Spekter
12-10-2011, 12:56
The central idea of the sniper build is to utilize Impale with Grievous Wounds (alabaster) to do massive damage, often killing mobs in one hit. Part of the beauty of the D3 skill system is that there's a lot of flexibility in what else goes into your personal mix, but a few things remain essential to the Sniper build.
Skills
-Passive: Archery
-Active: Impale (Grievous Wounds)
-Active: Marked for Death
Gear
-Crossbow. Low frequency and high damage attacks, along with Archery's passive +100% critical damage defines the build.
-Emeralds. At >+100% critical damage, Precision > Attack.*
-"Brutality" enchantment. To further the theme, add +critical damage to xbow. The more you have, the more value you get out of every point of precision.
The rest is incredibly modular. Mix and match your defensive spells, add some AoE or party with people who can handle big groups while you take on the high Defense and high Vitality mobs.
Your playstyle and party can change a lot - if you consistently work with a Wizard who likes to slow enemies with Ray of Frost or Temporal Flux, try out Passive: Culling the Weak.
Here's my theorycrafted build:
Impale (Grievous Wounds)
Hungering Arrow (Devouring Arrow)
Caltrops (Hooked Spines)
Spike Trap (Bandolier)
Vault (Acrobatics)
Marked for Death (Mortal Enemy)
Passive: Steady Aim
Passive: Archery
Passive: Perfectionist
I chose the golden rune for Marked for Death for the explicit reason of fighting monsters that are big even for the sniper; there's a chance to get a big refund on Impale, which allows you to chain more Impales on the target.
*I made this claim when I had done some sketchy math while tired. I'm pretty sure it doesn't hold up.
Skills
-Passive: Archery
-Active: Impale (Grievous Wounds)
-Active: Marked for Death
Gear
-Crossbow. Low frequency and high damage attacks, along with Archery's passive +100% critical damage defines the build.
-Emeralds. At >+100% critical damage, Precision > Attack.*
-"Brutality" enchantment. To further the theme, add +critical damage to xbow. The more you have, the more value you get out of every point of precision.
The rest is incredibly modular. Mix and match your defensive spells, add some AoE or party with people who can handle big groups while you take on the high Defense and high Vitality mobs.
Your playstyle and party can change a lot - if you consistently work with a Wizard who likes to slow enemies with Ray of Frost or Temporal Flux, try out Passive: Culling the Weak.
Here's my theorycrafted build:
Impale (Grievous Wounds)
Hungering Arrow (Devouring Arrow)
Caltrops (Hooked Spines)
Spike Trap (Bandolier)
Vault (Acrobatics)
Marked for Death (Mortal Enemy)
Passive: Steady Aim
Passive: Archery
Passive: Perfectionist
I chose the golden rune for Marked for Death for the explicit reason of fighting monsters that are big even for the sniper; there's a chance to get a big refund on Impale, which allows you to chain more Impales on the target.
*I made this claim when I had done some sketchy math while tired. I'm pretty sure it doesn't hold up.