View Full Version : Hungering arrow does more dmg than rapid fire!
If I am not wrong, the demon hunter´s hungering arrow(using the 55% pierce rune) actually burst more dmg than several spenders, which makes the dmg ratio between the two out of balance.
HA does 115% * (1 + 0.55 / (1-0.55))= 255,556 or ca. 256% weapon dmg on average, which is actually quite a lot compared to say rapid fire´s 228% weapon dmg or even unruned impale 250% (although it does have a lot of utility and does more dmg with some of the runes runes).
I really hope blizzard will buff rapid fire a bit more to even the dmg ratio between the HA, since it´s a hatred spender and thus should do more dmg, because otherwise nobody will use RF as a spender which sucks as I personally really like the skill.
Hokuto no Ken
03-03-2012, 04:24
i think they should just move hungering arrow to a spender
Rapid fire can still do more damage with a rune effect, for example the 40% pierce chance looks nice (although these arrows are not guided of course). I think they just need to nerf hungering arrow slightly, or more accurately, they need to nerf the pierce chance, especially on the piercing rune. That rune alone upjumps the damage from 1.15*(1/0.65) =~ 177% to 1.15*(1/0.45) =~ 256%! Considering bola shot does 130% plus minor aoe unruned, 177% is a bit high as well. So I'd suggest dropping the unruned pierce chance to 25%, meaning 153% average damage, and the runed pierce chance to 45%, meaning 210% average damage.
I would hate to lose hungering arrow as a hatred generator since eveasive fire, grenades, and spike trap are more situational skills, which leaves only entangling shot and bola shot to choose from.
Hokuto no Ken
04-03-2012, 09:19
they could easily replace hungering arrow with elemental arrow as a generator, just with minor tweaking.
reflexii
04-03-2012, 09:45
I would much rather use nerfed Hungering Arrow as a generator than Elemental Arrow. Just saying.
Actually elemental arrow would be a fun hatred generator, with all that aoe. However, bola shot already does aoe, and I'd never use bola shot if elemental arrow was available. Also, making it a generator would make elemental arrow even weaker, which makes all of those special effects feel wrong somehow. I like how they toned down hungering arrow's effects to make it more in line with what a lower damage attack should look like.
yovargas
07-03-2012, 22:51
As discussed elsewhere, this doesn't seem to be true in practice, in the game. Also, you're comparing runed with unruned which isn't really fair.
Time needs to be factored into the equation as well. Hungering arrow has what feels to be about a 1/2 to 1 full second pause inbetween every shot where as Rapid Fire is continuous damage without stopping. Against the Skeleton King I typically drain my hatred using Rapid Fire and watch the boss' health drop steadily and then swap to Hungering Arrow since it fires much much slower which makes it deal less damage.
Gauging just from experience, it feels like I get about 4-5 hits with Rapid Fire in the time it takes me to fire 1 hungering arrow.
reflexii
08-03-2012, 17:42
Kelrist: No, time does not need to be factored in, given that ONE pierce runed hungering arrow deals that 256% weapon damage on average. Btw, Rapid Fire shoots six arrows at the time it takes to shoot one hungering arrow. Comparing damages, it's the 228% weapon damage from Rapid Fire (one arrow deals 38% weapon damage) versus 256% damage per hungering arrow on average. Of course this is runed version of Hungering Arrow vs unruned of Rapid Fire, and Fire Support rune for Rapid Fire will almost always outdamage Hungering Arrow single target wise (up to X attack speed).
What tops it off, is that Hungering Arrow regenerates hatred while doing more damage than most(almost all) single target spells that Demon Hunter has. Don't get me wrong, I love Hungering Arrow, but it's too powerful. Lowering damage to 80-90% weapon damage would be good choice imo. I wouldn't touch the piercing, as thats the only thing that makes this skill unique (and fun).
yovargas
08-03-2012, 21:55
Again, in practice, RF is far stronger than HA. I don't know why, maybe the numbers displayed aren't accurate, but RF rocks much harder than HA.
HardRock
09-03-2012, 06:35
I wouldn't touch the piercing, as thats the only thing that makes this skill unique (and fun).
Piercing Arrow (renamed to Puncturing Arrow) now only has a 50% chance to pierce, down from 55%.
Again, in practice, RF is far stronger than HA. I don't know why, maybe the numbers displayed aren't accurate, but RF rocks much harder than HA.
The reason is that Puncturing Arrow is only better against one solitary target. When you have 2 targets and you want kill one of them as quickly as possible, then Rapid Fire is the better choice.
Again, I don't think that PA should be nerfed. We're comparing a runed, generator skill against an unruned, spender skill and it's still not better in every circumstances, so I think PA is fine as it is.
OK in patch 14 Blizzard lowered pierce to 50%, so HA now does ca. 230% weapon dmg on average. I kinda expected this, but was ultimately hoping that they would buff rapid fire. Oh well at least now RF makes sense to have as a spender and 230% weapon dmg on avg is still a great deal.
http://us.battle.net/d3/en/forum/topic/3123246179#14
Yeah hungering arrow: puncturing arrow will be awesome come release. Unfortunately it kind of overshadows bola shot: volatile explosives, since hungering arrow is also decent at aoe damage, so it seems like puncturing arrow would be better than volatile explosives more often than not.
I wasn't aware that each shot of Rapid Fire divided the overall damage, not sure where that is written but it seems accurate. I don't plan on running calculations but regardless of how sure you may be of your math I'll have to agree with yovargas and say RF dishes out more damage on the SK than HA. The little hp bar going down faster with RF proves it :P
primEvil
10-03-2012, 18:52
why would you guys want to nerf the skill just because it's good... It still doesn't take the place of the stronger hatred attacks since it's really only good against single targets. And mobs are far more frequent than single monsters so It's nice to have a generator skill that also fills the void of strong single target attacks. Look at the barb's Cleave... that is a much stronger generator skill than hungering arrow, and even that I hope they don't change.
Yeah hungering arrow: puncturing arrow will be awesome come release. Unfortunately it kind of overshadows bola shot: volatile explosives, since hungering arrow is also decent at aoe damage, so it seems like puncturing arrow would be better than volatile explosives more often than not.
I disagree on this in a AOE setting Bola shot is made to be spread around. when you get good with it you target the weaker parts of the mob you can stick up to 3 monsters before the first bola shot goes off. If the first explosion kills the others with bola shot on them they will explode as well dealing up to 330% damage to surrounding monsters. this is in beta with about 1.5aps.. looking at some of the set gear and uniques before they were taken down, some of us came up with builds that gave up to 4aps. all most 3x the attack speed we can have in beta, so easily that could be 660%+ and the mobs later in game seem to be a lot bigger than what we've seen so far. I think Volatile explosives will be a Very viable option for any one who knows how to use it.
getting so excited thinking of all the viable options. we may actually see variety in this game O.O
reflexii
16-03-2012, 01:03
Cevilo: If you bolashot three enemies, and the first one explodes and kills the two bola-shotted ones, the explosions do NOT go off. Had to test it myself, because this has always been like I explained, and apparently still is (according to testing).
Comparing runed to unruned is absolutely pointless. It's like saying weapon x with enchant is better than weapon x+1 without enchant.
Rapid fire also get's the added benefit of on-hit effects. It's shouldn't be unclear which one has the higher damage potential.
http://www.youtube.com/watch?v=CF-NTmGP0sY&feature=youtu.be
this is a vid I just made of me using volatile shot. notice how when the initial bola shot explodes, it kills the zombie causing it to explode pretty much the exact same time as the first one (Leaving me to believe damage is taken into consideration before the graphic is shown) also notice that there are 2 craters in the ground from each explosion, meaning it DOSE go off. in other circumstances, say neither monster was killed there would have been more of a delay before the second Bola shot went off.
if any of you are wondering how I have access to Volatile shot (Or strafe for that matter) in patch 14, since there was no wipe any skills left on a character say on them, and are able to use until you replace them with another skill, in that case you no longer can use it.
nm after looking through the damage and numbers I see that it only hits 1 time, but I believe that the other explosions will make the radius bigger for any monsters not caught in the initial blast.
reflexii
16-03-2012, 11:01
Cevilo: that could be true, can't test any further though atm, as the pings for me have been ridiculous after patch 14, before it I had constant 200ms and nowadays it jumps from 200-900, being 500 almost constantly. :P
ewww. I have a video of it I was testing during the jar of souls I'll upload it later for more opinions.
PlagueofToads
12-04-2012, 23:31
Again, in practice, RF is far stronger than HA. I don't know why, maybe the numbers displayed aren't accurate, but RF rocks much harder than HA. unlikely .......................
What do you think about spray of teeth rune? Does HA still keep the pierce and does the bone blast thingie affect the initial target as well or just the targets around it?
Again, in practice, RF is far stronger than HA. I don't know why, maybe the numbers displayed aren't accurate, but RF rocks much harder than HA.
after thinking about it. the answer is pretty simple. all these would be mathmatitions are doing the math correctly but converting it wrong.
this big misconception between these two skills is that
damage per second = Damage per shot
this is a fallacy.
the average damage hungering arrow that every one has been calculating is correct, 256% weapon damage, per arrow on average
RF is a constant hose of damage, so it's safe to assume that rapid fire is 228% Weapon Damage per second.
the thing about hungering arrow is flight time. it varies baced on how far you are standing from the target. in order to get it to be 256% damage per second, I'm pretty sure you would have to be standing at about point blank range, because after you get the innitial hit and pierce the arrow travels for a bit before it turns around and hits again or selects another target. if you're standing further for the target, the actual DPS of Hungering arrow goes down, because it's taking longer to travel to the taget, so if it takes and MORE than 1.1 second for each arrow to do it's 256% damage, then is starts to become severly out matched by Rapid fire.
why is this? because Rapid fire has no flight time, the second you start rapid fire it starts tagging the target instantly, no flight time in between so at 1.1 second, Rapid fire would be doing 250.8 (round up to 251) Damage. 5 less than HA. if you were standing further, each .1 second it dramatically loses effectiveness compaired to Rapid fire, if it takes 1 arrow 1.5 seconds to do its 256% weapon damage, Rapid fire has all ready done 342% Weapon damage. this is why in practise RF > HA.
HardRock
13-04-2012, 09:26
this big misconception between these two skills is that
damage per second = Damage per shot
I think everyone here knows, that Rapid Fire's damage is not per projectile.
the average damage hungering arrow that every one has been calculating is correct, 256% weapon damage
That was Puncturing Arrow's average damage, not of the base skill. It's damage is lower now that PA was slightly nerfed.
RF is a constant hose of damage, so it's safe to assume that rapid fire is 228% Weapon Damage per second.
The displayed damage of channeled skill's like Rapid Fire is per cycle. The lenght of one cycle is 1 / APS.
Rapid fire has no flight time
That's incorrect. Rapid Fire very much has a flight time, just like every other projectile.
Besides, travel time is irrelevant. After the first hit lands, the DPS of HA and RF can be compared. Over x * (1 / APS) time, RF will do x * 228% weapon damage, while HA will do x * ~177% or with PA x * 230% damage.
From this it's obvious, that a PA runed HA has slightly better DPS than base RF in longer fights, but it's uncontrolled, as your arrow may not even hit your selected target. This means that it's really good at bringing down single, solitary targets, but focusing your damage on one enemy becomes much harder or flat-out impossible with it as soon as you have multiple enemies on your screen. Basically, in situations where targeting is important forget about HA.
Also, the DPS advantage of PA diminishes quickly as fights get shorter, since it's based on chance, while RF will always do 228% weapon damage over one cycle. Since the fight against Leoric lasts about 30 seconds with a well geared DH I would still use RF as much as possible against him. As fights get longer the slight advantage of PA should surface, so when playing in a party it should be the best DPS option against Leoric. In solo however, I would only use it strictly as a generator.
I was thinking that maybe another factor is the way the damage is dealt by each in relation to overkills.
HA is a lump sum and RF is a steady stream so when it comes to overkills (not sure if that will even be a factor in Inferno, maybe not enough to matter) HA loses damage. Even if it were to pierce, it still lost some of it's damage on the first target.
With RF, the overkill will be extremely small and as long as there's another target nearby, the damage that would normally overkill with a "lump sum" skill can spill over to the next target.
That idea still holds in a group setting also on anything except rares/champs/bosses. At least a group setting with decently geared people. It will still be possible for you to have HA hit something that is low health and "waste" a chunk of it's damage as opposed to if you were casting RF, the extra damage would just go to the next target.
Just a thought I had. It's just another scenario to look at. Probably not enough to make or break a decision but I thought it was interesting.
Scorch Hellfire
14-04-2012, 08:01
To me, Puncturing Arrow seems like such a good AoE, RF is redundant with it except on high health single targets (like act bosses). It seems even more redundant with Multishot, Cluster Arrow, and Rain of Vengeance (except that's free so it's not a big deal).
PA looks pretty weak when you compare it to Spray of teeth. 50% pierce vs 35% pierce and 50% damage on crit. They latter one should come on top as long you get decent crit chance to go with it.
HardRock
14-04-2012, 14:25
To me, Puncturing Arrow seems like such a good AoE, RF is redundant with it except on high health single targets (like act bosses). It seems even more redundant with Multishot, Cluster Arrow, and Rain of Vengeance (except that's free so it's not a big deal).
Those aren't redundant at all.
RF always hits your selected target, Puncturing Arrow does not. Let me say this again, if you have multiple enemies on your screen an you want to hit a specific target, then forget about PA unless you're close to melee range. This is because PA does not necessarily home in on your selected target. RF will also do more damage over short durations and even over longer periods PA is better only by 2%.
Multishot, Cluster Arrow and Rain of Vengeance may hit much more targets than PA can ever could, so their damage is potentially much higher.
People WAY overestimate Hungering Arrow in general.
PlagueofToads
14-04-2012, 18:56
that's in sane :D
hmm, i dont get your maths.... if hungering arrow does 115% damge and has a runed chance to pierce by 50%. So it has an average damage of 115% * 1,5= 172,5%
Apparently it can do multiple pierces.
ah thanks... i didnt knew that
It looks like the HA/RF balance is similar to WoW's AoE abilities: Against 1 target HA will always be better. However, although each tick of a single RF angle does less damage than HA, against a group of mobs RF quickly adds up to be better than HA. It's in the name of balance so you'll always use HA or a single target spender against 1 mob, like a boss or tough Unique for example, rather than going to AOE button mashing spam for every situation.
Nah RF really doesn't have any perks vs multiple targets unless you rune for pierce and line it to hit multiple targets. Anyways take the homing rockets rune for RF and it comes clearly on top again. It's kinda pointless to compare runed ability vs unruned.
Besides, travel time is irrelevant. After the first hit lands, the DPS of HA and RF can be compared. Over x * (1 / APS) time, RF will do x * 228% weapon damage, while HA will do x * ~177% or with PA x * 230% damage.
at this point, I thought you were Trollolololing hard, only because I find it hard to fathom why in terms of time (we're trying to see what deals most damage over the least amount of time) some thing the has a huge effect on time wouldn't matter. but you do make valid counter points so I realized you were serious. so instead of trying to use theoretical math I put this all to the test in multiple leoric runs.
I think everyone here knows, that Rapid Fire's damage is not per projectile.
I wasn't meaning that people thought RFs skill tool tip = each damage hit, I mean people see the 228 on RF and the math matical average of HA and think that in terms of Time, these are = to each other, how ever, this is incorrect.
That was Puncturing Arrow's average damage, not of the base skill. It's damage is lower now that PA was slightly nerfed.
yeah but it's a branch off of HA, I'm pretty sure every one who has read OP knows we're talking about the PA rune, so I will continue to refer to the Skill as HA.
The displayed damage of channeled skill's like Rapid Fire is per cycle. The lenght of one cycle is 1 / APS.
Fair enough I stand by my original statement that interms of time RF's 228 > HA's 256
That's incorrect. Rapid Fire very much has a flight time, just like every other projectile.
again true but it's flight time is less than 1 second. I made a quick video of my firing off HA (PA if you prefer) and of me using Rapid fire, then slowed the time down to 1/4 time to see how long it took for each projectile to reach the end of the screen.
it took HA(PA) 5.47 seconds (1.3675 real time) to travel from my demon hunter to the edge of my screen
it took RF 3.64 second (0.91 second real time) to reach the end of the screen so travel wise RF is .4575 second faster.
Besides, travel time is irrelevant. After the first hit lands, the DPS of HA and RF can be compared. Over x * (1 / APS) time, RF will do x * 228% weapon damage, while HA will do x * ~177% or with PA x * 230% damage.
this is incorrect, for RF travel time become irrelevent because the stream of damage is constant, the travel time for HA(PA) is still a factor because you need to fire off another projectile, and another, so you have to factor in the time it takes to reach the target, and the time it takes to turn around and reach the target again, also, some thing I didn't think about until I started making the videos, also you need to factor in the frame rates it takes for the Demon hunter to preform the attack, for RF it has the one time where he lifts his hands to fire, this is not factored in to the time though because we agree, DPS time doesn't start until the first projectile hits, how ever, HA(PA) has a constant changing attack animation, that took 4.44 seconds (1.11 seconds real time) ~this is at 2.05 aps~ to do this animation and another projectile to be launched.
after that I pretty much disagree that HA(PA) > RF but I agree, each skill is situational, a lot of running though I use HA because is one shots most monsters, and I can fire off quickly and be off screen and still manage to take down monsters. I did a lot of SK runs, keeping my gear the same, no gear that dose X to melee attackers, I ignored the skelotens and focused mostly on SK and every time RF > HA(PA) only by 3-5 seconds would be a lot more if I could infinately hold RF with out worrying about hate, but I think as you'd get better gear and an actual rune for RF that effects damage it would be quite a bit more supurior. to lazy to post vids on it atm, because I have to do a lot of editing (some times forgot to turn off the video rec, so runs that were only 20 seconds but the vid ends up being like 40) but that's pretty much all I have to say on this topic.
over all blizzard gave us a lot of tools, Demon hunter wise, our generators/spenders it's nice that you can keep DPS up with HA when your hate runs cold, and why debate on these two skills any ways? you can seriously have bother of them on your skill bar and still be effective. generators to generators need to be compaired, spenders to spenders, various effects that they have that would make up for not having as much damage as HA(PA) or how X spender differes from RF in use and damage out put.
I'll toss something else I found out from beta today, Hungering Arrow does weapon damage based on your weapon elements, so it can also chill with Cold Weapons and that way it MAY actually self proc Cull The Weak passive (that is if chilled is also considered being slowed), making it even more uber (besides the fact that it can spam chilled effect like a boss, making entangling shot kinda pointless).
Greystone
30-04-2012, 05:14
Keep in mind entangling shot will at base always hit and slow 2 targets within range of each other and the first rune makes it hit 4 and all the enemies hit take damage. Entangling shot with chain gang does an average of 150% for 2 targets and 300% if it hits 4.
koalasgomeep
01-05-2012, 23:52
So, on average, each shot of HA with the shatter shot rune will do 300% weapon damage. Link (http://www.wolframalpha.com/input/?i=1.15+%2B+3+*+sum+to+infinity+of+1.15*.35%5En)fo r math. Basically, HA can serve as your main damage dealer as well as being your main hatred generator.
HardRock
02-05-2012, 05:13
If Shatter Shot does full damage and it can still pierce indefinitely, then it will OP as hell. Personally I think it will stop piercing targets and it will have a 35% one time chance to split with full damage.
So, on average, each shot of HA with the shatter shot rune will do 300% weapon damage. Link (http://www.wolframalpha.com/input/?i=1.15+%2B+3+*+sum+to+infinity+of+1.15*.35%5En)fo r math. Basically, HA can serve as your main damage dealer as well as being your main hatred generator.
tooltip implies that after the first split arrows won't split further.
mike20599
03-05-2012, 02:55
Devouring Arrow seems interesting if there are items that can increase your pierce chance.
koalasgomeep
03-05-2012, 08:55
tooltip implies that after the first split arrows won't split further.
The 300% is with that assumption.
The 300% is with that assumption.
I saw that, i meant the same thing as HardRock
voraginous
20-05-2012, 18:57
so now that its retail what the verdict? How does shattershot work? Is it really 300% weapon damage? Or does it not pierce anymore?
FireIceTalon
20-05-2012, 19:06
Regardless of the actual dmg per arrow, Rapid Fire still does far more DPS, and along with Multi-shot, is the bread and butter offensive skill for the DH.
Scatter shot can only pierce back one time I tested it.
And what's the math on the dps of devouring arrow?
Scatter + Rapid sucks
Scatter isn't good AoE
Rapid is good single target but you are stationary which sucks in inferno
IMO best build = http://us.battle.net/d3/en/calculator/demon-hunter#aRZXVj!YTe!aaaZba
yovargas
20-05-2012, 20:14
Regardless of the actual dmg per arrow, Rapid Fire still does far more DPS, and along with Multi-shot, is the bread and butter offensive skill for the DH.
Ball Lightning and Twin Chakrams both crush the DPS of RF or MS. Or possibly anything else in this game, I suspect (says the guy who's only played the DH and Monk so far.
Yea i was thinking isn't ball lightning better single target dps than anything else on bosses where it hits like 3x per ball lightning
FireIceTalon
20-05-2012, 21:56
Ball Lightning and Twin Chakrams both crush the DPS of RF or MS. Or possibly anything else in this game, I suspect (says the guy who's only played the DH and Monk so far.
Ummm, No. Just...no. Multi-shot, with FAW rune, is almost certainly the most potent AoE skill (besides maybe Rain of vengeance but that doesnt really count since it has a big *** CD) in the DH arsenal, especially since this particular rune almost allows you to practically spam it. Chakram is a great radial skill for sure and costs alot less discipline, but MS just straight up owns for thinning out large crowds, and im pretty sure it is farther reaching.
What about MS compared with ball lighting? Almost same damage, half the cost, easier aiming?
What about MS compared with ball lighting? Almost same damage, half the cost, easier aiming?
Narrower but longer area of effect, slower to reach/damage targets, less effective at stunning (hit recovery type stun) in solo games because it breaks the damage up into two hits. I'm also not sure it seems to guarantee 2x (half damage) hits in the AoE. It is difficult to observe but it seemed not to make all of its hits when there were more than 2-3 targets in the area.
I'm going to go back and test these soon I think. I've done some comparison in hell but I want to try nightmare where I don't have to worry the dying thing. Things I want to test are claims for twin chakram/chakram hitting bosses or other large creatures multiple times, whether ball lightning can get both hits off vs everything in a group.
I will say this: people who say the difference between these three skills is enormous (one twice as effective as another) are either allowing themselves to be biased, haven't tested the three skills side-by-side, are not considering all sides of the problem, or have experience testing the skills in Inferno where I am not yet able to and observed something I can't anticipate. They all do the same thing in a slightly different manner and they all seem to get the job done.
Yea i was thinking isn't ball lightning better single target dps than anything else on bosses where it hits like 3x per ball lightning
Depends, at least from what I've tested, as long as you hit a target within the sweet spot of twin chakrams (which is easy on any large targets like bosses), each chakram hits twice meaning 4 hits in total, out damaging ball lightning. Since ball lightning won't miss, it is more consistent overall, but a parser will be needed to see which does all around better damage.
saint_of_killers
22-05-2012, 08:02
Multi-shot, with FAW rune, is almost certainly the most potent AoE skill (besides maybe Rain of vengeance but that doesnt really count since it has a big *** CD) in the DH arsenal, especially since this particular rune almost allows you to practically spam it.
I, too, am a big supporter and practitioner of Multishot.
Does anyone know whether the devouring arrow boost to bonus damage is additive or multiplicative? Because if it's additivite it does marginally more damage (~235%) than puncturing arrow, but the damage is more backloaded which means it's less useful against monsters that don't take a lot of hits to kill. If it multiplies it starts getting quite a bit better.
FireIceTalon
22-05-2012, 11:21
I, too, am a big supporter and practitioner of Multishot.
Yea man, ms rocks. Not to say Chakram doesnt, because it most certainly does also, but in terms of raw AoE dmg, MS is really hard to top. But I switch off between the two depending what I'm doing. If I'm soloing, I almost certainly prefer MS. But in a co-op game when monsters are having more hp and you expend more resources, Chakram is kind of better because it uses much less hatred, and you lose minimal dmg really.
Emphrygian
22-05-2012, 14:19
Does anyone know whether the devouring arrow boost to bonus damage is additive or multiplicative? Because if it's additivite it does marginally more damage (~235%) than puncturing arrow, but the damage is more backloaded which means it's less useful against monsters that don't take a lot of hits to kill. If it multiplies it starts getting quite a bit better.
My guess, mostly based on how I interpret the skill description, is that it's additive.
Apocalypse
23-05-2012, 16:57
i have not used hungering arrow much (always have used bola or more so entangling shot) but does anyone know, or maybe everyone knows, is puncturing arrow better than devouring arrow? i had someone tell me the other day that they thought devouring rune was the best rune for dh by far but i never tested it
For now I like Puncturing Arrow more than Devouring Arrow. Whatever damage difference there is, the damage on Devouring Arrow is unreliable in my experience. If I were only using it on bosses maybe I could switch, but I also use it to clean up a lot of trash mobs.
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