What are the time requirements? I only play maximally 2 hours during weekdays because of work and maybe get 4-6 hours in on a Saturday or Sunday depending on my schedule.
fire is better for the player but +% physical buffs sentries so you double dip if you use physical runes with the six set (+% physical increasing your spender damage and your sentry damage which in turn buffs your spender damage when they cast them). While you may be able to get another +20% with 6set while subbing out gloves with rrog, you benefit more physical if you go full sentries. For example, I have +37% physical which means my sentries do 137% damage plus each spender doing 137% damage meaning they'll do approximately 187% of my damage every time they fire a spender vs anywhere from 145-160% with fire and six set bonus. If I equipped an SoJ instead of my nat's ring I would get even more +% physical but I'd drop my extra dex and crit chance from the 3set plus my Nat's is trifecta
This is wrong. There's no advantage to using physical over fire as far as sentries are concerned. In fact I'd say Fire is better for sentries b/c spitfire turret is fire. What physical does better than fire is in buffing pets.
Also, the sentry damage you are mentioning is only for the bolts, which covers very little of the damage output of a Mara-set DH. The spenders your sentries fire benefit from whatever element the spender's rune is, not the sentry itself.
according to this threadhttp://us.battle.net/d3/en/forum/topic/12674389831 the +% sentry damage information is correct
quivers have the highest legendary drop rate so gamble that hard, you'll get one soon (tm)
generally for PP crit dmg>crit %>attack spd >= cdr (AS isnt a huge dmg buff and cdr means quicker sentries but once you get that many PP idk if it matters)
also switch in archery for bloody vengeance (or move out ballistics if you really want to but this would be a bad move imo)
archery is super OP staple of a DH, must have, free 50% crit damage with that 2h bow
fire is better for the player but +% physical buffs sentries so you double dip if you use physical runes with the six set (+% physical increasing your spender damage and your sentry damage which in turn buffs your spender damage when they cast them). While you may be able to get another +20% with 6set while subbing out gloves with rrog, you benefit more physical if you go full sentries. For example, I have +37% physical which means my sentries do 137% damage plus each spender doing 137% damage meaning they'll do approximately 187% of my damage every time they fire a spender vs anywhere from 145-160% with fire and six set bonus. If I equipped an SoJ instead of my nat's ring I would get even more +% physical but I'd drop my extra dex and crit chance from the 3set plus my Nat's is trifecta
unity isn't needed for a sentry build, the only thing it helps with is unavoidable 1 shots but I just gem for all res
general stuff: #1 switch to physical, your neck has it and can't be rerolled so roll your bracers into it and switch your runes
a lot of your gear is sort of weak for the build, if you haven't rerolled your helm for that socket, I'd try and get the crit chance
also if you havent rerolled for sockets on your pants get rid of that grenade damage (also +% sentry damage over spender damage if you can) you should probably gamble a rucksack for the extra sentries
as far as build I prefer vault with stun rune (will proc your neck) over healing vapors and if you can get the bracers that increase damage after stuns its a nice bonus over reapers (since you should really let your sentries do the work) I think 3 spenders is better with t&t so you could keep reapers and drop the generator (i think multishot is preferred over how are you spending your paragon points?
Ubers in my opinion are tougher than their respective torment level so you can probably solo them on t4 if you've been soloing t4 without dying
feel free to disagree with any of this if it suits your playstyle, I know I was against letting sentries do the work (I was 3set rrog with perfect magefist and near perfect cindercoat for forever) but its so OP
I'd like to try Natalya's slayer with a high dmg roll but that would be the only 1hander I'd consider. Right now I have the ring and chest equipped and I'd like to exchange one for a Unity or a Cindercoat respectively.
0
http://www.diabloprogress.com/hero/zxcvbomb-1528/Drak/42151002
0
0
reddit is saying go fire because it doesn't double dip like I thought it did
0
0
0
0
0
0
generally for PP crit dmg>crit %>attack spd >= cdr (AS isnt a huge dmg buff and cdr means quicker sentries but once you get that many PP idk if it matters)
also switch in archery for bloody vengeance (or move out ballistics if you really want to but this would be a bad move imo)
archery is super OP staple of a DH, must have, free 50% crit damage with that 2h bow
0
0
0
general stuff: #1 switch to physical, your neck has it and can't be rerolled so roll your bracers into it and switch your runes
a lot of your gear is sort of weak for the build, if you haven't rerolled your helm for that socket, I'd try and get the crit chance
also if you havent rerolled for sockets on your pants get rid of that grenade damage (also +% sentry damage over spender damage if you can)
you should probably gamble a rucksack for the extra sentries
as far as build I prefer vault with stun rune (will proc your neck) over healing vapors and if you can get the bracers that increase damage after stuns its a nice bonus over reapers (since you should really let your sentries do the work) I think 3 spenders is better with t&t so you could keep reapers and drop the generator (i think multishot is preferred over
how are you spending your paragon points?
Ubers in my opinion are tougher than their respective torment level so you can probably solo them on t4 if you've been soloing t4 without dying
feel free to disagree with any of this if it suits your playstyle, I know I was against letting sentries do the work (I was 3set rrog with perfect magefist and near perfect cindercoat for forever) but its so OP
0
0
0