Showing posts with label Demon Hunter guide. Show all posts
Showing posts with label Demon Hunter guide. Show all posts

Sunday, 1 May 2016

Deadset's Guide to 2.4.1 - Detailed Beginner/Group/Solo Guides, Personal Impressions and Expectations


You may know me from a youtube guide or two over the past year and a half, or a (hopefully educational and nice) stream that I run at twitch.tv, or even my participation in the State of Sanctuary, all under the nickname Deadset. I have done a similar in-depth exploration for Patch 2.1.2, Patch 2.3, Patch 2.4 and I am back at it for my cross class guides. Below you can find my full impressions of the patch, as well as links to all detailed, full-blown explanations of 2.4.1 builds!

S6 STARTER SET BUILDS

Barbarian: Raekor Furious Charge


Full Video Guide: LINK

Playstyle: If you are looking for a high risk, high reward playstyle, you are probably looking at its best example this patch. Raekor is reworked but remains true to its roots with a fast-paced playstyle that thrives on trash clearing and requires good judment when, what, and how to engage. This is the Barbarian glass cannon, and being a close combat build it requires excellent knowledge of monster progression (which fights are worth your time, which are likely to kill you, etc). If you have it though, the potential for GR clears is sky high.

Personal opinion: I continue to dislike Raekor for all its characteristics since its 2.1 (?) rework. Raekor is the fishing master, the playstyle requires precision and practice, and pushing can be a more frustrating experience than other builds (Unfavorable elites? Bad RG? Run ends!) With Raekor, it becomes all or nothing earlier in GR progression than other builds, but in the right circumstances the ceiling for clears is unrivaled. I guess the slight refocusing to Ancient Spear in 2.4.1 is also nice, you actually feel it chunking the enemy.

Expectation of performance: I have seen this build clear GR90+ end expect it to reach around 100 when fully optimized.

Crusader: Akkhan/Invoker Thorns

Playstyle and Personal opinion: Since it's a variation of the pure Invoker Thorns build, my opinion of the two is basically the same - please check it out below!

Demon Hunter: Marauder Cluster Arrow


Full Video Guide: LINK

Playstyle: As safe and consistent as an endgame Demon Hunter can get, the Marauder places a solid wall of pets and sentries in the way of monsters, while it safely picks them off from the distance. Resource management nightmares will be largely dealt with through perma-Vengeance Seethe, and the build's arsenal of slows and chills keeps demons at bay, allowing for a beginner-friendly Demon Hunter experience.

Personal opinion: This is as close to a chill Demon Hunter playstyle as you'll get. Even a casual Demon Hunter player will reach GR75+ with relative ease if he plays consistently and gears properly. The set continues to receive buff after buff, making it a breeze to start a season with.

Expectation of performance: I have seen this build clear GR85+, and expect it to clear slightly above GR90 when fully optimized.

Mystic Ally Inna Monk


Full Video Guide: LINK

Playstyle: How does a summoner Monk sound to you? How about a super safe, relaxed Monk build? How about the two combined? If all those propositions sound good, look no further than the Inna Mystic Ally build. With a straightforward gearing process, simple playstyle and the opportunity to expand into a Mystic Ally-EP hybrid with an even higher potential (and skill ceiling!), the Inna Monk is a great seasonal starting point.

Personal opinion: As a fanboy of pull mechanics, I'm a sucker for Cyclone Strike builds. Any Monk build that takes Cyclone Strike automatically receives +1 in my book. The option to expand the build into MA-EP hybrid is a great example of a modifiable build to suit your needs - the pure pet Monk is simpler, the EP variation has a higher GR ceiling. Either way, I really like the playstyle.

Expectation of performance: I have seen this build clear GR90+, and expect it to clear slightly above GR95 when fully optimized.

Zunimassa Witch Doctor


Written guide update coming very soon!

Playstyle: The build wields an army of Fetishes at its side, but gets the bulk of its damage done by the Doc shooting Poison Darts alongside his 5 closest summons. You will enjoy the build if you like pet-heavy builds, as well as hammering targets down individually with heavy single target damage.

**Personal opinion: The pet and positioning reliance of the build is really irksome at times, but the build is capable of pulling some very high damage numbers if the circumstances align in your favor.

Expectation of performance: I have seen this build clear GR80+, and expect it to clear well above GR85 when fully optimized.

DMO Arcane Orbit Wizard


Full Video Guide: LINK

Playstyle: The Arcane Orbit Wizard is a bursty, mobile and relatively safe melee spellcaster. It requires very simple stack management for the amount of damage it can deliver, turning it into one of the most beginner-friendly playstyles.

Personal opinion: Durable, melee range, crowd control heavy, need I say more? It's one of my favorite Wizard playstyles ever since it came out.

Expectation of performance: I have seen this build clear GR85+ and expect it to clear well above GR90 when fully optimized.

*==================================================*
GROUP BUILDS

Energy Twister with Tal Rasha


Playstyle: The heir to the DMO version of the Twister build, the Tal Rasha version retains much of the playstyle (abuse of corners, stacking mechanics, etc.), but has little more varied rotation, and looks a little flashier - it's Tal's after all. If you hated the build in the past, you're not going to love it now, but its group power is undeniable and expected to dominate much (if not all) of the 2.4.1 group meta.

Barbarian Support


Playstyle: Abandoning his globe spawning role, the Support Barb is mostly a buffs and pulls master, an adept scout, and continues to be the overall leader of the support pack.

Monk Support


Playstyle: Similarly to the Barb, the support Monk ditches globe duties in favor of some skill-dependent healing. He fully retains his DPS guardian role.


Playstyle: Perhaps closest to his 2.4 form, the Support Doc adds some flavorful Wormwood Locust Swarms, but that's about it.

Personal opinion of the meta: I wasn't really looking forward to Darude Sandstorm and his mighty followers for a 2nd season in a row, but eh.** Expectation of performance of the group: GR120+

*==================================================*
SOLO BUILDS

*==================================================*
BARBARIAN

Leapquake with Might of the Earth


Playstyle: If you are looking for a clean, logical rotation and a more methodical approach to fights, you will enjoy Leapquake a great deal. The build dishes out a lot of crowd control and has a built-in pull to ease the AoE damage Earthquake specializes in. It does not slack in single target either, with Skular's Salvation empowered Boulder Tosses helping smooth out the usual Barbarian disparity of quick rift clear and agonizing slog through the Guardian. If keywords like 'deliberate pace', 'stun-heavy' and 'AoE and single target balance' sound attractive, look into the Leapquake build.

Personal opinion: This was one of my 2.4 favorites, and my opinion stands in 2.4.1 - less gimmicky than other builds, solid rotation built in. I love specs that lean on pulls anc CC, so I have some personal bias here, but really - try it out if you haven't!

Expectation of performance: I have seen this build clear GR85+ and expect it to clear slightly above GR90 when fully optimized.

Whirlwind with BK/Wastes


Playstyle: If you are looking for a build that feels fast, excels at hit and run tactics, and thrives the more enemies it can lure to chase it, then give the Whirlwind Barb a spin. It is very demanding to perfect gear-wise, and arguably does not reward you for it enough, but WW is always a blast to play.

Personal opinion: Wastes set needs retouching, relying on CC secondaries for some decent damage reduction from APDs is absurd. Up until you hit your toughness ceiling and you start feeling like paper, WW barb is pretty darn cool. Some number upgrades (especially Skull Grasp finally being multiplicative) push the build farther out.

Expectation of performance: I have seen this build clear GR80+ and expect it to clear slightly above GR85 when fully optimized.

Rend IK and HotA IK


Playstyle: I see these two builds as two sides of the same coin, using the base power of the Immortal King set (perma-Berserk and Ancients) to twist them for their own needs (mobile, DoT based playstyle for Rend, and a static, fight-to-fight playstyle for HotA). If you don't mind playing slightly off the meta and enjoy a decent challenge, both builds will provide plenty of quirks to learn and optimize for.

Personal opinion: The 2.3 darlings are actually bumped up a little with changes to their sets (IK and Wastes sets getting a bump in numbers, the 2.4 Endless Walk set getting added to HotA, etc.) If you don't mind playing a little outside the meta, these builds are still damn fun and different.

Expectation of performance: I have seen both builds clear GR80+ and expect both to clear slightly above GR85 when fully optimized.
Frenzy Thorns // Coming Soon!

Playstyle: -

Personal opinion: This actually exists, and is pretty cool!

Expectation of performance: 95+.

*==================================================*
CRUSADER

Bombardment Legacy of Nightmares Crusader


Playstyle: The Bombardment Crusader continues to be an oddity, with autoaimed volleys making up most of your attacks, having a single hyper-burst moment with a huge downtime, and spending most of the run focusing on survival. The playstyle has its intricacies - cooldown management, toughness issues, picking a proper fight - and would appeal to you if you enjoy setting up a fight and demolishing the enemy in single, spectacular shots.

Personal opinion: I'd definitely play this if I wanted to get on the Crusader leaderboard. It has some decision making as it's not the most durable build around, but that pales in comparison to its damage potential. I can certainly see people not digging the playstyle just based on how detached it feels from the battle, as you only take care of one offensive cooldown, and spend the rest of your attention on positioning and survival.

Expectation of performance: I have seen this build clear GR90+ and expect it to clear in around GR100 when fully optimized.

Invoker Thorns Crusader


Playstyle: The king of the chill endgame, Invoker Thorns is (to my knowledge) the only build that can go full tank and still clear 80+ with no twitch reflexes, heart stopping situations and instant leave decisions. Do not get me wrong, it will not clear every rift, but it will clear most of what your gear is capable of at a steady, unrelenting pace. If you ever wanted to play a solo build without flashy gimmicks but a true sense of invincibility, pick Invoker Thorns and do not look back.

Personal opinion: I have always enjoyed the Invoker take on the Thornsader, it's a straightforward melee build that doesn't go into full downtime mode on the off cycles of CoE. If you don't mind the lack of flashy, you'll feel right at home. I know I did.

Expectation of performance: I have seen this build clear GR85+ and expect it to clear slightly above GR90 when fully optimized.

Blessed Hammer Seeker of the Light Crusader


Playstyle: The 2.3 favorite has consistently received slight buffs to keep it from completely falling out. It is no longer reliant on kiting and stutter stepping (phew), and fights at a steadier pace that jumps into a fight and stays in its midst until it's over. If you enjoy slamming into the thick of the fight and mowing enemies with holy power, Hammerdin might just be the guy for you.

Personal opinion: Ever since 2.4, I've been pretty happy with how Hammerdin plays; now they get an additional buff in the form of Johanna's Argument 100% Hammers damage increase, bumping the build up yet again. I don't expect it to compete for the top spot, but you can definitely get some enjoyment out of the build.

Expectation of performance: I have seen this build clear GR80+ and expect it to clear well above GR85 when fully optimized.

Sweep Attack Rolands Crusader


Playstyle: The Sweep Sader thrives in density due to the Golden Flense mechanics, but can be quite fearless even in the thickest of fights due to his strong control capabilities. If you enjoy near-permanent CC and enemy manipulation, Sweep Sader can be your guy.

Personal opinion: I have always enjoyed the janitor Crusader; then again, any build that vacuums enemies and destroys them in a near-helpless state will earn my seal of approval. He hasn't gained an inch when it comes to single target potential, but the Roland set continues to get an improvement after improvement. If you don't mind a little fishin', you can take this build quite high.

Expectation of performance: I have seen this build clear GR80+ and expect it to clear well above GR85 when fully optimized.

Condemn Akkhan Crusader


Playstyle: Akkhan remains untouched in the defensive front (very disappointing for Patch 2.4.1), but its damage multipliers remain through the roof. One of its undeniable upsides is that this is one of the more enjoyable, fluid and visually appealing Crusader builds. If you are a fan of consistent AoE clear, crowd control immunity and the general feeling of a vortex of destruction, and you don't plan on pushing the highest of high GR tiers, try Condemn out.

Personal opinion: I still propose the trade of 150% of Akkhan's damage multiplier for a 50% reduction in damage; I don't think Mirinae as a form of sustain will pull you through burst, but it's something at least. Bane of the Stricken takes care of the formerly torturous Rift Guardian clears, and Vacuum never ceased to be one of the most satisfying pulls in the game. Somewhat similar to Raekor, you have to fully accept that elites will only be killed as collateral damage, and keep moving forward.

Expectation of performance: I have seen this build clear GR80+ and expect it to clear slightly above GR85 when fully optimized.

*==================================================*
DEMON HUNTER

LoN Fan of Knives


Playstyle: Arguably one of the most interesting playstyles in the game, the LoN FoK Hunter relies on the Shi Mizu mechanic to drop to low health, get guaranteed crits, and stay there for the entirety of the run. If you enjoy exotic builds with high skill cap and Leaderboard potential, this is the build for you.

Personal opinion: I love this build for what it is: twisting expectations, going for obscure item interactions, all the good aRPG stuff. Downside is, of course, THUMP THUMP THUMP

Expectation of performance: I have seen this build clear GR95+, and expect it to clear around GR100 when fully optimized.

Unhallowed Essence Multishot DH


Playstyle: What do you imagine when you hear Demon Hunter? I personally think of a lone, brooding archer mowing demons down from a distance with a spray of arrows. This is the exact 'archer' fantasy fulfilled: no gimmicks, no pets, no vaulting like a madman.

Personal opinion: UE is on a buff streak, which makes me happy. The playstyle is easy to grasp and execute, and having a small margin of human error when executing mechanics leaves more space for better judgment of combat, positioning, and damage potential. I greatly enjoy Multishot, and so should you! :D

Expectation of performance: I have seen this build clear GR90+, and expect it to clear slightly above GR95 when fully optimized.

Rain of Vengeance Natalya DH


Playstyle: This is a high skill cap, mid-range playstyle that balances AoE and single target burst relatively well. With a slew of quality of life upgrades, several number boosts and some synergistic new items, Natalya remains a decently competitive playstyle. If you enjoy a challenging build that rewards you with relative consistency, this is the Demon Hunter build for you.

Personal opinion: Receiving a slight damage bump in 2.4.1, I can hardly talk about mind-blowing Natalya changes. If you are tired of playing the Legacy of Nightmares spec and its endless thump-thump on a flashing screen, you can give good ol' Natalya a spin.

Expectation of performance: I have seen this build clear GR85+, and expect it to clear around GR90 when fully optimized.

Impale Shadow DH


Playstyle: The Impale DH excels at assassination - sounds cool in theory, but in the AoE reality of Diablo, it plays out less smoothly. Regardless, it is more than capable of taking you to endgame, if not competition, on the strengths of its single target potential - ideally spread through Area Damage.

Personal opinion: In its doubled damage state of 2.4.1, the Impale DH actually plays more smoothly. Try it out if you enjoy seeing targets pop one by one.

Expectation of performance: I have seen this build clear GR85+, and I expect it to clear around GR90 when fully optimized.

*==================================================*
MONK

SSS Uliana Monk


Playstyle: This is the most visually impressive Monk playstyle, using two iconic effects - Exploding Palm and Seven-Sided Strike - in a devastating whole-screen combo. The playstyle retains most of its characteristics: scales well with density, and takes advantage of snapshot mechanics. If you like a playstyle that rewards metagame knowledge and you like to research interactions of mechanics to get the most out of your build, try Uliana.

Personal opinion: This build is fun, but I don't have a taste for the wonky mechanics to snapshot Mythic Rhythm. The coolness factor of the build is undeniable though, seeing a Seven-Sided Strike detonate an entire screen's worth of Exploding Palms will never get old.

Expectation of performance: I have seen this build clear GR90+, and expect it to clear slightly above GR95 when fully optimized.

Shenlong Inna/Raiment Monk


Playstyle: On a surface look, the Generator Monk can seem too simplisic. There's more to it beneath the hood however, with Attack Speed vs. pure Damage considerations, and plently of tinkering for those who enjoy it. But even if you don't - if you enjoy consistency, durability, straightforward cooldown management, and solid-feeling melee builds, you can get great mileage out of this build.

Personal opinion: This remains a solid playstyle, and the primary skill buffs (Simplicity's Strength & Depth Diggers becoming multiplicative) do it a lot of good. If you wanna punch things to death and don't have a whole week to fish for your GR solo attempts, this is a great build to go for.

Expectation of performance: I have seen this build clear GR90+, and expect it to clear slightly above GR95 when fully optimized.

SWK Wave of Light Monk


Playstyle: This is the unique take on a ranged Monk, using Wave of Light's AoE potential, Tzo Krin's Gaze ranged mechanic, and the Pinto's Pride bracer superslow effect into a surprisingly effective combo. If you are the type of player to go for the exotic, unorthodox build, or simply want to try a ranged Monk, try out the Wave of Light SWK.

Personal opinion: This playstyle is growing to be pretty badass, having its damage doubled and still retaining its characteristic distance. Kyoshiro's belt is still a pain to work around, but the set multipliers are well worth the hassle. I highly recommend checking it out.

Expectation of performance: I have seen this build clear GR85+, and expect it to clear well above GR95 when fully optimized.

*==================================================*
WITCH DOCTOR

Helltooth Gargantuan Witch Doctor


Playstyle: Regardless if you're a fan of pet builds, a DoT/curse afficionado, or enjoy a little of each, the Helltooth Gargantuan build is a prime example of the best of both worlds. The build relies on the overpowering strength of the Gargantuan summons from the Helltooth set, augmented by your own entrapping Wall of Death debuffs. A very flavorful, and top tier, Witch Doctor build.

**Personal opinion: You will either love it or hate it, depending on how you feel about pets doing the damage for you. Personally, I'm a big fan, but it is worrisome that the build overshadows the others by so much.

Expectation of performance: I have seen this build clear GR90+, and expect it to clear well above GR95 when fully optimized.

Jade Harvester Witch Doctor


Playstyle: One of the more intricate melee spellcaster playstyles, Jade Harvester specializes in the application of DoTs and their nuke-like consumption. The set has received a significant upgrade to its survivability and damage potential, and it is no longer the perma-Spirit Walk reliant build you might remember. If you are looking for a high skill cap, nuke-oriented playstyle that relies a lot on player assessment of combat, the Jade Harvester might be the playstyle for you.

Personal opinion: Once you get past some pre-conceived notions about Witch Doctors, you can really get in a groove with Jade. I appreciate a build that causes you to re-learn a class and its combat playstyle, even if it doesn't turn out to be the top tier WD build.

Expectation of performance: I have seen this build clear GR85+, and expect it to clear well above GR90 when fully optimized.

Firebats LoN Witch Doctor and Carnevil LoN Witch Doctor


Playstyle: Both playstyles take advantage of the inborn durability of the Legacy of Nightmares setup, creating a visually impressive and fun AoE build for the Firebats build, and a single target, pet-reliant specialist for the Carnevil build. If you don't mind farming builds that are slightly harder to gear for, you can find something cool in both playstyles.

Personal opinion: Both builds are quite fun, durable and consistent. They require less things to keep track of than most set builds (less stacks/effects to keep track of), which is always a plus. Ancient items can be a pain to farm though.

Expectation of performance: I have seen both build clear GR85+, and expect them to clear well above GR90 when fully optimized.

*==================================================*
WIZARD


Playstyle: Fitting its name, this Wizard spec strives to enter and remain in Archon form as long as it can. It's a master of demolishing elites - especially in its Firebird variation - but possesses a well-rounded skill kit for most situations, making it the ideal soloing build.

Personal opinion: With the option to go for the safer Vyr set or the all-out Firebird variation, Archon builds have turned surprisingly adaptable to player's needs. The lack of skill differentiation between the two specs is unfortunate, but its GR climbing power cannot be denied.

Expectation of performance: I have seen this build clear GR95+, and expect it to clear above GR100 when fully optimized.

*==================================================*
Closing Words

So what's next?

I will be posting a similar thread on both the US and EU general forums, and I will be doing gearchecks / answering questions there as well, so drop by if you're interested! I will be adding links to this thread once the bnet threads are live.

I hope you enjoy the guides, and they are of future use to you in Season 6. Thank you for reading and good hunting!

Tuesday, 15 March 2016

Demon Hunters: UE Build Guide



I thought too many people were asking the same questions, so here is a list of attributes you want from your equipment. Without a doubt, ancient gear will be best, but for a weapon, ancient is a must.
  • Weapon: ancient, 1.1 attack speed*, % damage, dex, % resource, discipline (freeze on hit if there's extra secondary slot)
  • Quiver: Dead Man's Legacy: dex, attack speed, crit chance, % resource or hatred regen, Multishot, discipline
  • UE helm: dex, Multishot, crit chance, socket
  • UE shoulder: dex, resource cost, cooldown, chill on hit
  • Neck: (mostly flexible) Hellfire, Xephirian, Julia, or Aranoch: dex/elemental damage, crit damage, crit chance, socket
  • UE glove: dex, crit damage, crit chance, resource cost, stun on hit
  • UE torso: dex, vit, hatred regen, discipline, 3 sockets
  • Bracer: Reaper's Wraps: elemental damage, dex, vit, crit chance
  • Ring: Focus: dex, crit chance, crit damage, socket
  • Belt: Witching Hour: dex, vit, IAS, crit damage
  • Ring 2: Restraint: dex, crit chance, crit damage, socket
  • UE pants: dex, vit, all res, 2 sockets, slow on hit
  • UE boots: dex, vit, movement, Multishot, immobilize on hit
  • Gems: Zei, Banes, Iceblink

One thing I don't know is whether to get area damage or vit on shoulder.
  • There are few exceptions of course. Krider, Calamity, and Windforce are viable options.

Sunday, 3 January 2016

2.4 Demon Hunter Builds Optimized by Philos



Hey there, I noticed a lot of interest in Demon Hunter viability next patch, and I am happy to say DH have several setups with very comparable potential and distinctly unique gameplay. All these builds are optimized for solo, but can also perform quite well in groups with slight modifications. So unless you are pushing for top ranks at the end of the season you can basically play with whatever you want! For anyone interested in these builds for next patch, here's a few of the most powerful setups

Greater Rifting Builds 75-80+

Torment 10 Speed Build (~2min clears)


Torment 7 Speed Bounty Build


dfans text guides are in the descriptions if you prefer that format :)

The only setup I didn't spend much time with was LoN, mostly because I didn't enjoy the gameplay, but it is also viable for 75-80+

Tuesday, 11 August 2015

[2.3] Guide: The Demon Hunter Builds for Torment 6-10


Hey everyone,

here is a guide I made for the Patch 2.3 DH farming builds. Keep in mind this is mostly focused on Torment farming (which is something we're going to do a lot, like it or not), but can be applied to speed GRs almost the same up to around tier 50-55. For GRs specifically, I will make other videos once the new meta has settled a little during Season 4, right now it's very difficult to predict what tiers and party compositions are going to be the preferred choice.

The Video is split into the following parts:
  1. Intro
  2. Difficulty scaling + general considerations
  3. Unhallowed Essence setup + runs
  4. Embodiment of the Marauder setup + runs
  5. Natalya's Vengeance (Strafe) setup + runs
  6. Natalya's Vengeance (Vault) setup + runs
  7. Outro



 I've tried to keep it as short as possible while still including all the vital information, even to players new to the Demon Hunter class or the game in general. Feel free to skip the parts / builds you don't need to see, this video is intended to give an overview of the different options and to be a place to go back to once you decide to try some of the other builds. Torment builds are something that can never be set entirely in stone, and personal experimentation is definitely encouraged. Especially with the new Kanai's Cube we have a lot of new and exciting options to either boost our damage, mobility or utility, and many choices bring their own advantages and disadvantages.

TL;DW:

DH is really good for speedfarming, UE and Natalya are almost equal with different strengths and weaknesses; M6 is usable if you are a fan but a little behind the other builds. Going for Torment 10 is not always the best choice if you have to sacrifice too much mobility, so lower difficulties might be more efficient (especially when soloing).

As for Kanai's Cube: In-Geom is definitely a good addition to almost any build, we don't have many compelling choices for the weapon slot. For jewelry, RoRG or Obsidian Ring are the way to go, Convention of Elements is not really good because it's just not consistent (you want to nearly oneshot anything even without the buff anyway). For the armor slot, we have a lot of good options: Cindercoat / Pride's Fall for resource heavy builds, Goldwrap + Boon of the Hoarder for invincibility, or just some nice bonuses like Nemesis Bracers / Warzechian Armguards / Gloves of Worship.

Saturday, 2 May 2015

Demon Hunters: Why gambling for 1H crossbows is a super good idea.



DHs can gamble on 1H weapon at Kadala and choose items from only one pool which is one-handed crossbows.

Here is a sheet: https://docs.google.com/spreadsheets/d/18-MpAXTz4LTQdVieQlB4ybej3DpJWQ_tj5pEctLbVsA/edit?usp=sharing

This heavily affects the odds.
  • Odds of gambling an ancient Kridershot is 1 out of 5000.
  • Odds of gambling an ancient Natalya's Slayer is 1 out of 630!!! (x8 better odds)

Since Natalya's build needs only 1 good weapon in the mainhand (offhand can be a stat-stick) I highly advise gambling for 1H crossbows to get one of the 3 ancient 1H crossbows that are useful for the Natalya's build: Balefire, Calamity, Natalya's. The odds for getting one are really good.

Ancient Danetta's 1 out of 630
Ancient Natalya's 1 out of 630
Ancient Balefire 1 out of 1250
Ancient Calamity 1 out of 2500 

To bring this in line.

CHANCE = 1-((630-1)/630)^1450 = 0.90008304554 


After 1450 tries which is 108,750 blood shards you have a 90% chance to gamble an ancient Natalya's Slayer.

And that number is insanely good. You need way more blood shards to gamble the ancient Natalya's chest for example.

Important

Remember that you only need 1 ancient weapon for the mainhand and 1 stat stick. 3 of the 1H crossbows are super good for Natalya's build. Balefire, Calamity and Natalya's. The second weapon can be a stat stick (non-ancient is just fine).

Let's do some math and put together all our chances after say like 50,000 blood shards wich is 666 gamble tries.

Ancient Natalya's: 65.28%
Ancient Calamity: 23.39%
Ancient Balefire: 41.31%
Natalya's: 99.99%
Balefire: 99.52%
Calamity: 93.07%

After only 50k shards we have a 84.39% chance to have gambled at least one of the ancient weapons and a nearly 100% chance to have Natalya's and Balefire in the normal version.

Wednesday, 8 April 2015

Demon Hunter Rift Guardians Survival Guide Part 1 / 3



This is part 1 of the demon hunter survival guide regarding rift guardian bosses. It goes over the abilities of each boss, the type of elemental damage they deal as well as what animations you should look out for and my personal difficulty rating for each boss.

Hope you find this guide useful. Enjoy!


Friday, 21 November 2014

Demon hunters: A Quick DPS Comparison on Steady Aim vs. Custom Engineering



To compare the two passives, I put together a DPS model that simulates a 180s fight on a single, elite target using the standard M6 cold build.

I modeled the numbers using my DH in particular, and assumed a CD time of 5s on sentry drops (due to CDR).

Additional assumptions would include: target being in sentry range 100% of the time, 100% sentry uptime, highest possible uptime on wolf companion activations, etc, etc (basically perfect conditions).

The results are as follows:

Spreadsheet link

Graph:



Ramp Up Period [0-20s]
This is the stretch of time when sentries are deployed in 5s intervals, the first being dropped at 0s.

As expected, Steady Aim comes out ahead with a 16% damage bonus over Custom Engineering. Resulting (in my particular case), a damage differential of a little over 500 million by 20s.

Steady State [15 or 20-180s]
The period of time from the last sentry drop to the end of the engagement.

After the fifth turret is dropped (@20s), Steady Aim's lead over Custom Engineering slowly diminishes at a linear rate, until it hits the break point at 40s. From 40s onward, Custom Engineering has a DPS advantage over Steady Aim.

  • At 60s, Custom Engineering has a 3.0% damage advantage over Steady Shot.
  • At 120s, Custom Engineering has a 5.5% damage advantage over Steady Shot.
  • At 180s, Custom Engineering has a 6.2% damage advantage over Steady Shot.

In Grifts, I find it very difficult to have all five sentries up at one time, within range of my intended target. So I prefer to use Steady Aim due to the quicker ramp up, for faster clearing of trash mobs and elite packs.

Rift Guardian fights, and high density areas with abundant choke points is where Custom Engineering really shines.

In the end, I think that the numbers are so close that it really all just comes down to personal preference.

Here's some more tables,



Note: "By skills" includes Cull of the Weak (20%), Steady Aim (20%), and Wolf Companion (weighted value based on uptime, 8.75%)

Sentry DPS table w/ Steady Aim:





Sentry DPS table w/ Custom Engineering:


Wednesday, 25 June 2014

General Guide to all Things Demon Hunter



I figured I'll compile a bunch of info in one post. The idea being that less and less "help me with my build" or "what should i reroll" threads are created, and more "XYZ Build" or "Testing XYZ Bow with XYZ skill/armor/affix" sart showing up.

Acronyms
  • CC - Crit Chance
  • CHD - Critical Hit Damage
  • IAS - Increased Attack Speed Vit - Vitality
  • Dex - Dexterity
  • Ele Dmg - Elemental Skill Damage
  • All Res - All Resist
  • Avg Dmg - +xx-yyy Damage

Stat Weights
Stat weights have a slight change depending on crit chance. If you have over ~25% CC, then CHD becomes a higher priority. I didn't have a problem hitting 50%, if you are struggling with crit, rings, ammulets, and gloves from kadala are a great place to make it up.

-25% CC
Dex>CC>CHD>IAS

+25% CC
Dex>CHD>CC>IAS

Survivability comes down to personal preference mostly, but the rule I follow is:

All Res>Vit>Armor>%Life

Now before I jump into gear or builds, I think a lot of players can benefit from seeing which piece of gear should have which stats

Head
  • Ele Dmg
  • IAS or CC
  • Dex
  • %Skill Damage
  • Vit
Crit chance vs IAS on helm favors Crit Chance, but I would leave it to personal preference/what the item rolled.

Shoulders
  • Dex
  • Vit
  • All Res
  • Armor or %Life
Your shoulders will be primarily defensive stats. You want a high vit roll because you sacrifice a lot of toughness for damage. Since there are not many good offensive stats on shoulders, your best bet is to get a solid dex roll and a good amount of toughness

Chest
  • 3 Sockets
  • Dex
  • Vit
  • All Res
Again not many flashy offensive primary rolls to choose from. Chest and Shoulders can roll the same %Skill Damage upgrades, but they are less than desirable. Niche chest pieces like Cindercoat with the Reduced Resource Cost for fire skills are valued very highly with the popular DH build at the moment. I feel the best piece to have here is the Marauders set chest with nice rolls.

Bracers
  • %Ele Dmg
  • Dex
  • CC
  • Vit
Pretty self explanatory, high rolls on as much as possible.

Gloves
  • %Ele Dmg
  • Dex
  • CHD
  • CC
  • IAS
Back to all offensive primary rolls. Pretty straight forward.

Belt
  • Dex
  • IAS
  • %Skill Dmg (Hatred Builder)
  • Vit
Unless you have a Witching Hour with CC and CHD on it, then this is what you should shoot for. Unless you lack toughness then you can sacrifice %Skill Dmg or IAS for All res/%Life/Armor

Pants
  • 2 Sockets
  • Dex
  • Vit
  • All Res
  • Movement Speed
Another toughness sink. You make up for it with 2 sockets to drop more emeralds into.

Boots
  • Dex
  • Move Speed
  • %Skill Damage
  • Vit
  • All Res
Has the same %Skill Damage available as helm. More movespeed on gear means less paragon points spent into it, if you don't have a high paragon level. Max move speed from paragon = 120 Dex so that's the trade off. I personally always want 25% movespeed on my DH

Amulets/Rings
  • Dex
  • CC
  • CHD
  • Avg Dmg
Dex, CC, CHD is known as the trifecta and can roll on all rings and amulets. Getting all 3 and having Avg Dmg as well, or an amulet with %Ele Dmg is very lucky and highly valued. There are exceptions with the ring Stone of Jordan which is a "must have" at the moment with +Ele Dmg and +Dmg to elites. But this is what you should shoot for until you're lucky enough for one to drop

Weapon
  • Socket
  • Dex
  • %Dmg
Highest DPS number possible. With the change to the %Dmg modifier also affecting elemental damage rolled on weapons that should be coming in a patch soon makes it that black damage is no longer more valuable. Black damage being the same as Avg Dmg on a ring/amulet but just on the weapon. Most important thing when a weapon drops for you is it has 2 out of the three of these things, and you reroll an extra primary into the one you're missing. If it's not possible, then it's not a solid upgrade

Quiver
  • Dex
  • IAS
  • CC
  • %Skill Dmg
Quivers are really strong stat sinks. There are a couple uniques that have amazing passive skills. Like Ememei's Duffel that makes Bolas explode instantly, or The Ninth Cirri Satchel which ups Hungering Arrows chance to pierce. Quivers can roll every skill for %Skill Dmg so it can get expensive

Now I'll give you some links to popular builds that go a lot more in depth with each of these. Like Best in Slot lists, or weapons that synergize with the build very well.

Builds


Most popular build so far, and my personal Favorite. This thread is amazing and answers everything you'll need to know


If I've left anything out, or if I've gotten something wrong I'll be happy to change it. My ideal gear situation is a trifecta Ring of Royal Grandeur, Shoulders and Bracers of Aughild's Set, and Chest, Pants, and Boots of Maruader's set. Keeping my Stone of Jordan and Leorics Signet, and bribing kadala for a Witching Hour. Also waiting for a Natalya's Slayer to grace me with it's presence.

Tuesday, 5 November 2013

Demon hunter: Insane single target damage (primarily for bosses) (

Build: http://us.battle.net/d3/en/calculator/demon-hunter#aZdckg!bYe!ZabZZY

Let me explain the skills. Vault with Tumble: Self explanatory. You could switch out Tumble with something like Trail of Cinders, since we won't be using much Disipline in this build.

Rapid Fire with Web Shot: Deals crazy amounts of single target damage. Web shot is recommended.

Sentry with Vigilent Watcher: I'm not sure for this one, but it has helped me alot through bosses. Vigiliant watched is because the bosses go by so quickly on medium MPs. You could try Chain of Torment or Guardian turret.

Shadow Power with Gloom: Pretty self explanatory. Low on health? Pop this. Gloom is recommended.

HA with Cinder Arrows: Crazy amounts of Single target here. Works like a charm.

Impale with Chemical Burn: Seriously, this is one of the best single target skills. Deal tons of weapon damage instantly, with a DoT afterwards? Perfect.

Passive skills are self explanatory. You could switch steady aim if you're mostly for close combat.

Altough, I am only level 52. This works best for me right now, and got me through the game. If you're under 51: Switch Shadow Power with Caltrops with Torturous ground.

Got any questions? Feel free to leave them in the comments.

Tuesday, 14 May 2013

Suggested Stats (DPS, EHP) for MPlvls



Since public games are incredibly popular and beneficial to go to now, I thought it'd be handy to have a general idea of what people should be gearing towards for each monster power. Especially since people will join MP10 with too low DPS (including myself!) without knowing that they're a huge hindrance to the group.

You can already see multiple posts with people complaining about teammates slowing the group down because of deaths or low DPS.


All

  • kill MOST elite packs under 30 seconds (disputed: see comments)
  • kill trash under 3-5 seconds
  • deaths average 0.25 or less per elite pack


Barbarian
  • MP10: 650k EHP (55k HP for act 1 HoA), 200k DPS (170k solo)
Wizard

Critical Mass Build
Wiki Guide
MP5: 2.307 aps, 40% crit chance, 50k dps 400+ life on hit, 20+ APoC 3500 armor, 500 all resist, 35k hp
MP7: 2.501 aps, 45% crit chance, 75k dps 800+ life on hit, 20+ APoC 4000 armor, 550 all resist, 35k hp
MP8+ with 2.501 aps and highest DPS: 2.501 aps, 55% crit chance (Frost Nova: Deep Freeze will also be a big help), 150k+ dps 800+ life on hit, 20+ APoC 5000 armor, 700 all resist, 45k+ hp
MP8+ with 2.73 aps and decent DPS: 2.73 aps, 50-55% crit chance, 125k+ dps 800+ life on hit, 20 APoC 5000 armor, 700 all resist, 40k+ hp
MP8+ with 3.01 aps and lower DPS: 3.01 aps, 50%+ crit chance, 75k+ dps 800+ life on hit, 20 APoC 4500 armor, 650 all resist, 35k+ hp
MP10 ubers with decent dps and a solid freeze: 2.73 or 3.01 aps, 55%+ crit chance, 100k+ dps 800+ life on hit, 20 APoC 5500+ armor, 700+ all resist, 40k+ hp
SNS Build

Build Guide

MP10 138k DPS, EHP 340k

Monk

Backlash Build
D3Up Guide
  • MP10: 500k EHP, 200k DPS (150k for soloing)

Demon Hunter

Grenades Build
Wiki Guide
MP 8 SOLO, MP 10 GROUP: 225k EHP, 200k DPS (full stats)

Bola/Spike Build
MP10: ~320k EHP, 340k unbuffed DPS (full stats)
Witch Doctor
MP10: 370k EHP, 160k DPS

Tuesday, 19 March 2013

Demon Hunter MP10 GUIDE with well under 200k dps


See, it's non-traditional builds like this that give me hope for this game. Great guide.

 

 I recently started using a very similar build for mp10 but I was using tinkerer and grenadier instead of cluster and cull the weak. I found that spamming spike trap is much faster at taking down the mobs than anything else. I was also switching custom engineering for archery at times giving me double the amount of spike traps, but I haven't tested this enough to conclude on anything.

Great video, I'm glad there are more people out there noticing the diversity of the DH. Though, I do believe we deserve some skill buffs :)

Thursday, 7 March 2013

Demon Hunter: Diverse Builds that work on high MP



90% of the Demonhunters use the same Build right now, and i would dare to say, that this is not the most effective way to run a DH.

The Build looks like this: -Shadow Power//Gloom -Vault//Tumble -Preparation//Backup Plan -Hungering Arrow//Spray of Teeth -Elemental Arrow//Ball Lightning -Companion//Bat

Passives: Tactical Advantage, Archery, Vengeance, Steady Aim, Nightstalker, Perfectionist (pick 3 of those...)

Why do they play this Build? It's designed to farm on low MP (Spam Ball Lightning, catch up to Ball with Tumble and keep all the Balls floating besides you). This not only limits efficient farming to long and open spaces, but also to low MP, because you have to kill the enemies in 1-2 hits. And i believe, that many players just go with it and dont know why....

I want to introduce to you a Strafe Build that i'm currently enjoying that works on MP8 just aswell as on MP1.

The Skills: -Entangling Shot//Shock Collar -Vault//Trail of Cinders -Shadow Power//Gloom -Companion//Bat -Strafe//Demolition -Preparation//Backup Plan

Passives: Vengeance, Nightstalker, Perfectionist.

Stats you need: DPS: 1000x HP: 200x AllRes: 2x Armor: 20x (For example: 200'000 DPS, 40'000 HP, 400 AllRes, 4000 Armor) Crit Chance: 45%+ Life on hit: 500+

How it works (or better to say; why it works).

Strafe//Demolition has a proc coefficient of 50% and Entangling Shot//Shock Collar has 160% (!!!!) This means, they both actually give you a visible amount of Discipline with Nightstalker and HP from the LoH.

-Entangling Shot//Shock Collar is one of the key skills of the build as it regulates your Hatred regeneration, your Disc regeneration and your HP regeneration and provides utility via slow, which is necessary not only for survivability, but also to ensure the maximum damage of Trail of Cinders and the Strafe granades.

There is a huge amount of synergy between the skills and the passives (and your euqip if your doing it right). Low on Disc?: Prep>Strafe>Entangling. Low on Hatred? Entangling>Trail of Cinders. Low on HP? Shadow Power+Entangling/Strafe.

Maybe i should say a quick word to why i run Perfectionist and not Archery. The answer is simple: Shadow Power is an immense defensive multiplier and if i have to decide between 15k more dmg and 50k more EHP, its not hard to choose.... besides that, Strafe is a slow farming Build if you dont gather as many enemies as possible and tank their attacks.

I need to say though, that this is a solo spec and you should bring your templar for hatred regen.

For Teamplay, i would suggest a Engineer/Numbing spec with guardian Turrets and spike traps (i could explain the build if anyone's interested).

Below is a  char  (as you can see, he doesn't have to best equip, but i can play the Strafe Build on MP8 without dying if i dont make mistakes. i have to say though, that it's slow and probably not efficient... but it's possible, and with better gear it would work very well i guess).


Sunday, 7 October 2012

Demon Hunter: Strafe in 1.05


profile and build

I'm one of those 1% using Strafe in 1.04. I hopped on the PTR to try out the changes for 1.05, and wanted to tell you all my thoughts.

Here are the notes for 1.05:
  • Movement speed increased from 65% to 75%
  • Hatred cost reduced from 16 to 12
  • Skill Rune – Equilibrium has been replaced with a new rune: "Emberstrafe"
  • Emberstrafe leaves behind fire trail that deals 65% weapon damage per second for 2 seconds
  • All rune variants now allow you to walk through enemies while active

The hatred reduction is HUGE. In 1.04, I can channel Strafe for about 15 seconds, with my 10.3 hatred regen, before needing to pop Preparation. In 1.05, it's 30 seconds. With health globes added I simply don't run out of hatred.

Walking through enemies is also huge, for three reasons. First, it makes the waller arrangement where it makes a three-sided box with the only exit covered by the elite pack actually survivable. Second, it makes getting health globes in big fights much easier. Third, it makes the Emberstrafe rune useable.

The Emberstrafe rune is pretty interesting. Want to be a WW DH? This is how you do it. Instead of kiting away from packs, to use the rune effectively you run into packs, thanks to the no-clipping feature, and burn them down. It works. You have to spam Smoke Screen, and you have to be crazy, and you will die more often because you don't have any survivability, but it works. If you have 200k DPS it'll work quite well, even, but anything works at that level.

The movement speed buff is meh. It's still too slow for me. I'll stick to my Drifting Shadow rune.

If you want to try a Strafe build in 1.05, you'll probably still die a lot: it's terrible against AoE (hence Cluster Arrow being in the build) and it's very hard getting high DPS when you don't want any attack speed. But it's a lot of fun when it works, and if you want to WW Barb on your DH, Emberstrafe is for you.

How to gear for a Strafe build:
  • Use a 2-handed crossbow with no attack speed.
  • Your quiver should be the only source of attack speed. It's ok if it's a 15% ias quiver. A 10% Dead Man's Legacy is ideal.
  • Your quiver and your chest should have both max discipline and hatred regen. The hatred regen is mandatory, the max discipline just very nice to have.
  • Your boots need 12% movement speed. You will kite everything, everywhere.
  • Use the templar with the Inspire skill. He also tanks for you, sometimes.
  • The rest is standard DH equipment: dex, crit chance & damage, vit, all resist, armor.

Friday, 7 September 2012

Deamon Hunter: Top skills used by 25 highest paragon level players (SC worldwide)



Again, data gathered from diabloprogress.com. For certain skills, I'll list additional rune information, as those were the skills I was most curious about when I used a DH. Out of 25 DH's:

ACTIVE SKILLS
  • 22 use Preparation
  • 22 use Shadow Power
  • 21 use Hungering Arrow (18 Spray of Teeth/2 Devouring Arrow/1 Shatter Shot)
  • 20 use Vault (all Trail of Cinders)
  • 17 use Smoke Screen
  • 15 use Elemental Arrow (all Ball Lightning)
  • 7 use Cluster Arrow (4 Cluster Bombs/3 Loaded For Bear)
  • 6 use Companion
  • 6 use Rain of Vengeance (3 Dark Cloud/2 Beastly Bombs/1 Flying Strike)
  • 5 use Multishot
  • 4 use Evasive Fire
  • 2 use Caltrops
  • 2 use Spike Trap
  • 1 uses Bola Shot

PASSIVE SKILLS
  • 23 use Archery
  • 20 use Steady Aim
  • 19 use Tactical Advantage
  • 7 use Sharpshooter
  • 4 use Vengeance
  • 1 uses Night Stalker
  • 1 uses Grenadier

Also, 19 of the 25 DH's had the old 4pc Nat's set. It's highly likely that 20/25 of these players use 4pc Nat's. mimi currently isn't displaying a helm, chest, boots, and ring that I'm guessing are a Nat's set.

Thursday, 19 July 2012

Demon Hunters have awesome options. Let's talk under-appreciated skills!

The thing I love about my Demon Hunter is that there are so many viable choices available. For a couple weeks, I've been trying a different build every time I go farming, to keep things interesting and find options I've overlooked. (I usually do Act 2, but most of these have been good for Act 3 as well.)
Like always, if you're trying these skills, make sure to combine them with others whose strengths compliment their weaknesses. A good AoE pairs well with a single-target attack and so on.
Here are some skills that I don't hear much love for, but are actually quite good:
  • Hungering Arrow - Cinder Arrow - Everybody knows this does less damage than Devouring Arrow (the difference is quite small, however, if DA is additive, and the vastly improved reliability can put CA ahead sometimes). What most people don't know is that CA has double the proc coefficient (1.3 total per impact versus 0.65!) If you have decent Life on Hit, this thing is a fucking wellspring of life. That also makes it superb with Night Stalker.
  • Entangling Shot - Chain Gang - The amount of crowd control this skill offers is great. Snaring on every shot gives you a lot of control over an encounter. If you're hitting the full 4 targets, it's also quite decent damage. Because of the way the chains spread, it's very useful for doing multi-target damage in situations where other skills would have problems, like spreading to enemies behind Waller obstacles. Pair it with Cull the Weak for another 15% damage, an excellent boost for your traps as well. Cull + Frost Arrow + Chain Gang is a great combo.
  • Rapid Fire - Fire Support - Standing still is a liability, but for 333% damage before Ballistics, it can be worth it (when the rockets aren't off targeting crates, that is.)
  • Bola Shot - Imminent Doom - This is a pretty good skill in raw numerical terms. Where it can be frustrating is that, to make the most of it, you really want to apply it to different targets, but it's very common for other enemies to run in front of your target. Still, quite a decent skill.
  • Razor Disk & Covering Fire - I'm not sure these belong here, as they're just plain great core skills. Covering Fire is great for just about everything as long as you work with the backflip instead of against it. Take Tactical Advantage and use the flip as a chance to reposition, don't just dump all your discipline auto-attacking at close range. The speed advantage is particularly nice because, unlike snares, it's not nerfed against Inferno elites.
  • Grenades - Gas Grenades - The skill of choice for LoH tank builds.
  • Spike Trap - Sticky Trap - Not useful for as many situations as Scatter, but this is still a lot of fun to use and quite powerful. Fun times against Illusionists. Bring a bat to fund the hate cost.
  • Multishot - Fire at Will - Most of the Multishot runes are awful, but the half-cost one is actually usable. Fire from a distance to take advantage of the huge spread.
.
If you've found a good way to take advantage of an under-used skill, post it here!

Thursday, 12 July 2012

Damon Hunter Beginners Guide to Act I Speed Farming



Hello there, I just hit level 60 on my Demon Hunter about a week and a half ago. I've been farming Act I every day since. Thought I would share some knowledge that would have been helpful for myself to have as a fresh level 60 DH.
Here's the stats that you want to shoot for to be able to do this comfortably:
  • 45-55k DPS
  • 650+ vitality
  • 175-200 all resist
I currently have 55k DPS (unbuffed), 690 vitality, and 170 all resist. I also run with the Scoundrel for the extra 3% crit chance which bumps me up to 59k DPS. This run takes me about 20-25 minutes and has netted me a decent amount of gold from items (about 45 million to be exact) over the last week and a half (30-60 minutes a day).
This is the build I have used and the build that I believe will maximize your speed and efficiency, while also keeping you alive:
  • Devouring Arrow: Pretty straightforward, best single target DPS
  • Ball Lightening: Also straightforward, great hatred-efficient AOE DPS
  • Vault w/Tumble: Vault lets you get around quickly and skip the trash, tumble for reduced discipline cost
  • Smoke Screen w/Lingering Fog: Obvious choice, use to break CC
  • Gloom: Allows you to efficiently deal with reflect damage mobs
  • Preperation: Use it to Vault more, and get out of sticky situations
  • Passives: As far as passives go, feel free to switch out Archery or Steady Aim for Sharp Shooter if you have low crit chance (I have 40%), however I would suggest keeping Tactical Advantage as it allows you to go further with each Vault
As far as items go, I use these guidelines on what to pick up and what to ignore:
  • Pick up all: Yellow rings, yellow amulets, yellow ilvl 61+ armor, and yellow ilvl 62+ weapons
  • Ignore all: Other yellows, blues, tomes, gems, etc.
Tip: Alt hover over an item to see it's ilvl before picking it up.
This is my philosophy. Some people disagree, but to me picking up the blues and crap yellows really breaks the pace of the run. And the essences and vendor gold that you receive does not make it worthwhile IMO. Additionally, I ignore all chests, vases, and containers. The gold they drop is definitely not worth the time.
To start the run change your quest to Act I, quest 9, "The Cursed Hold" checkpoint, try to skip all normal white mobs where possible as they just slow you down:
  • Use the waypoint to Northern Highlands, and immediately vault north west and search for the Watchtower. Sometimes a pack of elites can spawn very close to the waypoint, wait to fight them until you've made sure the Watchtower spawned. As soon as you can see that it did, teleport back to town or Vault back to the waypoint. If the tower didn't spawn, exit the game and remake. We're are waiting to clear the tower because there is a decent chance for a goblin to spawn, and since goblins are effected by NV stacks we want to make sure we have 5 just in case.
  • Waypoint to Leoric's Manner, vault/run backwards into the manor and out into the courtyard. There will occasionally be a pack or two inside, but there is always a guaranteed pack in the courtyard. After killing port back to home.
  • Waypoint to Festering Woods, just pick a direction (left or right) and just vault until you hit one of the two dungeons, these are tiny and have a guaranteed elite or pack. After clearing both dungeons it is worth it to do a lap around to check for more elites. You can easily find at least two more in addition to the ones you found in the dungeons. King of the Hill event will guarantee a are if you are over 5 stacks. Port back to home.
  • Waypoint to Cemetery of the Forsaken, occasionally a pack will spawn outside the crypts, kill it, and move on to the closest crypt. Once inside look for a pack (there is always one guaranteed) and once you've killed one, port back to town, waypoint back to Cemetery of the Forsaken, and move on to the next crypt. It's simply not time efficient to search through the entire crypt looking for a second pack that may or may not have spawned. After clearing all three crypts, port back to town. If you find the two events and you have 5 stacks go ahead and do it as there is one guaranteed rare for each.
  • At this point you should have 5 stacks, waypoint to Northern Highlands and clear both levels of the Watchtower. Port to home.
  • At this point, if you are undergeared, are running with very high magic find gear, or have pretty low DPS, it might be best for you to restart the game and do the run up to this point. Butcher runs can be tough without adequate DPS.
  • Waypoint to Halls of Agony level 2, and then immediately port to Leoric's Manor. I do this for a couple reasons: 1) I want to clear all three levels of HoA, and 2) When you get to level 2 you will be able to see the where the waypoint is, and thus will be able to avoid running into a dead end and wasting time. From Leoric's enter HoA level 1. Clear through to level 2, and the Highland passage. Once at the Passage, literally just vault through everything, popping Gloom, and shooting some balls of lightening if you're health is in danger. It's always fun to see how fast you can get across the bridge to the door :)
  • Once I enter the Cursed Hold and accept the quest, I run down immediately to the bottom right corner and weave in and out of the rows to check for the prisoners to minimize backtracking, probably a simple tactic, but something that can save you a lot of time. Once the bottom is clear do the same to the top. Kill the Warden and Vault your way down to HoA level 3. Kill the butcher.
  • Start over.
With a little bit of practice this run can go by real fast. A l

Saturday, 16 June 2012

Fresh 60? A mini guide for you on itemization.

Background
Hi, I used to be an addict of d2. During high school, I'd sleep at 10pm and wake up at 3am to farm diablo/mephisto, and then head to school at 7am. I had perhaps 4 amazons, highest being level 93. I played so much that my diablo cd actually shattered into pieces in my cd drive.

In Diablo3, I'm currently playing a glass cannon DH with 65k DPS without sharpshooter and have about about 14million in my stash. Here is my mini guide for new and even experienced players.

Bow vs Xbow vs 1H Xbow
Let me first start by saying I'm not very experienced with 1H Xbow's so you might have to get information on that from a more experienced player.

What's better? Bow or Xbow? In the beginning it's all about getting the highest dps weapon.

Later on when you have decent amount of gold and can afford either one at a similar DPS number, it's about preference. For me it came down to attack animations, the bow just felt and looked 'good' in my eyes.

Itemization
Things you should be focusing on gearing at as a 60:

  • Weapon

DON'T GET ONE THAT HAS ATTACK SPEED AS A MODIFIER. The attack speed is already calculated into the weapon. A weapon with 1000 damage and 20% increase attack speed does NOT equal to 1000 damage, and you get a 20% increase in speed. That weapon means 900ish damage along with 20% increased attack speed in order to achieve 1000 damage.

Always look for dex, sockets, +crit damage, as those are the only modifiers that are NOT calculated into the weapon damage number that you see.

  • Dex

Make sure you get it on everything. Adds damage, increases dodge chance.

  • Max Discipline

More discipline, more smoke screens. Quiver and chest slots are your main pieces that will grant you this. I have + 9 on quiver and +9 on chest, I can get 4 consecutive smoke screens. Other notables are 1h xbows can give you discipline, as well as a good roll hellcat waistguard. Discipline regenerates at 1 per second. Smoke screen costs 14 discipline. Without any +disc gear, you have 30 discipline. 30max disc - 14(ss) +2(regen) -14(ss) +2(regen) = 25 discipline. You will be around 6 discipline after blowing two consecutive SS. Now say you have +8 discipline on your quiver, after using your second SS you will be at (6+8) 14 disc, which means now you can chain 3 SS instead of two. This is very important. Although 2 SS doesn't look very comparable to 3, once Prep is calculated, you will be able to use SS 6 times instead of 4 which will keep you alive much longer.

  • Move Speed

Make sure you have 12% on your boots. As for anything above that, it's preference. I used to have 25% move speed until I realized that I get hit by offscreen spears/arrows head on too often.

  • Attack Speed

Attack speed increases your overall dps a LOT... on paper. Your dps number shows the damage you'd be doing if you were standing there and attacking, this is very rare in inferno.
My tip: Get the attack speed you feel comfortable with. What do I mean by that? Get a number where you feel comfortable stutter stepping while at the same time being able to shoot while standing at a comfortable rate. My personal number is between 2~2.10 (found in your character info).

  • + Crit Chance

I typically always try to hit the round numbers, 20%, 25%, or 33%.
The higher the better, but not if you're sacrificing other stats for it. Most players drop sharpshooter around the 20~25% crit chance area.

  • + Crit Damage

If you're using a xbow, make sure to try to get a crit damage modifier or socket. This will add that number +50% from your passive.

  • Notable

Inna's blessing belt will give you a bump in dps by 5-6% holy damage, very expensive. Quivers can have damage increase to certain skills such as elemental arrow up to 11% from what I've seen. This is very beastly and costly.

Itemization tl;dr in this order: Increase max disc by at least 8-> 12% movespeed on boots -> Attack speed at your comfortable rate -> Crit chance 20,25, or 33% -> Crit damage


I was thinking about making another guide on skills and/or item slots, if anyone is interested let me know.
Happy hunting!

Saturday, 9 June 2012

Demon Hunter Itemization Guide



Athene uploaded a pretty interesting Demon Hunter Itemization Guide. This is a really great watch as has an interesting philosophy on Attack speed vs. cret cs. dex. Check it out below:



Also remember to check out his demon hunter build: