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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.

demasked
25-12-2011, 23:21
My barbarian version of your Demon Hunter "rusher" build.
Pros: Excellent movement speed, dodge chance, tons of defense and tactical skills for avoiding enemies.
Cons: Not much damage dealing skills although WotB would obviously help out a bit.

http://us.battle.net/d3/en/calculator/barbarian#dTjfgP!cVb!aaZcYc

Pheal
27-12-2011, 19:52
Been thinking about it and these rusher builds might become really good since now boss runs are nerfed, people will search for the uniques and searching the whole map as fast as possible seems like a viable option.

kager
14-01-2012, 15:12
I've been looking into a rusher style farming DH for hardcore as well. MF heavy with defense and just enough damage to kill champions easy.

http://us.battle.net/d3/en/calculator/demon-hunter#RdQkSi!abU!bbbZac

was something I came up with, which can easily be slightly altered for more damage or survivability.

I dropped a few snares hoping that a cold weapon with strafe or multi still activate the chill proc snare (it doesn't with rapid fire, chakram, grenades or elemental arrow but does with impale and hungering arrow in beta)

spam multi for 5+ mobs, and then start dropping mark and kite with strafe when you have 2+ targets to leech back hate from. Smokescreen will allow 4 multis (if you have 6 mobs to hit that will allow 24 disc gained with the 60 hate from breathe deep) which is enough to smokescreen again or dump back into a full hate pool.

I do like the battlescars prep and special recipe smoke screen idea for a more secure backup but I fear your build lacks dps and staying power for longer fights.

Will see how strafe handles targeting destroyable objects as well, may be good for gathering gold

Cevilo
16-01-2012, 10:13
I won't argue with the idea or originality of the build, because the whole point of the way blizzard has things set up is so people can make things there way and tweak their build along the way.


EDIT:
Just to me the build seems mathematically imbalanced with your resources. as I recall the DH uses 100/30 hate/discipline and a 1 per sec regeneration rate. so unless the + to discipline items and + to regeneration rate is more common than I am expecting, deep into maps you're going to be starving for discipline either early in battles or at the end of them from vaulting around so much. I'm expecting you'd be pushing your discipline to it's limits after the first few mobs, sense they don't seem to be spaced out that far, and unless you run into a boss or some sort of super unique with really annoying mods I wouldn't expect the fights to last more than a few seconds, so you would end slowing down while trying to tear through the map, or you'd have dead weight on your skill bar from Caltrops and Smoke screen from trying to save discipline.

personally I think Smoke screen would be useless in the build essentially just a more expensive way to trigger your +60% r/w speed.
Also Caltrops is pointless to have if you're all ready using Entangling shot as a slow method.


I would go with Evasive fire in Smoke screen's place, with either Surge for even more reduced discipline or Parting gift for extra AOE, so once you get the build and mob approach down you can use Evasive fire as a end attack for mobs giving you the extra 60 r/w speed for all most free. sense this is also intended to be a farming build, I suggest replacing caltrops with a ferret companion so you get the extra Gold from mobs. this would effectively make you a speed demon on the map and increase your gold count (sense gold is apparently worth while to collect now)

snurrfint
16-01-2012, 17:42
I think I like the barbarian version better actually. With a few tweaks.

http://us.battle.net/d3/en/calculator/barbarian#dTjfQP!STb!aaZcYc

Use Leap attack and Furious Charge to gain fury and of course travel faster. Refresh frenzy effect once in a while when given the chance. Once you have enough fury for both Sprint and WotB, use both abilities to gain 100% faster run speed.

I pick the passive Juggernaut to reduce the duration of slows and stuns. I imagine that quite a few monsters in inferno will have movement imparing effects. Then this passive will help alot.

Last but not least I pick either Earthquake or Call of the acients. I imagine these skills will be able to clean most areas pretty quickly given the short duration, long cooldown and high dmg. This will came handy when you finally get to your desired location to deal with a nasty champion pack, boss or super unique.

I imagine that these characters will be very useful for rushing others or finding a very specific location, like a unique quest. When it comes to actual MF:ing I believe that to killing alot of monsters, rather than skipping the majority of them, will be the most efficient way.

I might be wrong though.


A side note: I think it's funny that you guys are still using "% r/w speed" when walking never existed in diablo 3. geeks! :D

Cevilo
17-01-2012, 02:01
I think I like the barbarian version better actually. With a few tweaks.

http://us.battle.net/d3/en/calculator/barbarian#dTjfQP!STb!aaZcYc



blah blah blah take it to the barb chat! lol



I imagine that these characters will be very useful for rushing others or finding a very specific location, like a unique quest. When it comes to actual MF:ing I believe that to killing alot of monsters, rather than skipping the majority of them, will be the most efficient way.

I might be wrong though.

I'm thinking it will be a combination. now that gold has worth, and you can get crafting materials or gold out of junk killing pretty much EVERY THING seems to be the best option. so having a set of quick rush down skills and some AOE to clear crowds quickly is probably the best option.



A side note: I think it's funny that you guys are still using "% r/w speed" when walking never existed in diablo 3. geeks! :D
after over a decade of using d2 terms old habits die hard.

snurrfint
18-01-2012, 07:07
blah blah blah take it to the barb chat! lol




Well, since this topic is about a rushing character I think it's nice to see alternatives. In diablo 2, you didn't go necromancer as a rusher even though you liked that character the best, you went for the sorc. If you gonna build a rusher you better build the best one regardless of class, I think.

Cevilo
18-01-2012, 09:09
Well, since this topic is about a rushing character In the demon hunter forums section



In diablo 2, you didn't go necromancer as a rusher even though you liked that character the best, you went for the sorc. If you gonna build a rusher you better build the best one regardless of class, I think.


I'm gonna disagree with this as well especially after the game "evolved" in the 1.1 patch
in Diablo 2, (pre 1.1) for rushing there were a lot of classes used in rushing. Amazons and barbarians were equally as popular as Sorcs even though the tele ability made the sorcs faster.

post 1.1 hammerdins > every thing. bone necros + enigma were viable. single element sorcs weren't even that viable non ladder until the first ladder reset and the Infinity pole arms started flooding in.

personally I've never played a sorc much, I've dabbled a little here and there but never used it as my main, and I was considerably successful in diablo 2 with doing runs leveling up collecting gear ect. I think if people don't want to play a barbarian they won't, even if he is slightly better. on the other hand if you have 1 character class that is by far superior to the rest of the classes (IE Hammerdin) then that class will be widely favored but still some people will choose to play alternate classes.

snurrfint
18-01-2012, 12:36
In the demon hunter forums section



I'm gonna disagree with this as well especially after the game "evolved" in the 1.1 patch
in Diablo 2, (pre 1.1) for rushing there were a lot of classes used in rushing. Amazons and barbarians were equally as popular as Sorcs even though the tele ability made the sorcs faster.

post 1.1 hammerdins > every thing. bone necros + enigma were viable. single element sorcs weren't even that viable non ladder until the first ladder reset and the Infinity pole arms started flooding in.

personally I've never played a sorc much, I've dabbled a little here and there but never used it as my main, and I was considerably successful in diablo 2 with doing runs leveling up collecting gear ect. I think if people don't want to play a barbarian they won't, even if he is slightly better. on the other hand if you have 1 character class that is by far superior to the rest of the classes (IE Hammerdin) then that class will be widely favored but still some people will choose to play alternate classes.

I know this is in the DH forum lol.

Still don't matter. If I think it could be fun to look at other classes version of a rusher and compare, I do so. You could simply ignore my post if you like. Besides, It was not I who brought the barb up in the first place. Go bash the other guy.

Cevilo
20-01-2012, 04:53
Go bash the other guy.

don't misinterpret I'm not meaning to bash mostly being playful is all. personally 99% of my focus has been on the demon hunter, since I plan to start and Main that first. so I can't really compare and contrast, honestly my biggest hope is that each class is equally viable (to a lesser or greater extent) and have multiple viable builds. the one thing that bothered me about diablo 2 was every class usually had 1-3 be all end all builds. in some cases some classes best build was far weaker than the worst viable build on another class. there's a lot of theory crafting going on now but I'm hoping in that once the game hits there are as diverse builds for every class out there as there are now.

Karpalo
23-01-2012, 09:01
Gold rune for Tumble seems kind a must for this build. You can shave 20% off the cost with passive trait and with golden runestone chain tumble should be close to free to cast.

Then again i'm pretty skeptical that golden rune in it's current incarnation ever makes its way to the final product.

Any idea if using smoke cloud clears the monster aggro?