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    posted a message on Recently 6 Piece Marauder Set - Need help with transition to Physical
    If you use Archery passive, you get a nice 8% bonus damage, which isn't bad at all. I have a very bad kridershot (thinking about sharding it, because it's not really usable) but i managed to get a decent Buriza - if i finally get to drop a Mara chest or gloves, i can finally try the build.

    Still undecided on what generator use, but i think i don't have much choice because of the 6 hatred ones.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Recently 6 Piece Marauder Set - Need help with transition to Physical
    More or less everything has been already said - turrets to be effective need long-lasting mobs (read: t6) and since the attack speed of the spenders is on a fixed cooldown we can define pretty easily the outcome; obviously a slow 2h weapon is better because of bigger hits (and because of said fixed CD on spenders).

    Little note: as for how we know the bonus works, the best weapon is Kridershot. Having it means your turrets won't fire EVER a normal shot (in depth analisys on official forums) but a EA instead, with a CA as soon its cooldown is ready. The point is that atm it's bugged and the turrets aren't reliable with that combo - basically any multi spender setup apart the ones with MS don't work as they should.

    For the remainig weapons choice, i agee with itskaspa, though i don't know how wirth uis to put mines on your bar given the huge taunt cd.

    As per the fire/phisical debate: you will always see CA hit for more as fire, just because LfB has a bigger multipler and spawns every time 4 grenades, while SS spawns UP TO 3 rockets, and if there's only the boss, only one will be fired. Math is simple: 770 + 880 > 550 +800. Still, many people don't consider the pets; they do a lot of damage, especially if you run with T&T or Garwulf, and you have 7/10 of them. Your CA in a phisycal build may hit for less, but the damage loss is compensated by the pets.

    This said, even if n umbers are on par, speed matters - bigger bursts provided by LfB are really valuable in terms of farming efficiency, hence Fire wins hands down on this aspect. Anyway, if you're a fan of rockets/physical build, you're fine and you can easily farm T6.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on The Kridershot build
    Closing - no need to necro a 2 months old thread.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Kridershot + Marauder's 6pt bonus are a couple made in heaven
    Quote from nBLloud

    My opinion atm is you can't replace spitfire sentry by impaling bolt, so better run with fire dmg and T&T.
    If we cannot make use of Magefists and/or T&T prove to be better, You can easily stay with Ballistic and physical damage - Ballistic will still pump the misssils of Spitfire turret, and the spenders shot will get the bonus form their element, not the one of the turrets.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Kridershot + Marauder's 6pt bonus are a couple made in heaven
    Quote from Kuroneer

    They benefit from IAS, at least without 6pc

    In the absence of a KS, why is it recommended a 2h? Is it because of the sentry quiver? Is it because the timer for the 6pc sentries is static and unaffected by weapon speed?
    Sentry quiver is definitely a plus but not mandatory. The fact is that with 6 pieces Turrets have a fixed AS for spenders so a 2h xbow will net the bigger hits. Only exception is KS because it lets you equip both EA and CA at the same time.

    EDIT: this post http://us.battle.net/d3/en/forum/topic/12674389831#1has a really great list hon how the bonus works.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on The "help me" thread - Post here your build/gear questions.
    Depends on build - also i don't know if the AS of T&T applies to the 6 marauder set bonus. In case it doesn't work, Garwulf is an really good option for physical builds. If you're fire, Cindercloth is really really good.

    Your KS is in teh same place of mine - it rolled low damage and DEX, i tried to roll for dmg% but didn't do the right choice. Farm for another imho.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Kridershot + Marauder's 6pt bonus are a couple made in heaven
    Quote from nBLloud

    Can anyone clarify how sentries work : do they benefit from your chc and chd ?

    Im wondering what is the best elemental spec to use this build :

    Fire spec with magefists or physical with T&T ? What benefits from T&T effect ? Does it worth it knowing that you loose 20% elemental damage due to magefist removal ?

    Does ballistics worth it ? I noticed that some rockets don't actually hit any target...

    Which weapon is the best ? I didn't loot any Kridershot, i have to choose between Nat xbow or 2h with archery bonus (+50% crit dmg).
    1) yes, turrets benefit from CC and CHD, i don't know about AS.

    2) good question - it's what we're rtying to figure out; atm everyone claims that they have the best build :D

    3) T&T work with normal turrets; i have to test if they work with the set bonus. They aren't superior of magefists for a fire build, but in that case i think also cindercloth > magefists.

    4) i roll a Ballistic spec - it's worth it if you run CA/physical build. Some missiles don't hit anything because usually you are too far from enemies or they are cosmetic (only sometimes).

    5) kridershot looks the best one because you get your turrets shot 2 spenders instead of only one. In you don't have any, a 2h is recommended.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Kridershot + Marauder's 6pt bonus are a couple made in heaven
    Quote from DiegoF
    I forgot to tell that in the fire build, it may be better to remove ballistics. But yeah, not everything will benefits from your elemental. You can use them so there is a rotation of fire that do more damage than the basic turret bolt. About spending your whole hatred, kinda. While I approach now (and thats why CD reduction is soo good) its that your sentries will do a lot of damage and will not spend your hatred anymore, but I don't stop casting my CA. I still spend most of my hatred and I keep something just to cast the next sentry, I do not keep running and waiting all my pets do the job. Lightning is amazing for full permastun and haunt of vaxo. As usual, always try to have at least a EA ou Chakran when using 6pt bonus...because this 2 will always change your turret bolt. There is a lot of testing going on and there are a lot of ppl saying that in a reduction CD build, Tasker and Theo is better that cindercoat in a sentry build. I still need to find a taske and theo ....
    I see your points. Now i definitely have to get the Marauder pieces needed (have a crap KS but useful tro try the build, and also a magefist/cindercloth/reapers to test the fire build).
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Kridershot + Marauder's 6pt bonus are a couple made in heaven
    Some thougths from last posts:

    - isn't letting just turrets/pets do the job simply slower than unloading your hatred directly? You can still move, and a "hit and run" tactic works well. Agree that turrets/pets will still do damage while you run around. If you assume a Kridershot, you will still stop to cast EA.

    - the problem between fire/physical: mostly is due to the fact that Loaded for bear is fire, but doesn't benefit from Ballistic; on the other side Shooting Stars benefits from Ballistic but the trret rune is flagged as fire. Anyway, iirc the spenders shot by turrets will benefit from the elemental % bonus depending on their rune and not from the turret one; hence, assuming again Kridershot, your %phys damage will affect EA, CA and pets damage. Plus Ballistic.

    Again, i don't have the gear to test the thing, so these are just speculations.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Kridershot + Marauder's 6pt bonus are a couple made in heaven
    Ok, but all of them are used for their entire duration? That's the point.

    If i have to ditch ballistic out, it has to be damn good :D Also 30% reduced CD is achievable pretty easily, but at a price - i have to determine what's the best tradeoff for that.

    Not intending to offend you in any way, but it takes more than a random guy or many random guys posts to make me change idea. Will surely try your approach though, it looks really solid at least on paper. Tbh, i'm planning to get that 30% CD reduced and at least 30% cost reduced via gear/paragon.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Kridershot + Marauder's 6pt bonus are a couple made in heaven
    That's nice to know - since i have both T&T and Garwulf and was already planning to sacrifice T&T for my current build, these are only good news.

    I'd love to use chakram, but physical rune just sucks (pathing issues), so EA with nether tentacles will be good enough.

    Engineering passive: cool for additional sentry - not so cool for increased duration; one minute is way more than it takes to kill a t4/5 rift boss (maybe t6 lasts enough for that) and also it will take 18 seconds to deploy all of them (not counting CD reduction). I'd stick with the standard duration; legedary quiver may be useful but i'm not completely sure of that for the same reason - too much time to deply and a lot of hatred wasted on them.

    I'd stack cost reduction - it has a bigger impact on both Turret deploy and CA spam (using EA as generator will net you only 4 hatred). Anyway i cannot try it right now, i hope to get the gear soon and rock the build.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Frostburn Gloves
    The point of Buriza (rolled with 2 addition pierces) is that you get your DA 2 guaranteed jumps with 70 and 140% increased damage that sums up for a great amount, given the fact it's a generator.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Kridershot + Marauder's 6pt bonus are a couple made in heaven
    Quote from DiegoF

    For the ones that do not know, the sentry internal CD is now unique for each hatred expender and they are independent, so when you have at least 2 hatred expenders, your sentry will only shoot your hatred expender. Here are the numbers:

    0.8s - EA/Chakram - 1.6s - Multishot/Impale - 2.4s - CA
    I don't quite understand what you'r saying here.

    Multiple spenders will have independent CDs and turrets will shoot both an EA every 1.6 sec and a CA every 2.4 secs? Or the faster CD will trigger and only one of them will be shot?

    Now i need other 2 pieces of Marauder (namely chest and boots).
    EDIT: i am thinking about if i can put a calamity in the equation without losing too much firepower. It isn't that easy.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Kridershot + Marauder's 6pt bonus are a couple made in heaven
    Hm, now i must rework my build. Very likely going with this http://us.battle.net/d3/en/calculator/demon-hunter#RPSkXd!ebih!cZcabb (i love missiles, why in the hell spitfire turret isn't still phisical - well whatever, spenders will still get the bonuses)

    Anyway, really good news. I assume that now Garwulf is becoming obsolete, while Tasker and Theo (that WILL WORK on turrets) are basically a must. Fortunately my gear is already in a sweet spot for that, and i have a kridershot/good quiver in stash.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on 2.0.5 - Awareness - Huge buff, nearly Mandatory.
    Quote from Solmyr77

    Quote from TrueColdkil

    Reaper's wraps are good, but if you tackle higher difficulties Aughild is nearly mandatory - goodbye bracers slot (apart the toughness boost, 15% damage to elite is awesome).
    Why not Aughild Helm and Shoulders (+Cindercoat and Reaper's Wraps)?
    Because you need to take in consideration that you are going to get at least 3 pieces of marauder - legs/boots are untouched, but you must get helm of shoulders additionally.

    Anyway my idea is to get also natalya, other gear setups can be on the same òlevel or even better - i cannot try everything still :D
    Posted in: Demon Hunter: The Dreadlands
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