Caltrops runed to Jagged Spikes for extra dmg within the slow area
Evasive Fire runed to Backup Plan - keep distance when needed for Archery passive and leave a AE Poison bomb
Bola Shot runed to Imminent Doom - AE damage - arcane
Multi Shot runed to Full Broadside - AE damage
Impale runed to Overpenetration - Large single target shot + piercing
Vault runed to Covering Fire - more dmg while getting out of the way
Archery - % based bonus (depending on what weapons are found could change)
Cull The Weak - + 20% dmg to slowed enemies
Steady Aim - + 10% dmg when no enemies within 10 yards
**EDIT** - I asked in another thread if you could have multiple caltrops down and they said yes so I removed Entangling shot and replaced it with Evasive fire as a few caltrops should cover a large amount of the screen to keep the slow on all targets.
The idea would be drop the caltrops, fire a few bola's, then multishot/impale to finish whats left
Grievous Wounds Impale (220% WD, 500% crit)
Full Broadside Multishot (242% WD)
Chain Gang Entangling shot
Mortal Enemy Marked for Death (40% chance for +35 hatred which is basically a free multishot)
Sharpshooter (3% extra chance to crit / second) -> hope this applies to all multishot targets =D
Cull of the Weak (20% more damage on snared)
Archery (10% more damage with bow, 100% more xbow crit damage, 5% chance to crit with dw xbows)
Gear prioritizes weapon damage (base damage on weapon, raw damage boosts on gear... will include elemental damage if elemental damage is factored into the weapon damage calculation) > precision > attack > defenses (dodge, life leech, etc. Counting on my vault, snare, and high damage output to protect me.
Play style should be pretty simple. Get everything snared. Mark the highest health target, spam multishot, hatred permitting.
Bosses & champions, mark of death + impale, counting on the 500% extra crit damage to pull me through. I don't think demon hunters have a higher single target damaging ability than impale, but of course i could be wrong. Plus the 500% extra crit damage makes me hopeful for some big numbers =)
In both cases use 70 yard tumble to keep them away. Should be dealing some pretty hefty damage.
I"m REALLY hoping I can get a weapon with cold damage or a legendary that will proc slow on hit so that I don't have to use entangling shot very often, but I'm not sure if I'll be able to.
Shooting Stars Cluster Arrow (120%WD splash damage + 9 rockets @220%WD each)
Liquid Flame Impale (220%WD + 275%WD/2s)
Fire Support Rapid Fire (6x speed@30%WD=180%WD + 7 missles @50%WD)
*Plus it looks awesome, I think lots of people are confusing rapid fire for strafe in the skills videos. Strafe shoots at random enemies instead of a stream of arrows.
Covering Fire Vault (escape skill with added damage)
Contagnation Marked for Death (viral spread of MoD will work best with single target or small splash instead of large AoE where everything is dying at the same rate)
Punishment Preparation (Dicipline to Hatred conversion)
Life shouldn't be a problem with this char since I envision her playing more like a D2 Amazon, firing from range, but if it does pose a problem I would replace the Indigo rune in Cluster Arrow for a Golden one for 51% life leech. (Come to think of it I might have to tweek this build for HC )
The Fundamentals should work best here with fast hand x-bows since the added Hatred is per attack. Increased crits will make for a very hard hitting Impale.
I see this character as being much more in the thick of things than the previous build. He would vault in close to enemies and mow them down. I think the shockwave in combination with the multishot will make for a powerful feeling build. Life leech will definitely come in handy for this play style.
Rain would be situational and let him stun groups of casters in the back.
The build is designed for a completely non-ranged Demon Hunter with the intent of dealing a lot of passive damage to the enemies. for this build a good 1 handed weapon plus shield hopefully with some nice block and defensive mods/resists will be well sought after.
The passive aoe component of this build comes from two sources.
i) Crimson runed Caltrops giving a nice pulse damage each second.
ii) Alabaster runed Chakram granting me an awesome blade shield...woo yeah!
Both of these abilities will be amplified through Obsidian runed Marked for Death boosting all damage within the area.
My main attack will be Fan of Knives runed Obsidian to provide a bit of stun to limit the amount of incoming damage taken.
As there isn't really any life leech built into this build by default a bit of defense is called for, especially given most of the time I will be surrounded by lots of monsters.
To that end I chose Obsidian runed Shadow Power for the giant dodge bonus and I will seek to keep that up as much as possible.
In the event that I do take some inevitable hits an Alabaster runed Sentry will reduce that damage by a third while also adding a bit of passive damage to the build.
I deliberately avoided skills like vault and smoke screen because I need to be surrounded by monsters to do some killing so vaulting away contradicts that and also because retreating is for cowards!
This was tricky as most are catered to the typical ranged demon hunter.
Firstly I selected Cull the Weak as it synergizes well with the snare component of Caltrops.
Next up is Perfectionist as this is a very discipline heavy build, and I will need to keep Shadow Power up with as close to 100% up-time as possible to survive.
Finally Custom Engineering as it provides a nice boost to several of my chosen skills.
Equipment and other considerations:
Obviously a great 1h weapon and shield will be very important to this build, but I don't think I will be able to skimp on defensive stats elsewhere, particularly armor/vitality.
Vitality will no doubt be the most valued stat on any item (hi there D2!)
Life leech and +life per kill will be very important affixes on gear to provide durability.
As mentioned the build is rather Discipline hungry. Thanks to my passive selection I shouldn't need to recast Caltops or Marked for Death too often but I will be maintaining as much Shadow Power uptime for the dodge and attack speed as possible. To that end I will look out for any items that might provide a boost to discipline regen either passively or on action.
While my main spammable skill is Fan of Knives I am less concerned about fury generation as its main purpose is to proc stuns. The focus of the build is ultimately the passive damage and being able to survive long enough for it to do that. Of interest; FoK will be hotkeyed to the action bar rather than on the mouse so that I can use it on the run while I run about with the mouse to dodge incoming projectiles without losing DPS time.
To help things along a bit I will also look out for the "reflect damage back at attackers mod" for small damage boosts.
All in all I think this will provide a rather challenging but interesting experience, especially once I start hitting later difficulties.
Ranged Ninja build. Still do damage at range, but you're throwing stuff, flipping out, and turning invisible. Throw knives (slow, culling debuff), you've got three different damage types (fire, lightning, physical), you've got good AoE (traps), you've got control (stun grenades), you've got style (lightning chakram), you're pure sex. Of course, all of this is freaking AWFUL if they don't do the smart thing and make the base damage of all these skills scale w/ weapon damage (like they do for bow skills). If they fix that, then this build is the first build I'll make. I'd totally go for a two handed katana, just to really make it bad ***.
A trapper build, keeping foes snared within the caltrops zone, using chakram as main attack, with dual handxbows recharging hatred through fundamentals. and dealing extra damage to slowed targets. As I see it, the harder you can slow foes, the longer they stay in the debuff zone. and with 2x fast handcrossbows you will recharge hatred fast to keep up firing chakrams.
Spike trap is there to help with mobs getting too close before you vault away.
The sentry turret helps gunning down foes, healing you and the group for a quite considerable and scaling heal when nearby it. With preparation to help recovering discipline for it and caltops. Having the passive to extend the duration of your traps.
Then using the aoe runed Marked for death to throw into the zone where you are going to blow things to kingdom come, with super slow caltrops stacked on top to keep foes there. Taking the passives to lenghten the duration of caltrops and mfd, as well making slowed targets take extra damage.
Finally preparation to recover discipline and providing a heal, and the bat pet to increase hatred recovery to give you more time to spam cluster arrow before you have to resort to free grenades.
If the bat turns out to be uneeded, since you merely could go grenades when out of hatred, vault might be a good substitute.
The aim is to be group friendly and fire from the back :P
I'll aim to do massive aoe rockets attacks as the main hatred dump, hatred free grenades as the spam attack.
Caltrops with the 79% slow is really to limit mobs reaching me too quick at the back of the action. For a group friendly bonus i'll aslo have extended duration caltrops 24 secs and sentry 40 secs. The sentry will be runed golden which gives a max health 8% a sec heal to all allies nearby (I think this will be a massive heal based on the hp numbers people are talking about).