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    posted a message on Delayed Expo Wiz Build
    I don't like Electrocute - Arc Lightning. From the rune effects video, it appears to have about the same area of effect as Spectral Blade, but it does significantly less damage.

    This build seems like it'll be great at taking out tightly packed groups, but you don't seem to have a lot of ways to deal with single targets or sparsely packed ranged attackers.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on My Build
    I like the concept of your build, but it needs some refinement. You have too many attack spells. You can only cast one attack at a time, so I would drop Acid Cloud, Zombie Charger, or (maybe) both. The gargantuan will make a pretty decent tank, especially with Jungle Fortitude and Bad Medicine, but there will be situations when you need a bit more than that.

    Grasp of the Dead, Horrify, Spirit Walk, and Hex are all good options for abilities with fairly short cooldowns which can help keep enemies off your back.

    EDIT: Also, note that Jungle Fortitude and Bad Medicine combined do not equal 40% damage reduction. The reductions are multiplicative, so you'll be taking (1 - .2) * (1 - .2) = .64 of normal damage, or 36% less damage.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on "Infinite" Multishot build
    Quote from Antirepublican

    Compare to Fire At Will

    @1.5 APS

    20 Hatred per MS
    9 hatred per second / 1.5 = -6 Hatred per shot

    0.75 MS
    1.50 MS
    2.25 MS
    3.00 MS
    3.75 MS
    4.50 MS
    5.25 MS
    6.00 MS
    6.75 MS
    7.25 MS

    150 max hatred
    -200 hatred spent
    +63 hatred regen'd
    ________________
    13 Hatred remaining


    8 Punishment +150 Hatred

    Every 10 shots you would need to use Punishment.

    10 Shot + 1 Punishment
    8 seconds = 8 disc regen'd

    Need 14 disc per 10 shots, which you could gain with night stalker I would think.
    You might not be able to do this infinitely, but you could cast a long long time, and you wouldn't have to use punishment every 4 seconds.

    First of all, where are you getting the 9 Hatred per second number? I thought that the base regeneration rate was 4 per second. Is this assuming ideal gear, or was I simply mistaken?

    Fire at Will is definitely a viable rune, but Suppression Fire does have some advantages over it. When you're hitting more than five targets with this build, you'll gain more Discipline than you spend. This allows the more frequent use of other discipline-spending abilities. Maybe my build doesn't fully take advantage of that, but there's plenty of room in the build to experiment.

    Punishment, if it's anything like many of the other cooldowns that only affect yourself, doesn't use the global cooldown, so hitting it every 4 seconds isn't really much of a problem.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on "Infinite" Multishot build
    Hello all. Long time lurker, first time posting.

    I'm looking for comments on this build: http://us.battle.net...hdTV!bfe!bbbaZZ

    The core abilities of the build are:

    Active:
    - Multishot - Suppression Fire: 40 Hatred. Deals 165% weapon damage to all enemies in an area. Restores 1 Discipline for each target hit.
    - Preparation - Punishment: Restores all Hatred for 25 Discipline.

    Passive:
    - Vengeance: Increases maximum Hatred by 25 and restores 20 Hatred and 2 Discipline when collecting a health globe.
    - Perfectionist: Reduces all Discipline costs by 10%.

    The optional abilities of this build are:

    Active:
    - Hungering Arrow - Shatter Shot: This is the Demon Hunter's most powerful generator* and my choice of ability for single-target and low-pressure fights.
    - Fan of Knives - Hail of Knives: Useful when surrounded or when targets are getting too close. Combine with Vault to get out of tricky situations. Good at breaking barrels and other destructible objects.
    - Vault - Action Shot: Mobility is good. I'm not really sold on any particular rune for this ability, but Action Shot seems decent.
    - Companion - Bat Companion: Contributes a bit of extra damage, and increases passive hatred generation so that you won't have to wait as long or use Preparation between fights.

    Passive:
    - Steady Aim: Increases damage as long as there are no enemies nearby; hopefully this should be most of the time. A more defensive passive may be warranted for Inferno, though.

    The core concept of this build is that Multishot - Suppression Fire can be used to generate Discipline to use for Preparation - Punishment, which can in turn be used to cast more Multishots. Vengeance increases maximum hatred from 125 to 150, which allows a fourth Multishot into the rotation, and Perfectionist reduces the cost of Preparation, allowing you to use this combination against lower numbers of targets.

    Some math and other thoughts for those who are interested:
    With a 1.1 speed crossbow and a 15% increased attack speed quiver, you will fire the four Multishots that your maximum Hatred allows in 3.16 seconds. In that time, you will regenerate 12.64 hatred at the base regeneration rate. This is not quite enough to actually fire the four shots back to back from 150 Hatred (during the first three shots, you will regenerate about 9.5 Hatred), so you will need to pause briefly for the fourth shot unless you have a bit of hatred regen from your gear or follower or Bat Companion.

    Assuming you do have enough hatred regeneration to fire those four shots back to back, you will regenerate 3.16 discipline in that time frame. That leaves somewhere between 18.84 and 19.84 discipline left off of the 22.5 discipline cost of Preparation, depending on whether Perfectionist rounds the cost up, rounds it down, or allows fractional costs. In either case, you will need Multishot to hit (approximately) five targets with each shot in order to recoup the entire cost of Preparation.

    Increased maximum Discipline affixes should be very valuable for this build because it allows you to bank discipline both from passive regeneration and from fights in which you can finish off the enemies with a few Multishots without needing Preparation, and use that extra Discipline for defensive abilities or extra Preparation casts when enemies are too spread out, too few in number, or too hard to hit for Suppression Fire to entirely recoup the cost of Preparation.

    Cold damage affixes are also pretty valuable for this build because both Hungering Arrow and Multishot deal "weapon damage", meaning that they will gain the extra chill effect from the cold damage, giving you a bit more time to shoot before melee targets can reach you.

    Any comments or suggestions would be welcome, particularly regarding the "optional" abilities.

    * I am working under the most optimistic interpretation of the rune's description, which is that the additional arrows continue to seek out targets and have a chance to pierce, in which case Shatter Shot does an incredible average 300% damage per shot against a single target. If this interpretation is wrong, Devouring Arrow or Puncturing Arrow may be stronger.
    Posted in: Demon Hunter: The Dreadlands
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