Thanks and glad to hear that this build seemed to work out for you!
I would definitely recommend giving the Reaper's Wraps a try, worst case scenario, you find that they (combined with Blood Vengeance) provide more Hatred than you need with your group and you can switch back to the Coils items that you've got.
Also, I'm a bit jealous of that cloak you've found! I would love to find a Blackfeather and give it a try. . .seems like a pretty interesting proc on it!
My personal idea around a ballistic-centered build - LINK
Why Evasive Fire - well, more hatred generation than standard ones, hits 3 targets for a decent amount of damage and the physical dmg rune has 2 advantages: getting the elemental bonuses from gear and boosting survivability when needed without loss of control over your DH.
I don't use Vengeance not because it's not powerful, but the long CD makes it less useful - idally you want it ready when an elite pack/boss is up, but 90 seconds CD is too long for my tastes; also Wolf companinon already fits this place really good. Instead Prep+Punishment grants a truckload of hatred as needed, and Discipline regen is granted by Nightstalker (which works pretty well with CA and Ballistic due to additional attacks.
I'm passing over Archery, but is worth for a nearly endless supply of discipline/hatred. Also, my build is more discipline intensive than others which are passing over things like Cloak - i just prefer to stay on the safe side.
EDIT: CLoak with healing rune grants me enough healing to survive packs without worrying about healing stats on gear. We have already difficulties in raidng damae and toughness, so being able to pass over one of the three is pretty good.
EDIT2: very likely Reaper's Wraps are going to replace both Prep and Nightstalker. Instead of Prep I could put Vengeance or Rain, more likely the second one because of short cd and possible way to get 4 natalya.
You cannot re-roll the fire dmg from Cinder/Magefist. They are locked to fire. I believe you are restricted to SOJ(Ring), necklace, the Andarials visage helm, and bracers for +physical. (gohttp://www.d3maxstats.com/ click +%Phys dmg; note it tries to put 2 SOJ's on and tell you that you can get +20% more then you actually can)
With regards to the rockets and single target. I am positively confirming that on a single target (a boss with NO OTHER MOBS AROUND), only 1 rocket spawns and hits the boss. (eg; you hit for 550% +800% [ballistics passive])
I am unable to confirm that the shooting stars RUNE converts the initial hit from fire to physical. The tooltip implies that it is still fire, but the skill is physical at the top portion of the tooltip... If someone has a good fire and physical set they can switch back and forth on to test which effects CA w/ Shooting stars, it would be appreciated.
You cannot re-roll the fire dmg from Cinder/Magefist. They are locked to fire.
Eh, i know unfortunately.
But on the good side there are the tasker&Theo gloves, which boost pets attack speed. Given my wolves now crit something like 4 millions on elites (thanks SoJ :D) it's quite a nice improvement to damage. Also, i'm aiming to get the Marauder 4 set bonus, to have even more beasts out.
Physical build has less total elemental damage %, but the damage is increased for all the ability in my build instead of only CA + generator, so it offsets pretty well. If now i'm able to get a good pair of reaper's i'm going also with FoK, which i love and hits for quite a bunch.
EDIT: i don't know if only a part of the spell is turned into physical, but the affix boosts the entire spell damage since it's flagged as physical and i can confirm that (i ran the build with and without elemental affixes to see how number changed).
Don't know about the misssiles thing, but i will look at it - i know that if CA is fire on an empty place, no missiles spawn. Hope this is not true for bosses and/or it's not working as intended if behaviour is confirmed
EDIT2: well, wording from CA is pretty clear, it says "up to 3 rockets", which means if only one target is out, only 1 missile will fire. /sadpanda
I prefer Cluster Arrow with Loaded for Bears rune
29% reduction from Cindercoat is great so it costs only 25 Hatred per shot for me.
And I use Grenade passive skill.
Anyway, with 4th slot skill, I can use either Rain of Vengeance or Mark of Death
Ive been running something similar to this with about 40% cost reduction while ive been hunting for my cindercoat so I can switch to fire. So the other day i finaly got my cindercoat with 20% fire and 3 sockets. I spent the following day farming up to replace my reapers with fire damage and rerolling some other gear for fire damage + an andariels.
And I have to say im horrible disappointed with fire, sure the loaded for bear crits for more than shooting star... but the 1-3 rockets where just insane and not having to aim at things to kill them made things so much faster.
Now im back to rockets again, ill let the wizards play with their silly cindercoats.
What kind of stats (DPS, Toughness etc.) does this build require to solo T1? I'm asking cos I remember in original D3, the DH had different needs from the other classes (less stacking of Res All among other differences)
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There is only one god and his name is Death.
And there is only one thing we say to Death. Not today.
For Torment 1, decent rare (yellow) items will be enough. Your basic stats of Dex, Vit, All-resist, and Life % on level 70 yellows will enable you to do T1.
For sheet dps (which is only a reference of where your character is, not a 100% accurate reflection of dmg), I would say get your dmg into the 400k and the toughness into the 4 million+ and you'll be able enough to do T1 without too many deaths.
I had a lot of cindercoats drop for me hahahaha
but the problem is I do not want to follow the herd and go fire DH ....
It is like blizzard is forcing us 1 way to follow to the slaughterhouse play only with fire and nothing else....
how can I increase the aspect of getting more physical dmg on items anyone know how ?
You don't actually *have* to play fire haha! Physical is viable, frozen is viable, there was a video of melee dh action, poison isn't the worst. . .it's all relative to what you're trying to do. If you're just looking to play / run on any difficulty up to t2 or so, there are any number of totally viable builds and gear sets, which can be totally fun : )
If you're looking for farm t6, it isn't unreasonable that at that difficulty level, only one or two builds be viable. Every single build can't be expected to be max-difficulty viable. I don't really see a problem with a tiered viability structure in regards to difficulty levels.
Personally, I feel that DH's are in a decent place, maybe some minor tweaks in the upcoming "elemental shuffle" but overall, dh's seem fine to me.