Aside from that, the game is AWESOME!! I can't wait for the real thing!!

Ranged Weapons
Demon hunters are able to pepper the battlefield with scores of arrows and projectiles, or snipe distant enemies with a precision undreamt of by other heroes. Their arsenal includes longbows, GUNS, grenades, hand-thrown weapons, and even dual-wielded crossbows.
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I've also got a SX900 SSD, 16gb of 1866 Mushkin RAM, and an 8350 OC'd to 4.6Ghz.
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My build: http://us.battle.net...djUT!bTX!acZaZc
My stats:
5.8K Damage
26K HP
400 HP/sec
1550 Armor
864 Mana
30.62 Mana Regen
100-115 All Res
35% Dmg Reduced
All of the choices feel right except for maybe the Gargantuan, who dies fairly often. But I still want to have something to take some attention away from me, as he's saved my life countless times.
I'm curious as to why I haven't seen anyone use Grave Injustice. It seems to work really well in this style of build. I spirit walk in, Cast Soul Siphon (9-10K Dmg), and spam Zombie Bears. Everything dies nearly immediately, so my Spirit Walk CD runs out and I recast it and run to the outskirts of the mob. Then I can cast a couple more Zombie Bears until I'm down to just a couple guys left and then I use Poison Dart Splinters. Basically, Grave Injustice when used with Damage boosting gear, Soul Siphon for Dmg, and Spirit Walk for Mana and mobility, it allows me to never run out of mana with Zombie Bears and pretty much continuously spam it for as long as there are enemies.
Obviously my other 2 passives also help out with Mana costs, and between Grave Inj and Blood Ritual, I gain a lot of life every enemy killed and every second. The only time where I actually need to slow down is during boss fights or annoying Champ/Rare mobs. The nice thing I've notice about this build, is that I actually don't have a problem with any Champ or Rare mobs. I can usually kill them on the first try, and will only die maybe 1 out of every 6 Champ/Rare mobs.
So basically what I'm asking is if I scaled up my Damage,HP, Armor, and Res, would this build be Inferno Viable?
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Aside from that, the game is AWESOME!! I can't wait for the real thing!!
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http://us.battle.net...PkYT!aWY!YcYcYa
The game plan for this build is to keep the enemies slow and distant with Haunt, while letting my minions take and deal the majority of the damage. This build is primarily a high damage fire build with some good survivability.
Haunt- Grasping Spirit
I decided right away, that for Inferno I'd need a spell that I could cast repeatedly that could slow down enemies. The advantage of Haunt over other spells with slow, is that it can be fired from distance, keeping me out of danger. And possibly more important, the spirit can jump to another nearby enemy without me casting the spell again, thus saving mana. This is the spell I would be casting the most and will rely upon, so it is on my left mouse button.
Locust Swarm - Searing Locusts
For my secondary attack, I knew that I'd need a high damage medium to close range spell that hits multiple enemies in close proximity, and something that could get me out of a jam. With Searing Locusts, it accomplishes all of these.
Fetish Army - Tiki Torchers
This is a summon ability that I'll need to keep casting fairly often. These guys will help stop damage coming through to me, and can deal some good damage with the fire casters. These guys act as the first speed bump that the enemies have to get through to kill me.
Wall of Zombies - Zombie Rush
Since I expect there to be massive swarms of enemies in Inferno, having a "Zombie Nova" to hit all enemies around me is going to be necessary. Again, I'm going with the damage boosting ability as a way to take out the monsters as fast as possible. It is relevant that this ability does Physical damage as opposed to fire, in case there are a lot of fire resistant creatures that I run into.
Zombie Dogs - Burning Dogs
These guys will be doing a decent amount of damage while taking a large majority of the hits. Choosing fire damage to kill the enemies quickly is a recurring theme here as well. The fact that any enemies surrounding the dogs will get burnt is a big plus, as dealing with multiple enemies is necessary.
Gargantuan - Humongoid
I knew that I'd want a tank on my side to take the brunt of the damage. I decided to give him Cleave as a way to take out multiple enemies, increasing his kill speed. He also deals physical damage, so I'm again splitting up how my damage is dealt for resistances.
Passives:
Jungle Fortitude
Keeping myself and my pets alive is a primary concern in the Inferno difficulty. Reducing damage by 20% seems like a sweet way to keep alive longer in the hardest difficulty.
Zombie Handler
This also increases the longevity of my pets, by increasing health by 20%. This and Jungle Fortitude combine to give a 40% resistance to dying in Inferno. I foresee keeping my pets around longer to be the most import thing in that difficulty.
Spiritual Attunement
What would a caster be without Mana? This gives a significant boost to Max Mana and Mana Regen, allowing me to continue dealing death to my enemies.
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http://www.youtube.com/watch?v=gc5ZYmlEx_k&feature=colike
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For the full battle.net forums discussion and further clarification, read this:
http://us.battle.net/d3/en/forum/topic/3123319681
IMO, the way the Qual khek says it, it is a joke. Basically, during the early stages of Diablo 2, people were having the same discussion over guns as we are now. That whole speech is just a form of easter egg for those people. And at the same time, declares guns as a strange and implausible idea. It is just an in-game way of saying that games won't be in the Diablo series.
I have to disagree with this notion. With skills like Impale, Entangling Shot, Bola Shot, Rain of Vengeance, I'd say that the weapons started out as bow weapons. Besides, I dont' think guns would hurt demons much if at all. We need magic to slay the Evils. Isn't that the whole concept behind Diablo. Humans have this innate magical power that is ultimately more powerful than Angels or Demons.
The Sin Wars spoiler
BTW, its nice to see you again Linkx.