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-- Cross-posted from the other DH tank thread --
Just did my first farm run in Act 1 and 2, and I'm pleased to say this build is still very viable.
My gear is good but nothing spectacular. 31k DPS, 445 AR (580 Phys), 3367 Armor, 33.5k HP, 940 LoH. DPS is high for the build, but my AR, life and LoH are all low.
I kept shuriken cloud, it still gives a little LoH and DPS, and the extra LoH definitely helps in a crowd. Plus I don't really know what to replace it with (I was thinking sentry but it costs 10 disc, screw that).
I switched fan of knives for preparation/invigoration, which increases max disc by 10 for 5 seconds. My thinking on this rune is that as long as I use gloom within those five seconds (which is likely if I'm burning my disc to begin with), then it makes the gloom essentially cost just 4 disc. The other prep runes aren't really that attractive.
I switched nighstalker (which is now useless even with my 43% crit) for vengeance, which is an underrated passive IMO. Really helps with disc regen between packs, and since I have some extra pickup radius (something everyone should have IMO) I can frequently snag globes during fights.
I kept jagged spikes and numbing traps.
Act 1 is still trivially easy.
Act 2 is still very farmable. I used gloom preemptively against ranged packs to close the distance and get caltrops down to proc numbing traps before grenade spamming. I have to use gloom more than before (and use it earlier as my globe starts to drop) but I wasn't having any trouble running out of disc with prep to back me up.
Just don't spam jagged spikes anymore. Put down one to proc numbing traps and preserve the rest of the disc.
I think with around 2k LoH and maybe some IAS gear this build will still be just fine, especially with the extra paragon stats and perhaps a new uber legendary or two.
The proc differences with grenades for loh and recovering disc is not uncovered until the fight lasts more than 3 or 4 seconds. I walked thru a3 without issue until Ghom and that is where the difference is dramatic. Rather than depending on shadow to bail me out of a bad position or standing thru an arcane sentry and desecrator, loh seems to be the best way to survive.
Eventually life on hit will be "adjusted" as well and then everyone will be casters and ranged fighters.....having fun.
Let's compare to Critical Mass, which (be honest) was better than this build even before 1.04:
Critical Mass: WW proc cut in half, otherwise unmolested
Tank DH: JSpikes proc completely removed (!!!), Grenades proc cut to 1/3 previous value, SCloud proc cut by about 60%
Something like this might still work, but the concept of a melee tank DH is now all but dead... and now Grenades is useless again. :(
I believe that the conspect of DH is not to be a tank build... BARB and MONKs are the tank builds... What if a barb can wear bow or crossbow (or monk)... The DH is ranged class... Tbey buffed ranged skills and nerfed the tank builds... That's blizzard - balance the unbalanced and skrew up everythingAfter all - tank build with 300-400 k dps is not so good
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