Now everything has come down to obtain an ancient boomstick and how many cluster arrows you can fire one after another.
GR levels above 35+ require excessive usage of cluster arrow.
Bombardier's Rucksack is too OP against remaining quivers due to changes in sentry mechanics and also indispensible.
All the versatile potential builds at start are a myth now.
It is all about what you can stick near CA. Even so called new Kridershit buld(s) is infact merely another CA setup.
I agree that the change in marauder set mechanics is for good, but playstyle is a different subject than the potential damage output.
The point is the synergy provided by said items. Until we don't get new sets (like the primaries one), you won't see many builds around because there are no items supporting determinate abilities.
The strenght of Mara6 is multiplying the damage of a single spender by 3 (or 5 with the quiver); it is obvious that the most dmagening one will benefit from it more than other spenders, hence CA all the way.
We don't need buff to other skills; we need new items (like any other class tbh) that will make viable different builds.
I doubt that. Rapid Fire is a channeling skill and adding it would mean adding strafe too. I don't see how sentries will go around strafing Your curiosity makes me curious. What do you have in mind?
Well, RF may be a channeled skill but still requires you to stay stationary - unlike strafe i just see totally doable for sentires to have also RF in their spenders portfolio. Obviously it has been taken out woth currrent mara6 bevcause spenders are fired on an internal CD dpeending on their cost, so RF is automatically out of the equation due to it working differently.
But with PTR changes, well, just imagine you and your sentries channel RF all together Maybe still it's not an incredibly optimal skill, but OH MY 6 RAPID FIRE STREAMS WITH FIRE SUPPORT RUNE.
It seems Blizzard it tacking the issue DHs have had froom the very start: generators were pretty much crap with their low damage and low hatred generation overall - the new sets seems to increase the damage on generators because while you're at full hatred and spammin CA feels really powerful, on the other side replenishing your hatred with generators felt more a chore than doing actual damage.
The new set should make the "downtime" much more bearable and make us actually use our resources (both with generators and spenders).
Just saying this: i'ts much easier to start with huge numbers and slowly birnging them down to normal than to raise the bar a little up every time.
Numbers are now mostly for testing how the playstyle turns out to be. Expect a very huge nerf to the set on future PTR iterations that's meant to check how much the damage has impact on the bonus and the DH playstyle, then numbers will be brought on libe with other classes.
As Blizz has said multiple times, the level of M6 DH and dot WD is what they intend to bring up to the other classes. The changes to Mara6 are intented to change the playstyle, not to nerf the class.