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13 Temmuz 2013 Cumartesi

Demon Hunter Inferno Spike Trap Belial Build / Strategy

Post SS Nerf Demon Hunter Inferno Spike lure Belial Build and strategy submitted by cs_83.

Vault - Tumble
Spike lure - Scatter
Elemental Arrow - Ball Lightning
Hungering Arrow - Shatter Shot
Preparation - Battle Scars (could have swapped this move into understanding for Backup set up or centered Mind)
Smoke Screen - Lingering Fog
Steady Aim, Sharpshooter, Archery
Pretty much my commonplace ability set, except for spike traps, that square measure ordinarily caltrops.

As part one starts I born spikes on one facet of the minions and killed them directly then captive to it facet. I then continuously hide spikes down and targeted the snakes that spawned the nighest to ME.

Once part two starts I burned him down, it's timer based mostly once the snakes spawn, therefore if you'll get him to transition (25%) comparatively quickly, you'll avoid handling too several snakes. Same manoeuvre as part one, keep traps close to ME to kill shut snakes.

Phase three was truly the best. I stood on the proper hand facet of the platform, waited for the inexperienced circle, captive to the proper, waited for subsequent one, captive to the left, then captive alittle more left then that to create certain i used to be out of vary of the double smash. once he begins channeling simply confirm you are moving 100 percent. If you get snug with it you'll do some injury in between.

Dealing with part one and a pair of was the foremost tough, there is some RNG concerned once it involves snake spawns, however once the spike traps it works well.

As a facet note, i attempted Frost Arrow character for Elemental Arrow to manage the adds higher in p1/p2, that worked, however i used to be unable to burn him as quick as I wished to in p2, therefore I curst tendrils.

Paperdoll DPS on behalf of me was somewhere between 80-85k with sharpshooter. didn't have a chilly injury weapon, would have helped a large amount.

Demon Hunter Build

Demon Hunter Build submitted by igdub.

The build: http://eu.battle.net/d3/en/calculator/demon-hunter#aeYdkg!YeX!YacZcY

Build Description:

I'm at half-hour crit with caltrops thus my discipline gathers rather quick and i am merchandising it with shadow power for survivability. it is a miraclesaver from several things once activated quickly.

While leveling, i might extremely recommed rain of vengenace with stampede, it's superb.

Same with caltrops however with another grapheme, eightieth slow / immobilize looking on your preference.

The third should (in my opinion) is twin chakrams, that ability is simply blatantly OP.

The other 2 square measure rather nonobligatory, I've invariably been an enormous fan of vault however avoid combining too several discipline hoggers.

A Few Notes:

1) the most skills were while not a doubt vault, caltrips (later twin), hungering arrow. Rest was stuff that works around it. All of these ought to be available rather early.

2) traditional was 100 percent solo, and that i ne'er had to farm. solely factor that changes with loot was how briskly the mobs died, they're very easy to kite if there is a would like for it.

3) Glass cannon works fine since monsters typically hit for ridiculous amounts of harm thus you cannot tank them anyway and whereas dex = dmg, it conjointly grants ME thirty third dodge (at ~1300 dex) and dodge works on virtually everything (aoe spells and such). +shadow power with sixty fifth reduction is useful, activates instantly if you see one thing you cannot avoid.

Templar was a good tank/healer at traditional on behalf of me, he extremely unbroken my health up if I got hit whereas kiting. I conjointly soloed nm act one and a little of act two, it went swimmingly.

All you've got to urge accustomed is kiting then you are going to try to to nice. Some monsters try and disrupt it however e.g. vortex monsters seldom hit you before you'll vault away.

Inferno mobs seriously hit onerous, everything that is larger than a spider sometimes oneshots ME. this can be injury that happens on a 4man game. all the same, i do not get hit that usually and that i will survive hits from the weakest enemies, that {are|ar|area unit|square MEasure} those {that usually|that thusmetimes|that typically} may get near me so no downside there :)

Demon Hunter Hell Build

Build by: Unknown

This build ought to assist you get through hell along with your Demon Hunter.

http://eu.battle.net/d3/en/calculator/demon-hunter#fcYdTj!cfe!bZZbZZ

This is my build it's terribly management based mostly and picks up further harm from passives and mark of death. i'm level fifty two and that i am presently going tho' hell with a Monk friend.

I use this build as a result of it permits Pine Tree State to induce my harm off safe and straightforward. It does not take long to get full emotion from zero with the bat pet and evasive fireplace. It conjointly permits Pine Tree State to kite effectively once the occasion happens

Demon Hunter Solo Build

Demon Hunter Solo Build by Reat.

Here's a build i have been victimisation whereas soloing, however it feels like it may stand as a good tank for cluster play additionally.

The basic strategy is to face within the front lines with a 1hand xbow and protect, drop caltrops and spam spike traps and Marked for Death at your feet.

At the terribly least, this is often a good survival build, and it does not have the issues a lot of typical builds do against waller/jailer enemies.

The Build: http://us.battle.net/d3/en/calculator/demon-hunter#UQhYkT!VUe!YbZccZ

Skills:

Primary: Grenades (Stun Grenades)
Secondary: Spike entice (Long Fuse)
Skill 1: Fan of Knives (Retaliate) or Marked for Death (Valley of Death)
Skill 2: Caltrops (Bait the Trap)
Skill 3: sentinel (Guardian Turret)
Skill 4: Companion (Bat Companion)

Passive 1: desensitizing  Traps
Passive 2: Custom Engineering
Passive 3: athletics

Play Style:

Between Guardian Turret and desensitizing  Traps, you'll have up to four-hundredth injury reduction. this is still true as long as you're standing in your caltrops and either the enemy is additionally, or you are spamming Spike Traps at their feet if they are ranged.

Even with a protect, the injury this build will pump out is great, since it uses the very best damaging skills that ar typically to troublesome to use if you trust kiting (Long Fuse Spike Traps, and Retaliate Fan of Knives). It conjointly gets +20% crit from athletics and Bait the entice, therefore check that to use a +crit injury gem in your weapon. It will use emotion terribly quickly, that is why i like to recommend victimisation the Bat Companion.

If you are in a very cluster you will likely get a lot of mileage out of Marked for Death than Fan of Knives. you may conjointly notice that you simply do not have to be the taking the injury for all the injury reducing effects to figure, and for those silly sods United Nations agency need a battle royal DH, this build works dead for that additionally.

Demon Hunter Level 60 Build

Demon Hunter Level sixty Build submitted by Dog.

The build: http://us.battle.net/d3/en/calculator/demon-hunter#aQZjgd!eYT!YaaaYb

I switch out skills quite bit whereas leveling. For bosses I typically prefer to have smoke screen. In hell I had swapped out Impale with Caltrops Bait the lure runic letter. I likeable the additional survivability having that slow in conjunction with the constant 100% crit. better of each worlds.

My passives modified lots whereas leveling. I typically invariably tried to induce a bow thus athletics and steady aim stayed constant the full method through. i actually likeable sharpshooter soon. individuals hate on that, however I found it to be particular.

Hungering arrow i could not decide between greedy and shatter. Shatter is extremely sensible, except for single target it sounds like just one, maybe 2, of the cut shots will pierce an equivalent mob once more. i am undecided however the mechanics work for them. I used each looking on however i used to be feeling at the time.

Demon Hunter Multi Shot Inferno Build

Diablo III Demon Hunter Multi Shot Inferno Build by Sukoshi.

The Build: http://us.battle.net/d3/en/calculator/demon-hunter#bjXZYV!bYe!YaaaZb

This build United Nations agency has been formed for Hell and Inferno i am going to break the build down below.

PRIMARY: Entangling shot is handily the foremost helpful Primary within the game..

Top runes for it area unit the subsequent

#1 Chain gang: Do i want to clarify however helpful this character is, three hundredth dmg (75%x4) unfold to four targets and speed there movement speed by hour affirmative PLEASE!

#2 Justice is served: presently i am rocking this character as a result of i am DW Hizzies with super quick atk speed + passive hate regen from gear my hate goes from zero to full in five seconds.



ALTERNATIVE PRIMARY:

Hungering Arrow - Spray of Teeth - If you've got high crit or use sharpshooter, I extremely advocate making an attempt angular distance out. Even on single target, the injury is basically high. Also, if you are doing select Hungering Arrow ensure to induce a quiver with + Hunger Arrow injury on that.

SECONDARY: Multi shot: this is often handily the simplest AOE for a demon hunter once you acquire the subsequent character.

#1 hearth at Will: This character permits you to spam multi shot like no alternative.. Hits all targets on screen for unbelievable dmg should HAVE character

THIRD: Smoke Screen: Smoke screen is god like literally! It breaks all CC's and It dumps all irritation in ninety nine of eventualities, There was one or a pair of things the mobs still followed Maine whereas invisible however its tiny. however better of all it causes you to unbeatable for two seconds. you would like to avoid associate attack from a boss smoke screen, you wanna run through four lazers from esoteric mobs simply smokescreen, you get unfree smoke screen, ten mobs chasing you and not your barb tank Smokescreen, you get sucked in from vortex simply smokescreen!

#1 Displacement: You run thirty fifth quicker whereas invisible want I say more?

Forth: IMPALE: This ability could be a Boss wrecker, untill i purchase additional testing from Inferno i am keeping impact character at #1 character, however to this point from traditional through hell I actually have been able to virtually stun lock from 100 percent health to zero ALL bosses except Belial once he transforms.

#1 Impact Rune: This character is god like, The beleaguering tank boss in act three picked up my parties barb and ne'er place him backtrack through the entire fight as a result of he was stun barred. Best character to this point

Fifth: Caltrops: nice lure United Nations agency, Drop it defensibly or perhaps objectionably together with smoke screen. Not a lot of to mention regarding it twig Love it!

#1 torturing Ground: immobilization mobs for two seconds essentially creating this ability a frost star.

Sixth: Preperation: The last ability was more durable on behalf of me to decide on till I got the battle scars character. This ability is thus helpful, it permits you to spam caltrops and forever have a smokescreen obtainable to save lots of your !@#. Battle scars character makes this ability Even Better!

#1 Battle scars: This character makes it thus after you use preparation you get cured for hour of your grievous bodily harm power unit, enjoying a squashy category obtaining hit once or double will place you within the red, touch this may nearly place you at full power unit and permit you to forged smokescreen and properly retreat. Best character for preparation and has saved Maine persistently.



Final Note: If you're having issues with mirror Mobs (Really hate these on my Demon Hunter.) then think about using Shadow Power with Gloom. it's very helped Maine. you may drop impale and use Hungering Arrow as your primary

Demon Hunter Inferno Rain of Vengeance Build

Diablo III Demon Hunter Post Nerf Inferno Rain of retribution Build submitted by irecu.

I have cleared up to and together with most of ACT three on INFERNO difficulty]

(Cleared elites solo and Belial(2-man with barb) post last nights patch.

Firstly, i might prefer to address those those who area unit whining concerning the nerf. affirmative your kitchen utensil build is gone however you had to understand it absolutely was coming back and here's some reasons why it absolutely was the correct factor to try and do.

1. Inferno is meant to be onerous. having the ability to clear it in two weeks with poor gear is clearly unreasonable.

2. Smokescreen isn't meant to possess such an outsized up-time and in doing thus it absolutely was a really low talent build. (it was primarily exploiting AN overwhelmed ability)

3. SS/prep was really boring and disappointing. currently we will have some fun and experiment.

4. If you are the variety of player WHO can abuse AN overwhelmed description however not place within the onerous yards to clear content, you do not should clear inferno.

For those individuals whining that the nerf was too hard: thanks to you being nerfed, your description is not any longer overwhelmed and intrinsically, you're in a very abundant too high act for your talent, description and most significantly gear. return down AN act or 2 and farm some gear for a trifle whereas, apply and refine a description, it'll do wonders. i actually have born back to Act two to farm and improve my character.

All hope isn't lost but...





Here is that the description that I even have been performing on the previous couple of hours:

The Build: http://us.battle.net/d3/en/calculator/demon-hunter#biXVlY!cYe!aZZbbb

It is not good, nor applicable to any or all things.

This is my farming build, for bosses i could or might not swap to Nether Tentacles betting on the boss (had it for belial) and Marked for Death. Swap in sport if i notice a decent bow. The build does not have vast aoe however if you kite properly it'll all die simply enough.

For those whining concerning dying too simply in act two. This build throws out enough CC and harm that you simply will kite fairly effectively and might avoid most uneccesary harm. That being aforesaid, i feel there'll be atiny low variety of mob sets and positions/environments which will be too onerous and that i am willing to measure with a rare reset/call a lover.

Caltrops (I like the name Cow Traps): area unit your new SS. Combined with the painful Ground glyptography, these are going to be bread and butter. for less than half-dozen Discipline, they're but [*fr1] the value of SS. give 2/3 of the period. they're an especially effective counter to teleport/fast.

Rain of retribution (Stampede): this is often an especially flourishing CC. operative outside of hate and discipline, it may be used as a full ten second CC on elite mobs and AOE packs. It will giant harm and is extraordinarily helpful for kiting.

Screaming Skull: this is often terribly underused for the way sensible it's. intelligibly it's a lower DPS than alternative secondaries, however the CC is extraordinarily helpful against elites and alternative styles of trash. it's terribly reliable, causes the enemy to run away for easier kiting, is aoe(in a line), puts out sensible dps/hatred. the most reason I picked this up was it's a decent counter to fast/illusions and simply solid generally.

Smokescreen - Immunity continues to be priceless for dodging harm. additionally used for positioning (hence run speed rune)

Thrill of the Hunt - Not necessary, however I feel the CC is a lot of helpful than the dps to Maine at the instant.

Steady aim - With high CC; slow, stun and worry, the mobs are going to be terribly slow to induce to you, supplying you with many time to deal harm before they even reach you. Cow traps can nearly always keep them out of the vary (they have a radius of 12). this is often primarily a free two hundredth harm (when you are at intervals ten yards you must be kiting not fighting).

Sharpshooter - Personal DPS selection as i am employing a 2h Xbow. Would swap for sport with a bow. may attempt culling and take a look at the distinction.





For people who area unit curious, my stats area unit as following

pre-nerf

8khp 33kdps (+culling)

post nerf

28khp 30kdps

Without Sharpshooter - running 970 dps weapon and 1500 manual dexterity.

(dps stayed high as i used to be ready to create higher use of passives and swap out discipline and crit gear)
I will be planning to improve my survivability and can most likely use Gloom for boss fights

1.0.8 Demon Hunter Rapid Fire MP10 Build

1.0.8 Demon Hunter fast hearth MP10 Build submitted by anaglyph.

Video:

http://youtu.be/8Y3JH48-jsc

After testing extensively, my opinion is RF is viable and higher for farming at higher MPs and lower MPs. victimisation Mantico.

First of all, you would like to possess a minimum of emotion generation of nine per sec with Bat Companion activated. High important probability is usually recommended. If doable, get an honest SOJ and DML with RF CC bonus. Game play is that the most vital. do not miss it at the tip of this thread.

The Build:

http://us.battle.net/d3/en/calculator/demon-hunter#Uchgdk!Xbf!acZZbc

Grenades * Thinkerer - Shoot three grenades dealing ninety fifth dmg every isn't the most reason for this ability. the flexibility to come up with half dozen emotion is. emotion pool is one hundred fifty therefore in theory eight shots of 3x6 can refill the pool provided all grenades hit the mob. this could be your secondary weapon.
Bola*Bitter Pill - you'll additionally use this ability to regenerate disc with nice dps.

Rapid hearth * Bombardment - this can be your main weapon. With one hundred fifty emotion pool, you'll be able to channel twenty five seconds incessantly provided there's no split. 414% dmg and AOE of eight yards is arguably the foremost powerful ability presently offered to DH. Game play is very important. i'll make a case for later.

Guide continuing when the page break..
Companion * Bat - three emotion generation per sec.

Vault * Tumble - you would like this ability to induce out of sticky things.

Shadow Power * Blood Moon - do not suppose this would like more clarification. Bood Moon character increase life steal to twenty fifth can not be unnoted. you'll be able to additionally use character Night affliction further|for extra|for added} three emotion per sec however sacrificing additional life steal or Gloom, that ever suit you higher.

Optional:
Rain of Vengeance*Beastly bomb - the huge injury cause by the bomb is large. quiet down of thirty sec is suitable.
Sentry * Guardian Turret - further dmg and protection. you'll be able to perpetually use different ability for this eg Preparation. this can be the first time I opted out on Preparation. can make a case for in game play.

Passives skills :

Nightstalker - primarily for Perma Gloom. Worked marvel with RF currently.

Vengeance - liquid ecstasy emotion +25 and gain twenty emotion and Disc once heal by health globe.

Perfectionist - scale back 100 percent Discipline prices and increase all of your defenses by 100 percent together with Life, or

Steady Aim - an honest passive as a result of once you begin channeling more than ten yards, the two hundredth further injury can still kick in albeit enemies ar moving nearer than ten Yard provided you do not break the channeling.

Archery - and five hundredth CD for Mantico

Cull The Weak - this can be additionally associate choice with 15 August 1945 further injury provided you employ cold component SOJ, Buriza and Azkaranth on unwelcome person

Game play

The main great thing about RF is that the ability to channel at superb speed and crit hits. A full one hundred fifty emotion pool can enable you to channel non-stop for twenty five Sec (estimated for Mantico). Imagine what dmg you'll be able to trot out fast 414% weapon dmg for twenty five sec. don't fret if a number of the grenades miss the targets, simply do not break the channeling instead incur twenty emotion once more. perpetually keep in mind this, your Shadow Power * Gloom once activated before firing RF can perpetually stay active even when five seconds. If there's no break in your channeling, SP can last for twenty five secs. do not waste Disc and activate SP once you see your character is while not tentacle. SP continues to be operating. however wonderful! that's why i do not would like Preparation any longer.

When endeavour elites or mobs, first activate your SP and shoot some grenades or Bola (if u use this) to steal some life simply just in case, then either spotter or beastly bomb before you begin channeling. Whenever you're low on emotion, activate SP once more and shoot grenades. The emotion pool are going to be filed up in no time (8 shots and nine emotion per sec generation) as a result of there {are additionally|also are|are} Health globe lying around that also refill your emotion and disc. confirm you have got obtain radius bonus. confirm you hit SP before channeling once more. you may feel unbeatable by currently and somewhat tanky.

The problem arise once encounter with elites which might break your RF channeling eg Knockback, Voltex and etc. do not panic, confirm that each time this happen, you would like to activate your SP before channeling RF and whereas channeling do not waste Disc by pressing SP once more.

If your do that out, I hope it'll work for you as a result of I m having fun time with this build.

Thanks for reading.

Inferno Demon Hunter Post NT Nerf Build

Inferno Demon Hunter Post Nether Tentacles Nerf Build submitted by waiter.

So by currently all of you Demon Hunters out there grasp that National Trust was nerfed and is not as effective because it wont to be.

I decided to undertake out a rather completely different build, and here is what I came up with, it's operating on behalf of me in Act two Inferno. be at liberty to comment and let ME grasp what I will improve or amendment.

I additionally additional a bunch of alternatives to exploitation Elemental Arrow - Ball Lightning.

My new build:
http://us.battle.net/d3/en/calculator/demon-hunter#biYgXV!YeT!YaZYZc

PRIMARY: Entangling Shot - Justice is Served - nice emotion builder and it keeps mobs away. in person i favor to modify out justice is served for shock collar for the little bit of additional harm, and since Ball Lightning is not too costly to use. work party is good too, if you're having issues with obtaining swarmed by several mobs, try it out.

Note: I actually have additionally been making an attempt out Hungering Arrow with Spray of Teeth rather than Entangling Shot (+Sharpshooter and crit gear) and it's been figuring out very well. I bought a +Hunger Arrow harm quiver yet, and currently it hits (and crits) for insane harm. desirous arrow is additionally nice, however overall, I actually have detected that spray of teeth offers a lot of sustained harm. (Note: If you've got high crit, like higher than four-hundredth, Spray of Teeth can offer you a lot of dps, if you've got lower crit, desirous arrow can do a lot of dps.)

SECONDARY: Elemental Arrow - Ball Lightning - Since National Trust was nerfed, i made a decision to undertake Ball Lightning so way it works well, it's terribly just like the recent National Trust and handles massive packs of mobs with ease. (+ it's nice range) i actually assume BL can be the new National Trust. It will solid harm, handles each single target and aoe well, and doesn't value an excessive amount of emotion. There square measure some nice alternatives tho'.




Alternatives to Ball Lightning:

Cluster Arrow - Loaded for Bear - though cluster bombs do a lot of harm, with Loaded for Bear, it's a lot of easier to aim. plenty of times you'll get on the run, and cluster bombs simply will not cut it. Loaded for Bear was buffed in one.0.4 thus it will rise up to cluster bombs in terms of quality. Another get pleasure from exploitation Loaded for Bear is with mirror mobs, it's doable to smoke screen to avoid harm taken from mirror as you fireplace. With loaded for bear, it's straightforward to smoke screen then quickly fireplace loaded for bear, dealing major harm to the mob whereas not taking any harm from mirror. With cluster bombs, this is often more durable to try to to.

Cluster Arrow - Cluster Bombs - This will plenty of harm. If you aim it right, it will eliminate plenty of mobs in ammunition associated even take an elite mobs HP down terribly quickly.The problem is it's atiny low vary, thus you cannot miss, and it prices a humongous fifty emotion, thus you'll solely use some. If you employ it with caltrops, you'll discovered the mobs easier for the shot.

Elemental Arrow - Frost Arrow - If you do not wish to use Ball Lightning, attempt Frost Arrow instead. It's quicker, deals a lot of dps and it freezes things.

Elemental Arrow - Screaming bone - Note from KS: i take advantage of screaming skulls over lightning bolts as a result of I price worry over stun. worry makes the monsters run, usually backtracking them farther from you. this provides you longer to cope with the opposite elites that square measure most likely speeding towards you. With an honest attack speed and a few luck you'll even alternate monsters, fearing all of them into a corner. I've done it some times, its uproarious.

The negatives of screaming skulls is that it does not stack with Sharpshooter to create your 1st hit continually work and may opt for an extended amount while not fearing if you are unlucky ( my record is maybe ten arrows while not skulls). the bone isn't that sensible for dps as a result of it's hardly that monsters line up unless you funnel them through a door, though I still get 70k crits with it, easily.

As for practicality, all champs and elites and traditional mobs square measure fearable. however the champs with special names that dont have minions arent. Untill i purchase four-hundredth crit probability i will stick to screaming skulls.

Chakram - Twin Chakram - two chakrams that hit for 100 percent harm every and it will hit multiple mobs. terribly effective spam move.

Multishot - Fire-at-Will - twenty emotion, several harm, mows down enemies. Hits in no time and really wide thus accuracy is not as strictly needed. additionally note that if you cannot decide between Multishot and Ball Lightning for AoE, BL solely deals 100 percent less harm than Multishot for [*fr1] the emotion value.

Impale - Overpenetration - 250% weapon harm that may hit multiple enemies. nice for elite pack farming. solely draw back is needs extreme accuracy associated you'll wish to run with an AoE move yet since this is often not a decent AoE skill)

Note: Use the grenadier passive aswell as a six emotion generator attack like entangle shot and bat pet, this implies you'll fireplace CA nearly perpetually.





The rest of the skills:

Caltrops - excruciating Ground

Shadow Power - Gloom - this may assist you defeat mirror elites. I wont to use vault, however not any longer.

Smoke Screen - Lingering Fog

Preparation - Backup arrange (I grasp folks can disagree however despite the fact that Backup arrange is nice, I still like taking Battle Scars typically. plenty of times i do not get one shotted and simply get taken all the way down to around 2 hundredth HP and battle scars very comes in handy if potions and SS is on cooldown.)