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.
I would agree with the idea that Cindercoat presents a lot of problems. . .though the problem is with the item, not a specific build.
Cindercoat can't be re-rolled into other dmg types and there are not other elemental "equivalent power" chest pieces. . .so Cindercoat is automatically one of the best items because there are not alternatives that have near-equal power (in terms of orange text) for chest.
In addition to reshuffling some of the elemental effects, I think that a more appropriate solution to the current end-game build problem is to create and ad new items that cater to other specific elemental dmg types besides fire.
If there were X different, yet close in power chest pieces, all altering different elemental properties, then fire would not automatically be the optimal choice. In my opinion, the problem is with a lack of variety in terms of items (legendary and set piece).
I know I am a bit late, but I too thought the Ballistics passive was interesting when I saw it and had already come up with a different take on the style. Two different styles in fact. 1 focusing on as much burst damage as possible, while the other focusing on a more steady supply of rockets. It's not for everyone I imagine, as it is a bit melee oriented, so it takes a little bit of extra care sometimes.
So the concept here is simple - Once every 90 seconds, you become the embodiment of The 4th of July. That is to say, relatively ridiculous. In between that you are helping deal out AoE damage and providing your group with a buff. Outside of that, we want to make sure almost every action we take is benefiting from the passive ability "Ballistics." Straffing away? Rockets. Shooting your bow? Add some rockets. Dodging an attack or taking an arrow to the knee? Throw in the chest piece Blackfeather, and guess what? Even being a target makes you shoot rockets. So with this setup, essentially everything you do results in explosion.
Allow me to explain so far what I have been working with.
SKILLS
Entangling Shot + Justice Is Served: I choose this for the extra hatred to fuel more Strafing as well as provide a debuff to the enemy while you spin away. You could of course use Hungering Arrow + Serrated Arrow for more damage but less control.
Chakram + Shuriken Cloud: Layer 1 of your melee mobile dps. All you have to do is make sure it is on at all times, and you'll have the sauce and spice of the AoE sandwich.
Shadow Power + Blood Moon: I like this ability since you will have up to 4 layers of damage going out at one time, so the healing gets pretty substantial. I also enjoy the Shadow Power + Shadow Glide combo for a slightly more mobile version to help you move out of bad stuff, rather than just drain health.
Companion + Wolf: Provides you and your party with a damage buff every 30 seconds. Ideally, this will line up perfectly with the 90 second cool down of "Vengeance". Another good choice is the Bat, trading the damage boost to you and the party for the ability to Strafe longer. Longer Strafe = more rockets. Should you go the route of the bat, I recommend pairing Vengeance with Seethe for longer rocket dancing, but less damage.
Vengeance + Dark Heart: Layer 2, and the delicious meat and cheese of the build, this provides you with constant rocket flow and an additional layer of AoE damage as melee range lightning. For the more resource friendly version, try Seethe paired with Companion + Bat.
Strafe + Rocket Storm: The bread of the build, Strafe provides you with constant steady damage with the added utility of being able to attack on the move. It also provides an additional 2 layers of AoE damage to the build.
PASSIVES
Blood Vengeance: This ability helps to keep your hate nice and full. Full hate = more rockets.
Archery: Excellent damage boost or some helpful resource regeneration depending on weapon.
Perfectionist: As this build is melee focused when it comes time to pop Vengeance, the extra beef for this sandwich can help make a difference. Should you not need the boost, feel free to swap it for a different talent, perhaps Ambush.
Ballistics: The whole reason for the build, all the hundreds of rockets that will be flying out of you will be more deadly than ever.
The idea is in between your Vengeance cool down, help your party with your wolf buff and provide steady damage with Strafe. Keep your Shurikens up and heal with Shadow Power + Potions as needed. Entangling Shot to help provide a steady flow of hatred and help keep enemies away. Then, when the big moment arrives that your hatred is full, your chakrams are on (which they should be at all times anyway), your Shadow Power, Wolf and Vengeance are all off cooldown, the magic happens: Press 1,2,3, and hold 4 while charging yourself into unfathomably massive groups of enemies and watch them crumble around you while struggling to leave a scratch. You've got Chakrams hitting them. You've got Lightning hitting them. You've got red rockets pummeling foes from your bow, and blue rockets flying out of your own body into their faces.
Some gear recommendations so far that I have personally come across:
Chest: Blackfeather - Extra rockets fly out of you when you get hit by ranged or dodge attacks. More rockets = more awesome.
Wrists: Reapers Wraps - Combined with Blood Vengeance, health globes go a really long way for your resources.
This is the first build I have ever posted that I had tried to tinker with, so please feel free to comment/criticize. I just thought it was an interesting idea and since it was already a concept, thought I would share my own twist on it. If nothing else, this is an excellent speed clearing build for lower difficulty play - especially the more resource friendly version.
Don't forget that cluster arrow damage can be rolled on boots and helm. . .so definitely try to find pieces with those for more dps. Also, make sure that the +physical dmg is on as many pieces are you can find (helm, bracers, amulet)
As far as more hatred goes, the blood vengeance passive + reaper's wraps should be pretty solid. If you're really hurting for more, feel free to use paragon points and dump them into +total hatred just to up your overall pool.
It's been a bit since I've dedicated some time to my DH, I've been playing some other classes recently. . .with the new patch though I'd like to try out Awareness and see how things go.
I'll try to update with any new findings and what-not. As far as gear goes, I have unfortunately not found anything of use for my DH in quite a while. I've never seen a set piece other than Blackthornes : /
This was a great build. I did play it for the longest time as it was fun and honestly in t3/t4 i could blow through stuff. Thanks for sharing the build with us! I have recently moved over to the fire build since I did get lucky on some gambling and got a cinder coat as well as Andy's helm. With some luck on my side, i was fortunate on some enchants as well. So far the fire build is great. If I could only get lucky on prides fall...
Due to lower vit and in need of some additional survivability for t6, I had to swap out some passives/runes to find that balance of dps/survivability. Overall very pleased with the build.
No problem. . .I have yet to see a cindercoat haha : /
I've started using the Awareness passive and Evasive Fire with the Hardened rune due to the armor changes to Awareness. I feel much less 'squishy' and more able to "tank" things up to T3 without really feeling too worried. It's given me a noticeable survivability upgrade that I think was much needed for DH's.
Come 2.1 I will definitely be looking to play around and check out some different options. I would love to see a viable cold build develop, so we'll see how that plays out.
At the moment, I'm generally just rifting t3 rifts using the physical build, though in all honesty I'm a bit fed up for the RNG. . . at paragon 240 I've never seen a Marauder set piece drop EVER. Seems like the majority of posts these days are players debating the 6-set bonus and I've never even seen a single piece so frustration is preventing me from playing much these days : (
Come 2.1 I will definitely be looking to play around and check out some different options. I would love to see a viable cold build develop, so we'll see how that plays out.
At the moment, I'm generally just rifting t3 rifts using the physical build, though in all honesty I'm a bit fed up for the RNG. . . at paragon 240 I've never seen a Marauder set piece drop EVER. Seems like the majority of posts these days are players debating the 6-set bonus and I've never even seen a single piece so frustration is preventing me from playing much these days : (
I know the feeling. TBH i got most of mine from Kadala. I only had the chest and helm drop from a rift.. So dont ask me how many shards it took.... The royal ring of Grandeur took forever as well.. I think i am up to almost 1k fragments.. Finally figured caches in numbers would work in my favor.. Saved up 20 caches and within the first 12 this morning, got two amulets and finally the ring. :-D There are a few pieces that i been playing around with and right now still run cindercoat since i still have quite a bit + Fire damage.. so I have 6 piece Marauders and 3 piece Natalya's. Pretty happy with my build atm.. Some of my marauders rolls are def not the best.. Maybe if I get lucky i can get a better rng drop... I wont hold my breath though..
Here is my build atm.. Still playing around a bit though.. Wanting to see what diff passives , gear pieces, and abilities net me in actual game play.. Need to swap everything over to physical at some point if I get better drops.
And there is only one thing we say to Death. Not today.
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.
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 ?
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.
Not fair I know whine whine still a little more diverse would be nice....
Cindercoat can't be re-rolled into other dmg types and there are not other elemental "equivalent power" chest pieces. . .so Cindercoat is automatically one of the best items because there are not alternatives that have near-equal power (in terms of orange text) for chest.
In addition to reshuffling some of the elemental effects, I think that a more appropriate solution to the current end-game build problem is to create and ad new items that cater to other specific elemental dmg types besides fire.
If there were X different, yet close in power chest pieces, all altering different elemental properties, then fire would not automatically be the optimal choice. In my opinion, the problem is with a lack of variety in terms of items (legendary and set piece).
I thought I would share the concept with you all.
Link to build: http://us.battle.net/d3/en/calculator/demon-hunter#beTSOi!befh!YcZcZY
So the concept here is simple - Once every 90 seconds, you become the embodiment of The 4th of July. That is to say, relatively ridiculous. In between that you are helping deal out AoE damage and providing your group with a buff. Outside of that, we want to make sure almost every action we take is benefiting from the passive ability "Ballistics." Straffing away? Rockets. Shooting your bow? Add some rockets. Dodging an attack or taking an arrow to the knee? Throw in the chest piece Blackfeather, and guess what? Even being a target makes you shoot rockets. So with this setup, essentially everything you do results in explosion.
Allow me to explain so far what I have been working with.
SKILLS
Entangling Shot + Justice Is Served: I choose this for the extra hatred to fuel more Strafing as well as provide a debuff to the enemy while you spin away. You could of course use Hungering Arrow + Serrated Arrow for more damage but less control.
Chakram + Shuriken Cloud: Layer 1 of your melee mobile dps. All you have to do is make sure it is on at all times, and you'll have the sauce and spice of the AoE sandwich.
Shadow Power + Blood Moon: I like this ability since you will have up to 4 layers of damage going out at one time, so the healing gets pretty substantial. I also enjoy the Shadow Power + Shadow Glide combo for a slightly more mobile version to help you move out of bad stuff, rather than just drain health.
Companion + Wolf: Provides you and your party with a damage buff every 30 seconds. Ideally, this will line up perfectly with the 90 second cool down of "Vengeance". Another good choice is the Bat, trading the damage boost to you and the party for the ability to Strafe longer. Longer Strafe = more rockets. Should you go the route of the bat, I recommend pairing Vengeance with Seethe for longer rocket dancing, but less damage.
Vengeance + Dark Heart: Layer 2, and the delicious meat and cheese of the build, this provides you with constant rocket flow and an additional layer of AoE damage as melee range lightning. For the more resource friendly version, try Seethe paired with Companion + Bat.
Strafe + Rocket Storm: The bread of the build, Strafe provides you with constant steady damage with the added utility of being able to attack on the move. It also provides an additional 2 layers of AoE damage to the build.
PASSIVES
Blood Vengeance: This ability helps to keep your hate nice and full. Full hate = more rockets.
Archery: Excellent damage boost or some helpful resource regeneration depending on weapon.
Perfectionist: As this build is melee focused when it comes time to pop Vengeance, the extra beef for this sandwich can help make a difference. Should you not need the boost, feel free to swap it for a different talent, perhaps Ambush.
Ballistics: The whole reason for the build, all the hundreds of rockets that will be flying out of you will be more deadly than ever.
The idea is in between your Vengeance cool down, help your party with your wolf buff and provide steady damage with Strafe. Keep your Shurikens up and heal with Shadow Power + Potions as needed. Entangling Shot to help provide a steady flow of hatred and help keep enemies away. Then, when the big moment arrives that your hatred is full, your chakrams are on (which they should be at all times anyway), your Shadow Power, Wolf and Vengeance are all off cooldown, the magic happens: Press 1,2,3, and hold 4 while charging yourself into unfathomably massive groups of enemies and watch them crumble around you while struggling to leave a scratch. You've got Chakrams hitting them. You've got Lightning hitting them. You've got red rockets pummeling foes from your bow, and blue rockets flying out of your own body into their faces.
Some gear recommendations so far that I have personally come across:
Chest: Blackfeather - Extra rockets fly out of you when you get hit by ranged or dodge attacks. More rockets = more awesome.
Wrists: Reapers Wraps - Combined with Blood Vengeance, health globes go a really long way for your resources.
This is the first build I have ever posted that I had tried to tinker with, so please feel free to comment/criticize. I just thought it was an interesting idea and since it was already a concept, thought I would share my own twist on it. If nothing else, this is an excellent speed clearing build for lower difficulty play - especially the more resource friendly version.
Thank you for reading!
I just started playing like a month ago or so and I had no idea this was a thing. That's what I get for not checking out the menus. Thank you.
Don't forget that cluster arrow damage can be rolled on boots and helm. . .so definitely try to find pieces with those for more dps. Also, make sure that the +physical dmg is on as many pieces are you can find (helm, bracers, amulet)
I'll try to update with any new findings and what-not. As far as gear goes, I have unfortunately not found anything of use for my DH in quite a while. I've never seen a set piece other than Blackthornes : /
Due to lower vit and in need of some additional survivability for t6, I had to swap out some passives/runes to find that balance of dps/survivability. Overall very pleased with the build.
http://us.battle.net/d3/en/profile/kilthro-1921/hero/43871845
I've started using the Awareness passive and Evasive Fire with the Hardened rune due to the armor changes to Awareness. I feel much less 'squishy' and more able to "tank" things up to T3 without really feeling too worried. It's given me a noticeable survivability upgrade that I think was much needed for DH's.
are you going to upgrade the rocketman build when patch 2.1 hits maybe a cold version or something ?:D
At the moment, I'm generally just rifting t3 rifts using the physical build, though in all honesty I'm a bit fed up for the RNG. . . at paragon 240 I've never seen a Marauder set piece drop EVER. Seems like the majority of posts these days are players debating the 6-set bonus and I've never even seen a single piece so frustration is preventing me from playing much these days : (
Here is my build atm.. Still playing around a bit though.. Wanting to see what diff passives , gear pieces, and abilities net me in actual game play.. Need to swap everything over to physical at some point if I get better drops.
http://us.battle.net/d3/en/profile/kilthro-1921/hero/43871845
I hope you are able to get some pieces sooner or later.. *crossing fingers for ya*