Wolfpaq777
25-12-2011, 06:44
Disclaimer: Please do not come into this thread to tell me there is no need for this build. You don't know that, I don't know that. I know that Blizzard's idea for the end game is that you can farm wherever you want, to eliminate the need for boss runs, but from what I've seen so far in Beta there will be a need for a person who can go from point A to point B extremely efficiently, and that's where this build comes in.
So, without further ado, the build (http://us.battle.net/d3/en/calculator/demon-hunter#degibk!aeU!bYbbcb):
---Skills---
1) Tumble Vault
Tumble Vault with Tactical Advantage passive is the bread and butter of this build. In fact, everything else is "just in case". For normal, nightmare, and even some parts of hell the rest of this build won't be necessary and this trio of awesomeness can be squeezed in with practically any build. However, we're thinking big picture: inferno difficulty. There's this one SWEET farming spot in act 4 but getting there is a tremendous pain with lots of fast, hard hitting monsters that drop crap loot between the farm spot and the waypoint. This is why there is more to this build. With Tumble + Perfectionist we're looking at < 2 discipline tumbles with a 60% movement speed for 2 seconds after every tumble.
2) Chain gang entangling shot
Fun to say, even more fun to use, rank 7 of this bad boy should have up to 9 monsters slowed to a crawl. Perfect for that ultra fast group of uglies who are on their way to intercept you at your next tumble endpoint.
3) Crippling razors fan of knives
Like the previous skill except for monsters who have already closed the distance with no limit on how many monsters can be effected. The snare component of this skill at rank 7 should be ridiculous if 73% is rank 4 alone. Ideally you won't ever need to use this with proper usage of vault and entangling shot, but you never know when that group of ultrafast teleporting baddies is going to jump down your throat.
4) Special recipe smoke screen
This is cheaper of our two "oh crap" abilities. Use this sparingly as the discipline cost will be quite high (yes, even with golden rune rank 7 + perfectionist) but running low on discipline is a small price to pay if it means avoiding certain death.
5) Battle Scars Preparation
This is possibly the best escape skill in the game, not in and of itself, but because it fully restores discipline. As if the 70% heal wasn't enough, you can now vanish, vault, and caltrops your way out of pretty much any mess that your mob skipping tendencies has gotten you into.
6) Torturous ground caltrops.
For those situations when snaring isn't enough, you can now immobilize groups of enemies. It costs discipline so like all the other discipline spenders in this build you should use with care, but I can imagine situations where the snare simply won't cut it.
Passives:
Tactical Advantage: 60% run speed for 2 seconds after vault or evasive fire vault.
Hot Pursuit: 10% increased movement speed when hatred is maxed.
Perfectionist: 20% less discipline cost on all skills.
---Stat emphasis---
1) Movement speed! Make sure your boots are the fastest you can get in game.
2) Be a tank! Defense, Resistances, Armor, Vitality, Block (use a shield!). Have plenty of them. Our only heal is on a 2 minute cool down, and despite our tricks, chances are the denizens of inferno will be landing an occasional hit.
3) Increase max discipline. My level 13 demon hunter has a 1 handed crossbow giving her +6 max discipline. By level 60 the mod should be much more powerful. I'd say dual wield, except that a shield will probably be more valuable than the bonus max discipline.
---Gameplay---
Tumble, then tumble again, at least once every 5 seconds. Practice, practice, practice. Study the map of the area you find yourself traversing. Recognize dead ends, and hints that you are going in the right direction. Use your snares, especially chain gain entangling shot liberally to avoid damage in between tumbles. Don't use caltrops/smoke screen except when absolutely necessary, and save battle scars prep for dire emergencies.
So, without further ado, the build (http://us.battle.net/d3/en/calculator/demon-hunter#degibk!aeU!bYbbcb):
---Skills---
1) Tumble Vault
Tumble Vault with Tactical Advantage passive is the bread and butter of this build. In fact, everything else is "just in case". For normal, nightmare, and even some parts of hell the rest of this build won't be necessary and this trio of awesomeness can be squeezed in with practically any build. However, we're thinking big picture: inferno difficulty. There's this one SWEET farming spot in act 4 but getting there is a tremendous pain with lots of fast, hard hitting monsters that drop crap loot between the farm spot and the waypoint. This is why there is more to this build. With Tumble + Perfectionist we're looking at < 2 discipline tumbles with a 60% movement speed for 2 seconds after every tumble.
2) Chain gang entangling shot
Fun to say, even more fun to use, rank 7 of this bad boy should have up to 9 monsters slowed to a crawl. Perfect for that ultra fast group of uglies who are on their way to intercept you at your next tumble endpoint.
3) Crippling razors fan of knives
Like the previous skill except for monsters who have already closed the distance with no limit on how many monsters can be effected. The snare component of this skill at rank 7 should be ridiculous if 73% is rank 4 alone. Ideally you won't ever need to use this with proper usage of vault and entangling shot, but you never know when that group of ultrafast teleporting baddies is going to jump down your throat.
4) Special recipe smoke screen
This is cheaper of our two "oh crap" abilities. Use this sparingly as the discipline cost will be quite high (yes, even with golden rune rank 7 + perfectionist) but running low on discipline is a small price to pay if it means avoiding certain death.
5) Battle Scars Preparation
This is possibly the best escape skill in the game, not in and of itself, but because it fully restores discipline. As if the 70% heal wasn't enough, you can now vanish, vault, and caltrops your way out of pretty much any mess that your mob skipping tendencies has gotten you into.
6) Torturous ground caltrops.
For those situations when snaring isn't enough, you can now immobilize groups of enemies. It costs discipline so like all the other discipline spenders in this build you should use with care, but I can imagine situations where the snare simply won't cut it.
Passives:
Tactical Advantage: 60% run speed for 2 seconds after vault or evasive fire vault.
Hot Pursuit: 10% increased movement speed when hatred is maxed.
Perfectionist: 20% less discipline cost on all skills.
---Stat emphasis---
1) Movement speed! Make sure your boots are the fastest you can get in game.
2) Be a tank! Defense, Resistances, Armor, Vitality, Block (use a shield!). Have plenty of them. Our only heal is on a 2 minute cool down, and despite our tricks, chances are the denizens of inferno will be landing an occasional hit.
3) Increase max discipline. My level 13 demon hunter has a 1 handed crossbow giving her +6 max discipline. By level 60 the mod should be much more powerful. I'd say dual wield, except that a shield will probably be more valuable than the bonus max discipline.
---Gameplay---
Tumble, then tumble again, at least once every 5 seconds. Practice, practice, practice. Study the map of the area you find yourself traversing. Recognize dead ends, and hints that you are going in the right direction. Use your snares, especially chain gain entangling shot liberally to avoid damage in between tumbles. Don't use caltrops/smoke screen except when absolutely necessary, and save battle scars prep for dire emergencies.