay so you have to survive the initial half second of damage before the leech "kicks in". If you are over say around 75k dps you should be using gloom 100% over SS. It makes reflect groups easy because ive noticed it lasts for more like 7-8 seconds because of the rolling life leech numbers. They actually buffed the crap out of it making it 35% reduction and 5 second delay.
*edit* The only difference if used correctly is you can still be frozen, feared and knocked back while in gloom. Thats where dodge comes in.
Never used gloom as i always relied on SS/Prep for getting out of trouble. Would someone who has used both care to comment on the effectiveness of gloom vs SS/Prep?
In my high MP build I use both with old Nat's. It allows a very convenient, careless gameplay. Gloom is up 100% and no stray damage will kill me (180 AR, 4k armor, 33k hp, 45% dodge). Some monsters (phase beasts eek) and affix combos can still kill me so SS is needed to drop aggro, break jails and other cc. I have geared my templar to be nigh invincible so aggro pingpong is a viable strategy (and allows high uptime on Steady Aim ).
In my low MP extrafast farm/xp build SS and old Nat's is not needed. I can handle everything with Gloom and Nightstalker.
I'd say Gloom is much more general skill than SS. I was a jumpy-vaulty glasscannon "don't touch meee" DH when the game started, I reached act 4 Inferno without ever using SS or Gloom. I took SS to defeat Diablo, and later I started using Gloom when I found active defense (Vault/SS) too stressful for continuous farming. All-in-all, Gloom allows much higher damage dealing uptime, and using it results in much lower defensive movement, so playing with Gloom is not only relaxed, but also more effective.