About Caldesann's Despair:
Yo guys, this is my seasonal UE6 DH: http://eu.battle.net/d3/en/profile/Ghips-2993/hero/71772473 I'm starting to level some gems to 75 and I want to invest them in my current gear... Which gear parts should I put Caldesann's Despair on? I was thinking: Helm, Legs, Wrists, Gloves, Shoulders and Quiver for starters since that's like 6 gems to level to 75 X_x.3
Demon Hunter still falling behind!?
So, after playing a lot with the new rebuffed DH and looking over to the other classes as well, I came to the conclusion that the DH seems to be the weakest of them all. To explain it in the best way, let's look at this table: https://docs.google.com/spreadsheets/d/1sdWUjBqrnXc4nMTvc9G0onHCL1WY6XsF-avLsYOrmOM/htmlview?usp=sharing&sle=true This is a pretty good overview over all top-builds and their current tier. Every class, except for the demon hunter and crusader, are able to build up a 100+ grift group team. Compared to the others he lacks behind in 8 grift-levels, which sounds quite useless for group builds. In terms of solo play, he has one of the lowest possible grift-level with ~81 (ok, 85 with the not so easy to play Nat Build). The crusader however is a very strong solo grifter, as can be seen in the rankings: http://www.diabloprogress.com/rating.stat_grift_solo_s5 And also the barb and wizard are far superior than the DH, with about a 87-88 possible grift-level - 6-7 tier-levels in difference. To sum it up in the best way: In groups he's weak, in solo he's weak. And he's also losing in diversity: Barbs f.e. can always go as support or dmg-dealer, as DHs are always forced to go as dmg-dealers ... and they're not even the best in their job ... Do you guys agree, that he's falling behind the others classes again, or do you have other experiences like 100+ group grifts with him? I doubt it.26
Tactics advice needed
well, I am fairly happy with my season DH, doing a lot better than I expected and mostly enjoying it. However I think my Grifts are letting me down. I can clear 66 or 67 (forget which) and thats it. from reading other posts, I get the feeling that I should be able to get a few levels higher than that. Gear isnt too bad at al- no complaints there,- so its probably the way I play. Because I lost a lot of hand nerves, my mouse skills can be alittle off at times so I tend to shoot what I see and wait till its dead. Any advice? Happy to try new things if it will improve me, Gems are about as high as they are likely to go for now, about it really :)10
Demon Hunter [Essential Skills Guidance]
This guide is aimed at those who are starting out as a Demon Hunter and are not sure which direction to take with their skills. If you are like me, I tend to enjoy coming up with my own builds rather than following someone else's exactly. Sometimes it's just satisfying taking ideas from someone else's builds and playing around with a variety of skills until you have something you like playing with yourself. This is not a guide to skills you must use, simply a guide to the Demon Hunter skills you might find very useful to incorporate into builds you play with. These skills below are ones I've used continuously through my journey as a Demon Hunter. Some have NEVER left my skill bar at all because they are fused with my play style whichever direction I take. Hopefully my description of these skills and why i find them useful will help some of you decide what may work well for you also. ========= Vault - 35 yard dash to another area. This is one skill that stays on my skill bar no matter what. Vault is handy in all sort of situations. 1) It makes you more mobile around the battle field. Dodging things is as easy as pressing a single button! (just make sure you don't vault into the enemy) If you want tactical positioning really quickly this skill lets you re-position yourself to fire from a different angle. Dodging incoming attacks and evading missiles at the cost of some discipline. 2) Escape! Break out from sticky situations. If you're stuck in a poison pool or a molten pit, vault away at haste! If an elite has you jailed, vault out of his lock! If you find yourself surrounded, vault away and make some room between you and the pack. 3) Make your runs faster! Finding the 25% move speed cap frustrating? I do! Use vault to get around the map quicker. As long as you have enough discipline coming in then you can use vault to make your runs faster. When coupled with the passive skill [tactical advantage] you will speed around like never before! Most useful rune: Tumble - halves the disc cost of your second vault (more vaulting for less cost) Most forgettable rune: Action Shot - Fires out projectiles at nearby enemies (fires out 2 or 3 projectiles and doesn't do enough damage for the cost of the discipline) Runes of note: Trail of Cinders - leaves a trail of fire along your vault path (Leaves behind a trail of fire that damages enemies pretty nicely. Can proc Life on Hit which is handy for those of you tanking) Acrobatics - No disc cost but 10 second cooldown (Pretty handy if you want vault in your skill bar but have too many disc costing skills already.) Problems with Vault: Most notably the discipline cost of vault. At 8 makes this a heavy discipline drain. Make sure you don't go vault crazy in the heat of battle unless you have enough discipline regeneration capabilities. This is why tumble is a great rune. ========= Shadow Power - Cast to gain 5 seconds of Life steal. This is another skill that doesn't leave my skill bar. Unless your packing Life steal on weapons or heavy amounts of LoH you will need this skill. 1) Regenerate life lost from battle. We all get hit by the monsters sometimes, unless you are some godly dodging DH! Regenerate that like back with a quickly with a quick cast of shadow power and a couple of shots at the nearest enemy. 2) Laugh in the face of reflect damage mobs! Reflect damage mobs are a DH worst nightmare. If your packing a heavy punch, don't expect to kill these fellas off without some life steal. Just don't run out of discipline before they are dead :/ Most useful rune: Gloom - adds 35% damage reduction (with this damage reduction you can take a lot more incoming damage. Quite useful when the demon hunter is hard to gear up for EHP and DPS at the same time. Since most of us prefer to stack up the DPS and settle with minimum amounts of EHP, gloom becomes mandatory in most cases.) Most forgettable rune: Well of Darkness - reduces cost from 14 to 12 disc (although the most useful rune on vault is tumble, the most useless rune on shadow power does something similar. So why is it the most usless? Basically the reduction in cost is insignificant when compared to tumble. Tumble reduces the cost of the next vault by 50%, here we get a measly 14% reduction in the cost. Not to mention you wont need to spam it quite as much as vault. So for what you save in discipline it isnt worth it in comparison to what the other runes give you.) Runes of note: Blood moon - Increases life steal to 25% (very useful for snap shotting skills like Rapid Fire, Rain of Vengeance and strafe) Night Bane - Gives an aditional 3 hatred per second (Helpful when using skills that cost a lot of hatred. You need to regen that hatred somehow!) Shadow Glide - increases movement speed by 30% when active (A great rune for travelling around fast or dodging incoming attacks.) Problems with Shadow Power: Nothing apart from the large discipline cost and the fact that in most cases the skill is mandatory for the life steal. ========= Preparation - Instantly restore your discipline (45 second cooldown) This skill can really save your bones! As a Demon Hunter you must battle to keep resources available. A lack of discipline can be the difference between life or death. Get a larger disc pool from items and you have double the pool with this skill! 1) Restoring your defences. When things get tight in battle and you find you are out of discipline, hit a button and you have it all back at once. Discipline is a DH life source, it is our defence. If you never have enough discipline, use preparation. 2) Fuel your attacks. Some skills that use discipline also give you an attacking advantage. (Caltrops, Marked for Death, Vault) The more discipline you have the more damage you can output. Most useful Rune: Backup Plan - A 30% chance to no activate the cooldown. (If you have a large Discipline pool, you will have a triply large discipline pool if you are lucky with backup plan just once! 50 disc pool becomes 150 disc pool, HELLO! 30% is a good chance for this to happen, just don't rely on it) Most forgettable rune: Focused Mind - Gain 45 disc over 15 seconds. (can be useful if your discipline pool is small, but i think the other runes are much better) Runes of note: Invigoration - Gain an aditional 10 disc for 5 seconds (this is useful as every time you use prep you will have an extra 10 disc to use up. Most the time you use prep when you need that extra disc so its like having 10 more disc in your pool). Punishment - Restore all hatred for 25 disc (great rune if you have a hatred hungry build and don't use discipline for much else. This might be the case for low level mp running where you can one shot a lot of mobs without the need for Shadow power) Problems with preperation: Only that it takes away a skill spot for something that can do direct damage in its place... ========= Caltrops - Lay down a trap that slows mobs by 60% in a 12 yard radius for 6 seconds. This skill is very helpful for keeping mobs at bay and packing them together. 1) Kiting! Lay down a load of traps as you travel backwards and lead the mobs into them. Can let you pick off the mobs much easier. 2) Additional damage. Some of the runes give you a boost to your damage output. With eDPS issues you can make sure your discipline is put to good use. 3) Synergises well with some passives. Cull of the Weak and Custom Engineering most notably. 4) No animation to cast skill. This is great, you won't interrupt any other skills by using Caltrops. Lay them down without any casting delay. Most Useful Rune: Jagged Spikes - 270% weapon damage over the 6 seconds. (This can help you output a load of damage on the battlefield. It also snap shots life steal from Shadow Power so you can steal life back without SP active.) Most Forgetable Rune: Carved Stakes - Reduces disc cost from 6 to 4. (This isnt useless, but the other runes do much more useful things!) Runes of Note: Torturous ground - imobilises targets for 2 seconds. (Since this works on Elites it can be very useful for keeping them at bay) Bait the Trap - When in the area you gain 10cc. (Great if you're using skills that require you to stay on the spot for any length of time) Problems with Caltrops: Elites in Inferno mode won't be effected greatly by the slow effects of Caltrops. They seem to stroll through them like they aren't there :/ Again, discipline cost. It doesn't cost a great deal, but if you're using shadow power and vault a lot, add the cost of Caltrops to that and you might have a bad day. This is most noticeable when casting Jagged spikes continuously for the damage output.23
How about you fix my new set?
broken. really broken. CoE is BiS for all, alas a piece of junk for my new set. All classes get working new sets. I get a broken non-working set (intended to be broken) DH has 4 sets, the new one I collected is the only one non-viable, the other 3 score across solo grift. My new set improves the damage of one skill only (unlike marauder=5, UE=all gen&multishot, Nats=RoV+Belt+dual wield+FoK dagger now) and this skill lost 2 runes in the process because I need more diversity when I build and optimize my character (chemical burn and GW runes are a logical mathematical choice) so Bliz chose for me to use Ricochet. And I chose it and I spam it. I got a new belt that makes me Vault for free with this set! So I spam Vault. I got a new ring that reduces damage after Vault, so I spam Vault. One off set item dedicated to the set. I cant dual wield, I use a quiver. Quivers is helping me to keep my arrows safe and draw them fast. I have no bow. This is part of the fantasy. Knives & Quivers. Bows and Holsters. Fix it.4
gambling a thunderfury with a level 31 character?
Hi, I'm trying to get a thunderfury for my follower, I'm cubing 1handed swords, but I wasn't lucky with that yet. http://eu.battle.net/d3/en/item/thunderfury-blessed-blade-of-the-windseeker It says there, that the minimum level is 31, so is it wise to spend bloodshards at kadala with a level 31 barbarian for example?2
i have a DH that has a weapon with 47% reduce to all resources+10% reduce to all resources from paragon lvl+30% reduce to Fire costs in the cube. i have a total of 150 hatred. if i use multishot with arsenal (witch uses 25 hatred per shot). why do i only get 24 shots before i run out of hatred?5
The Shadow's Mantle Set Dungeon - A few questions
Hello, not too sure if this is the place to go, but I might as well give it a try. I've been trying to do the Shadow's Mantle Set Dungeon, and I have been doing somewhat well at times, but there are just some things that bother me doing it.. Now, I am not saying "MAKE IT EASIER!", because that would be bonkers, but there is this thing... Hitting twenty separate enemies in a row twenty times over five intervals. I understand what it wants me to do: Hit twenty enemies with a dagger five times. This isn't a problem for me, only time it does come as a problem is when I have to deal with the Shadow Servants, who don't exactly go down in one hit. Personally, I feel like the only way you can achieve the mastery with doing the twenty enemy objective is if you run it enough times until the enemies are divided in a more convenient manner (Skeletons at the start, Shadow Servants towards the end), or at least make it so that you can hit an enemy more than once without breaking the combo chain, but still getting only one tick towards the twenty mark. I guess you could say that being allowed only one hit on an enemy for the chain to tick forward is part of the challenge, but it can easily lead to the idea that you have to pray for a decent assortement of enemies to stand a chance. If anything, I also wish to ask the expert Demon Hunters on some tips on how to achieve the Shadow's Mantle mastery. It would be very helpful to know. Thank you in advance.13
Un-Meta Build: The Turret God
Hello peoples, I am preparing bunch of wacky off the grid, non meta builds for all of you gamers of D3 trying to mix and match all kinds of silly stuff! This build focuses on being a stationery god of destruction while taking as little damage possible and wiping the masses fast, while dealing supreme UNPRECEDENTED damage-per-second-with long upkeep. Basicaly if its a mass, they get wiped. The tankier the boss the more damage he gets over time. Additionally, as the fates bless me on every turn (I played Tal Rasha before it was cool) I had a crappy Compass Rose and The Travelers Pledge equipped. I came to play the new season and lo and behold the set got changed TO BUFF MY BUILD EXACTLY! But still its a great set for this build :(Chakram is resource gen) http://eu.battle.net/d3/en/profile/Kusariyaro-1719/hero/55504097 In the recent changes and additions to legendary weapons I will switch shoulders with another, as well as cubed armor piece with something else; For third gem I will use Zai's Revenge as it plays well with my passive; Basically, buff Physical elemental damage, drop howl of the wolf(+% dmg) drop Rain Of Vengeance(Nuke, constant DPS, Calamity Mark to everyone in AOE); Start channeling Rapid Fire and stacking Endless Walk,Taeguk,Wojahnni Assaulter, Mantle of Channeling(to get list) and recast Rain of Vengeance and Wolf per need; When the boss arrives enter Vengeance and start shooting 20 projectiles at him gaining more and more damage as the time goes.For all the Vengeance use hp pools to almost lower the CD to ~15s. Its pretty fun, you feel like a machine gun nest, and stuff falls before reaching you! There u have it! Comment, like and subscribe!3
Endless Walk vs. F+R
So I see that most of the top players are still using F+R (at least on the M6 and UE builds) and I'm just wondering why Endless Walk is less viable. Is it because you have to give up the HFA? Because, aside from that, I feel like the damage gain for both sets is about the same: 100%. Sure, you lose a bit of damage whilst moving, but it comes back fast enough, and you gain extra defense when vaulting around (which usually when you need it). I'm not trying to make a case for EW over F+R, I'm just curious what other players think. At the moment, I haven't used F+R on season 5 and I've been managing just fine, even with the rest of my crappy gear. Thoughts?7
Have a bug with sentries in marauder build
Hello all, when i created hellfire amulet with passive skill Custom Engineering i saw a bug, sometimes i can activate only 4 sentries (but i have Bombardier's Rucksack and can activate 5 sentries in theory). For example i entered to Rift, in 1st tier can activate only 4 sentries, on 2nd tier all 5. Sometimes in town i can activate only 4, but when i entered another area - can activate 5. I didn't see that bug when i have Custom Engeneering on passive skills, not in hellfire amulet. Sorry for bad English, not my native language. Thank you.1
Help with Yang's, what to reroll? Pls.
Hey guys so I'm a noobie when it comes to rerolling stuff and I thought I'd ask the people who really know about this stuff :D This is the first Ancient Yang's that I got, and I looked around the leaderboards and guides and rerolled the damage on it. I have no clue if I did well or not, I was just super excited. So here it is: http://imgur.com/TBip6at Today the gods were kind and gave me a second one, I want to make the good decision with this one so can you please let me know which one of the two are better and if the second is better, what should I reroll on it? Here it is: http://imgur.com/RV3i0KJ Thank you!!!5