34 for normal then 41 for A1 NM for me
34 for normal then 41 for A1 NM for me
1-4
Caltrops: Jagged Spikes
Chakram: Twin Chakrams (Normally) / Rapid Fire: Fire Support (Bosses)
Rain of Vengeance: Nothing
Preparation: Invigoration
Mouse
Hungering Arrow: Scattershot
Vault: Rattling Roll
Passives: Archery/Vengeance/Steady Aim
Any build tips for upcoming Nightmare? I know I'm probably swapping out Preparation: Invigoration for Preparation: Battle Scars but other than that I'm not sure.
I'd probably drop Rain of Vengeance. Feel the timer's way too prohibitive for how little it does. Also feel Multishot with Fire at Will is a smarter choice than Chakram, but some just love it. Never really bothered with Caltrops since their big flaw is the mobs have to come to you and DH is honestly better whacking shit before it can. Plus the snare effect diminishes in higher difficulties to the point it's basically useless in Inferno. Either way, I used Entangling Shot with Chain Gang as my primary at that phase.
Just tinker. I'm of the mind that a lot of DH's abilities need overhauls, either in hatred costs or how they perform. That doesn't even touch on their defensive flaws in Inferno.
Fair enough. I was using the Caltrops as a way to line up a few of them and kite mobs back over them.
I'll give Multi Shot: Fire at Will a chance tonight. I'll probably try changing out Rapid Fire: Fire Support for Impale: Chemical Burn for bosses also. I'm probably going to do some gear farming before hopping right into Nightmare anyway.
Caltrops is fucking awesome! Drop down 5, then preparation and get some mobs to run over the traps, as they hit the traps, blast them with elemental arrows.
Just feels like an unnecessary step when you can just jump to the blasting shit stage, then if needed, retreat with your flavor of vault or smoke screen, then repeat. Also save Prep for fueling those skills. If I intend to ambush mobs, I just use Spike Trap with Bandolier, which tends to shine for crossbow builds with high crit damage boosts. If I remember the strat right, perfectly overlaying the 6 traps while crit rate ticks up from the talent leads to all 6 crit'ing at once when a mob steps on it. If you're pimped enough, it can damn near one shot champ mobs. Snags here involve reflect damage (you'll need to smoke screen before a mob hits) or undesired mobs hitting your trap, like immune minions.
Don't have any vid software, but basically just hover your mouse over a point, and for safety's sake, hold shift so you physically don't move. Then just spam the ability. You'll probably have only enough hatred for 4, so spam a builder to get enough for the last 2. Instead of a lighter green, the circle area will be darker. You'll then have a little over 50s to drag whatever to your trap. Be mindful, though, that if you're using Sharpshooter to buff your crit to not goad whatever to it with another shot.
1 vs. 6 stack.
Spoiler: show
Just want to reiterate you need good gear to even consider one-shotting harder stuff. I had an 800 or so DPS xbow when I started fiddling with this, not much crit dmg+ gear, and was maybe doing about half an A2 mob's, maybe a little more, in a SP game. Granted, some mobs have less HP by default than others.
Anyone playing monk mind posting up their builds for farming? Trying to farm through Hell right now at 56 and I really hate having to use Earthen Ally. I love the distraction it grants but I'd really like to go on without using it and straight up face mobs. I feel so weak in MF gear.
I'm nearly positive the damaging effects from Caltrops+Jagged Spikes stack. Meaning if you drop down 5 Caltrops, Instead of doing 35% of your weapon damage per second, It'll do 175% of your Weapon damage per second. Maybe not so drastic, But I'm positive the effects stack.
So Whenever i fight, especially bosses, Fat slow ones, I try to stack like 3-4 Rings around them then begin my assault. That shit won't fly in Inferno, But for now it rapes them. I just can't see myself ever giving up Caltrops, I love the things.
I'm still having mixed feelings with my primary. I know a lot of people favor Hungering arrow, But i kinda like Bola Shot: Poison, 3 Projectiles at once, and pretty solid damage. Hungering Arrow i just can't like, Is there any trick to making it pierce more consistently? Or are you stuck at 35% Unless you equip the Rune to boost it to 50?
Haven't tried the Second Primary a lot (The Tangling shot one).. Might give it a test run.
So I've been gearing up in A1 for the past week and after farming Inferno Act 2 for the past day and only having to skip only 2 champion packs, I've decided to post my build for those who might like to try it (currently 32k DPS (1700INT) and 11k HP)
http://us.battle.net/d3/en/calculato...URk!UfV!aZaaaa
Strategy is to kite with haunt until mana drops to 20% (save it for an escape or a root recast) then spam darts depending on the distance between you and the mob. Spirit Walk is used to backtrack on your kiting route, along with being a quick gtfo skill for the jailers/wallers. Zombie wall is the most OP skill you can have with a witchdoctor in act 2, as most of the routes except the desert at the beginning of the act has small pathways where you can simply stagger enemies and have 10 seconds of free damage with the Grasp + Wall combo.
Some reasoning behind the rune choices :
Jaunt - I was a big fan of the mana regen rune, but I've found that in act 2 it's a good thing to concentrate on marathon and escape rather than a frontal dps-race, and that extra second saved my life so many times in only a day
Splinters - Sure I could get a mana regen rune here, but 180% weapon damage at 2 attacks per second is just ridiculous, normal hits for 15k and crits for 25-32k, spam that and stuff dies (2-3 shot A2 white mobs)
Hedge Magic - If only to remove the goddamn blood effect on the screen when you're under 10%hp this rune would be worth it, but it also allows you to take that extra hit from the molten/desecrator mobs (also saved my life many times)
Barricade - A oh shit rune for a oh shit skill, the extra width can make you block the middle of the map and make the mobs go around, giving you time for another recast to be back up.
Passives : Spirit vessel cuz it's mandatory when you have 11k hp. Vision Quest because you'll be needing that extra mana when all your skills are on cooldown. Rush of Essence could be swapped out for anything you want really, I just love to use it in combination with Haunt, since it acts as a second rune for it.
Some runes I did NOT use : Jungle fortitude : I get oneshot, 20% is useless
Blood ritual : I have my Hex to heal me, and 2 passives for my mana already
Pierce the veil : Also applies to skills that don't deal damage, reducing greatly it's effectiveness since it can block certain skills when you need them most
Fetish Sycophants : While I absolutely love to use this with fetish army in act 1, these little buggers just aren't as good in act 2
Grave injustice / circle of life : you're never gonna be within 12 yards of an enemy, or at least not while you're alive.
Don't know if it'll help anyone, but it works great for me and I figured since so many people are rushing with A2 this couldn't hurt!
I'm not sure, but I dont think Caltrops can be reflected since its a defensive skill?
I hope to God Blizz doesnt nerf Caltrops! It's like my favorite skill.
Cinder Arrow for DH (Hungering Arrow rune) seems like a badass totally viable rune spec but the 35% dot resets every shot instead of stacking like most of the wizard's abilities.
Ffffffffff.... Changing out of Cinder Arrow then. Been using it a bit. Please don't tell me that's the case with Chemical Burn on Impale. I'd be a sad panda if it was.
Caltrops Jagged Spikes do stack with one another. Unfortunately, the damage they do can also be reflected back onto you, making it near certain death if you accidentally pull a reflect pack over a x5 stack Caltrops unless you SS asap.
And yeah, Impale with Chemical Burns does not stack. It will reset each time you use the skill. In other words, use Grievous Wounds unless you have really terrible crit chance without SS.
any idea for a good (post nerf) crit wizard build inferno? they seem to be able to get crit to pretty high so im thinking its not a bad route to go.
i also love to use arcane orb and im told that can crit, to say the least
Here's mine that I posted a page ago:
Only change I've made since then is +10k hp, same dmg, and I more often then not am using crystal shell diamond skin over teleport (though I still like both). Crit rate gives infinite AP when the orbs are hitting 2+ mobs, and near infinite if they are just consistently hitting one (a few misses and that will change though). It's also really strong, critting on a little less than half my shots with +130%ish crit damage is no joke, the 48K damage listed probably corresponds to higher actual damage than a similar number based on a high attack speed build. At the same time there is no reason (outside of extremely prohibitive cost) to add a little extra attack speed to this build as well. More speed will drain AP a little faster, but it will also be more crits to regain it back.
Kind of funny that a crit based build like this doesn't even really make use of critical mass. Post-nerf it is absolutely useless, which is a shame because it would really help to have some near infinite diamond skin in the mix.
I'm looking for some advice on a Demon Hunter build. I'm torn between two builds:
http://us.battle.net/d3/en/calculato...XTP!YeT!YccZZc
-Nether Tentacles for AoE, Hungering Arrow + Cluster Arrow for single target.
-Limited CC but higher single target DPS
http://us.battle.net/d3/en/calculato...XTl!YeT!accZZb
-Nether Tentacles for AoE and single-target
-Stampede knock-back + Entangling Shot AoE slow for CC
I've had mixed success with both. It may seem obvious that the second build is superior due to more CC, but the homing nature of Puncturing Arrow can be incredibly handy while kiting or abusing corners. I have 50k DPS without Sharpshooter and I use a 2H bow so my burst is sup-par to crossbows but my sustain is better i suppose. I'm unsure if I made a poor choice with 2h bows as I've been the only DH I've played with who uses them. Ultimately, I just don't know what's "best" I suppose. I'm in Act 3 Inferno but farm the Butcher a majority of the time. Any recommendations would be awesome, I feel lost in a lot of ways haha.
http://us.battle.net/d3/en/calculato...XVj!YeT!YccZcY
I use this build and farm siegebreaker pretty easily.
There's no need to have any hate spenders other than nether tentacles due to how good it is. Just find a 2H bow with a socket and put an emerald in it to make up for the crit dmg loss from not using an xbow. I feel marked for death is better for hate generation and dps than bat(Personal preference I suppose). Bait the trap provides a good dps boost and a decent cc interchangeable with torturous ground for me.