Big thanks to EVERYONE who posted for contributing to the thread and to everyone who provided information on many popular topics in their own threads (check out the links)!
Philos(HUGE THANKS for most if not all of the info/theorycrafting)
A very knowledgeable DH streamer/theorycrafter.
Philosophios is his Twitch and Youtube channel name.
His Twitch Highlights and Youtube channel has videos on explanation/gameplay of the listed builds and very informative explanations on many popular topics.
This thread should answer all questions about CA/Zookeeper/Lightning builds including a lot of general DH info and popular topics.
I update this thread very frequently.
Please post if there is something to improve the thread, no flames please!
Latest Updates (5/14, 12:30 PM PDT):
Most recent updates are marked with an *
*Lots of info in Post 1 updated (including 6Set Marauder stuff under Popular Topics)
*Updated for patch 2.0.5 and Post 3 redone (removed all the unnecessary skill explanations
*Added more BiS Sets and descriptions for each BiS Set listed.
Added Pet/zookeeper and Lightning build stats/BiS list/builds.
Next Updates: .
Builds section update included with viable passives for said builds
More builds and BiS Gear optimization.
More Popular Topics answered.
More in-depth info on Marauder's 6Set Bonuses and damage.
Another layout update. (better separation of topics, itemization for specific builds and less clutter)
Stats and Damage Modifiers Explained
BiS Set Combinations
(fire/ca) (lightning) (pet/zoo) = Recommended for (x) build
BiS = Best in slot
SoJ = Stone of Jordan
RRoG = Royal Ring of Grandeur
CC = Critical Hit Chance
ChD = Critical Hit Damage
AS = Attack speed
ICD = Internal Cool Down
DR = Diminishing Returns
e = Effective
AoE = Area of Effect
CA = Cluster Arrow
LfB = Loaded for Bear rune variant of Cluster Arrow
CB = Cluster Bombs rune variant for Cluster Arrow
RoV = Rain of Vengeance
There is no "best" build, use whatever you find fun or suits your preferences-each have their pros and cons.
You do not need the 'BiS items' specifically to make the builds work, just the stats, however, the items listed in the BiS List greatly increase the effectiveness of the builds.
The CA Build:
This build is gear dependent and is not recommended for fresh 70 DHs, however the build progresses quickly with each upgrade.
This build focuses on maximizing the damage output of Cluster Arrow by utilizing Resource Reduction with the addition of +FIRE% modifier with CC% and CHD% resulting in a very cost efficient, hard hitting, spamable nuke.
This build can be played very aggressively and is very efficient for speed clears/fast focusing elites.
Can be played T1-6 depending on gear.
The Lightning RoV Build:
This build relies on the Nat's 4Set Bonus.
A fun lightning build that relies on spamming AoE skills and Rain of Vengeance:Shade.
Can be very efficient up to T1-4, but can be played higher if wished.
The Sentry Build:
This build is a VERY gear dependent build utilizing the Marauder's 6 Set Bonus.
Popular with 2H weapons.
More info on the Marauder's 6Set Sentry mechanics under Popular Topics section.
Read about AS breakpoints with Marauder's 6Set Bonus. (Link under Popular Topics and Helpful Links)
Physical% for AoE
Fire% for Single target/bursts
Lightning% for crowd control
This build dishes out massive damage to everything once it is setup, however, the drawback is the lack of focus onto a target and the setup time.
With Marauder's 4/6 SET with Sentries you will have at least 8 Pets once it is fully setup.
1 more Sentry with Custom Engineering
2 more with Bombadier's Rucksack
2 more (unruned and is not restricted by Sentry or Custom Engineering limit) with Helltrapper
The more quickly you can put Sentries down the better the build is, for this reason, CDR is a very valuable stat, arguably higher valued than CC%.
Not heavy on resources, so you will be able to spam some abilities without worrying.
Really strong for Solo T6 Rifts.
Good for carrying group DPS.
STATS AND DAMAGE MODIFIERS EXPLAINED:
Stats that you want/should have after having BiS:
This is the stat that makes the CA build work.
Sweet spot of 50% Hatred/Fire skill cost reduction (including Paragon PTs)
Sheet Resource Reduction of 30% + 30% from Cindercoat/Pride's Fall = 50% after DR.
A minimum of 20-30% Sheet Resource Reduction is recommended.
Resource reduction % not additive! thnx zoid!
Preparation:Punishment: the more RR you have, the better Disc to Hatred ratio will be.
A Cindercoat(reliable reduction on fire cost skills) and/or Pride's Helm(reduction on both Hatred and Disc costs, but can be unreliable) give big chunks of resource reduction.
Slots generally wanted for RR:
Cindercoat for FIRE%/CA Builds.
Pride's Fall as a preference if you have a free Helm slot.
In lower Torments you can get away with lower Resource Reduction because of the damage output.
In higher Torments you may need to have Resource Reduction to keep farming efficiently (less resource starving).
This modifier is generally the biggest net gain of DPS for builds that use FIRE, LIGHTNING or PHYSICAL SKILL damage.
Spenders cast from Sentry scale with this modifier.
Up to +100% Fire Skill Dmg
5 Slots: Cindercoat, Magefist, Neck, SoJ and Bracers.
Another 20% if using Andariel's Visage
Totaling up to 120% (6 Slots at 20% each)
Up to 80% Lightning Skill Dmg
4 Slots: Andariel's, SoJ, Neck and Bracers.
Another 15% if using Thundergod's Vigor.
Totaling up to 95% (5 Slots)
Up to 60% Physical Skill Dmg
3 Slots: SoJ, Bracers and Neck.
Another 20% if using Andariel's Visage.
Totaling up to 80% (4 Slots at 20% each)
RoS Elemental Damage explained:
The most important modifier for a CA focused build.
Up to +45% CA Dmg:
CA% is calculated BEFORE +FIRE%
Spenders cast from Sentry scale with CA%
The most important modifier for a Sentry focused build.
Up to +45% Sentry Dmg:
Spenders cast from Sentry scale with Sentry%
CC% AND CHD%:
Balancing your modifiers is the most important thing.
Rule of thumb: have a ratio of 1:10 CC% to CHD% unless really lacking CC%.
CC% and CHD% will get more balanced with better gear.
Example of endgame CC% and CHD%:
55% CC and 550% CHD
60% CC and 600% CHD
End game: you are aiming for at least 45-60% CC.
CC% is the most valued damage modifier due to synergy with many skills.
First example that comes to mind: Nightstalker.
Maximum CC% from gear 44% or 54% with quiver.
+5% CC with maxed Paragon Points (Paragon Points are not calculated in Profiles)
+7% CC if receiving Nat's 3Set Bonus.
+5% CC if using Archery while Dual Wielding.
Maximum CHD% from gear and DWing:
Maximum CHD% from gear and not DWing:
+50% CHD with maxed Paragon Points (Paragon Points are not calculated in Profiles)
Add 50% CHD if using The Witching Hour
Least valued stat for CA build, Resource Reduction a more preferred roll.
AS is generally only wanted for builds that require an AS breakpoint.
Slots generally wanted for AS%
Rings (Not SoJ and Unity)
Add 7% AS if using The Witching Hour or Fleeting Strap
CDR% is mainly wanted for the Marauder 6Set build to reduce the setup time with Sentries, arguably higher valued than CC%.
Slots generally wanted for CDR%:
Helm with Socket
Rings (Not SoJ and Unity)
My opinion on stacking CDR% for Vengeance?
You lose too many beneficial stats to make Vengeance uptime noticeable, possibly viable when/if Vengeance gets buffed.
At least 25%-30% to Elites (Stone of Jordan)
Another 15% if using Aughild Set
Another 15% if using Unity
Another 5% if using Hellcat Waistguard
Another 8% if using Archfiend Quiver
Bonus vs Elites is now additive instead of diminishing. patch 2.0.4
Around 60-80+ Disc cap (with proper rolls).
Total of 150 from Blood Vengeance
Total of 175 with the addition of Paragon's Points Maxed(if decided to invest into).
DH SET Bonuses:
2SET: Gives you 250 DEX and +10 Disc
3SET: Gives you 7%CC and +10Disc
4SET: The cooldown of Rain of Vengance is reduced by 1 second for every enemy you kill.
(Sentry kills do not reduce the cool down)
2SET: Gives you 500 DEX
4SET: Gives you "Companion calls all companion types to your side." (All Actives, All Passives)
6SET: Sentries cast your equipped Hatred spenders.
Read the links below; they offer lots of information on Sentry Mechanics.
Extensive Testing by VocaloidNyan (includes A LOT of info on 6Set Marauder's):
Jaybird's Sentry AS Breakpoints:
Tasker and Theo benefits the Sentries casting spenders.
Refer to Jaybird's/VocaloidNyan's thread for AS breakpoints.
Having multiple spenders will cycle through them after each cast and each cast will put that skill on an internal cool down.
Skills with higher ICD/higher hatred costs are higher on cycle priority and will be fired first.
Hatred spenders cast by Sentries now receive the benefits of the corresponding +% damage affixes on items. Patch 2.0.5
Example: CA% and Sentry% damage will be applied when CA is fired from a Sentry.
Spenders cast from from Sentry scale with Fire/Lightning/Physical% assuming the the spender element is the same as the elemental% you have.
Dual wielding VS 1H with Quiver:
Keep the quiver if you are lacking CC%(30-45%without quiver), take up DWing for more CHD%.
Balancing your stats is the most important thing.
Quiver can roll up to +20% AS. DW will always give you +15% AS.
Quiver can roll CA% and +10% CC. Traded for 130% CHD with DW.
Quiver can roll an extra primary: Vit, Elite Dmg, ETC.
There is nothing wrong with using a quiver-use what is working for you, however, most of the time you will get more sheet damage dual wielding.
2H/QUIVER VS DW:
This is a preference depending on build and playstyle.
Popular for Marauder 6Set Builds.
2Hs offer more consistent damage(and harder hits) ranges because of how the min/max is.
Generally easier control of resource because of the slower Attacks Per Second, but slower resource gains with a generator.
Easier stutter stepping.
DWing will generally give more sheet damage due to the extra 130% CHD gem.
Faster dumps of Hatred due to higher Attacks Per Second and faster resource gains with a generator.
Requires standing still or more advanced stutter stepping to maximize the APS.
Example of a popular DW setup: Calamity and Nat's Slayer offers a very strong DW setup. 20% More damage and 7CC%.
Sentries are counted as pets.
Pets and Sentries scale with CC%, CHD%, DEX, AS% and Physical%. (Basically everything that you scale with).
Steady Aim (only you need to be 10yrds away) and Cull of the Weak scale buff pet/sentry damage as well.
Cull of the Weak does not scale with spenders cast from Sentry.
CHD% is no longer capped. Patch 2.0.4
Pets/Sentries can not proc Nightstalker.
Pets/Sentries benefit from Tasker and Theo.
The MS% gained from this skill does not stack past the 25% MS cap.
Animation speed is faster with the more MS% you have, Tactical Advantage makes this amazing.
Marked for Death Stacking:
Calamity only procs the non runed version of MfD-You still have to hard cast MfD if you want to receive the rune effect.
Hard casting MfD over nonruned version of MfD from Calamity stacks the damage on that individual target for a total of 40%.
You can only have one hard cast active at a time.
Hard casts from other DHs won't stack it further (since they get overwritten).
Only 1 Hard Cast Runed MfD and 1 Unruned MfD per individual target.
For example you have Calamity and you Mark all the mobs, and you are using MfD:Grim Reaper to mark an individual target.
The individual target you put Grim Reaper on will "overlap" that existing mark (so it will stack past 20% on that individual target for a total of 40%) and the 15% Splash Damage does get increased on Marked targets in the Grim Reaper zone as well!
Thanks Shamaya for the math on the additional stack!
Shamaya's thread explaining how much damage increase you actually get:
SOCKETS: DEX, VITALITY AND ALL RESIST:
You want a balance between ALL your defensive stats(including armor).
280 Dex per Flawless Royal quality gem.
280 Vit per Flawless Royal quality gem.
78 All resist per Flawless Royal quality gem.
Stacking one defensive stat is not a good idea, you want a balance.
Socketing Dex can have good value with Awareness if you're low on Armor.
Assuming you have good all resist (600-750+ from gear/Perfectionist) and If you have Life% affixes, All resists gems are generally not wanted for sockets; you would want to mix in Vit gems for more effective HP and better synergy with % based healing.
Of course, you will get more effective reduction with the more All resist you stack, but the point for point value will be diminished. So the preferred gem to socket is Vit to gain more eHP via Life% affixes.
If you really need All Resist in all the sockets, go ahead, there is no taboo against it.
I would say 4-8mill toughness is great for clearing T3-T4 comfortably(no deaths).
6-15mil+ toughness for T5-6.
For T5-T6, you will probably need to socket All resist and Vit.
In the end, use the amount you are comfortable with.
Have a balance between your modifiers!!!
Use a spreadsheet for more accuracy if you really aren't sure.
CC% OR CHD%:
My rule is CHD% should be 10x of CC% unless lacking CC%(under 40%).
CC% and CHD% will get more balanced with better gear.
CC% OR +FIRE/LIGHTNING/PHYSICAL%:
If rolls are awkward, put some thought into it and you decide, +FIRE/LIGHTNING/PHYSICAL modifiers should be a better net dps increase-if your CC% is lower than 40-45% you may want to keep the CC%.
Another upside to keeping CC%-better synergy with using NightStalker.
CC% OR CA%:
Only roll for CA% if you really feel that you do not need the CC% and if you can maintain the CA spam for long periods of time.
If you use another filler attack a lot (Example: a hatred generator) your overall damage is less because you have less CC%.
Upside to CC%, more Crits and better synergy with skills/passives.
CHD% OR +FIRE/LIGHTNING/PHYSICAL%:
+FIRE/LIGHTNING/PHYSICAL% is generally the biggest net gain of dps and is what you want.
Having good CC%, CHD% and +FIRE/LIGHTNING/PHYSICAL% all affect each other.
No questions +FIRE/LIGHTNING/PHYSICAL%, if I had good CC% and CHD%.
A straight comparison between CHD% and +FIRE/LIGHTNING/PHYSICAL%.
"Point for point, 1% of average base damage dps (not sheet dps affected by attack speed) is worth more than 1% Elemental% damage."-Thanks Ephex!
Use a spreadsheet/calculator if not sure.
If not missing CC% and CHD% to reroll to, the reroll choices for AS% are more RR, CDR or more toughness.
Resource Reduction a more preferred roll for builds relying on resource.
CDR% for Sentry builds.
Keep AS% for builds that require an AS breakpoint.
0.50% per point
If you are 200 Paragon I would highly advise capping your MS% through there to gain more stats from items.
MS is very important if you do not have +25%
(MS is capped at +25% if you already have +25% it will not stack further with Paragon points).
5 per point, no limit.
0.50 a point up to a bonus of 25+ to Hatred cap.
A higher Hatred Cap also means you get more from the Reaper's Wraps Proc.
Helps with overclipping from Blood Vengeance/Reaper's Wraps.
0.20% per point up to 5% more CC%.
1% per point up to 50% more CHD.
Take only after CC% and CHD% or maxed.
Only take enough AS% over CC%/CHD% to reach a breakpoint if doing a build that requires one.
Take only after CC% and CHD% are maxed.
To reduce setup time with Sentries or to just have lower CDR!
Arguably higher valued than CC% for a Sentry focused build.
Since there are so many variables around toughness, shift around your points to see what works best for you and remember to have a balance.
5 per point up to a max of +250 All resist.
For more eHP and synergy with % based healing.
Armor is a very good defensive stat alongside All Resist, have a balance.
Up to +10%. A very valued stat.
Is really good, but I value Resource Reduction more.
Area Damage Explained:
+Life on Hit:
Really isn't bad if you need it, most of the time you are sustaining off of globes and % based healing.
TastySouP's DMG CALCULATOR:
PROC COEFFICIENT SPREADSHEET:
This is not mine, comes from a very great reliable source.
RoS Elemental Damage Explained by Druin:
Area Damage Explained by Amiar:
Calamity + MfD Stacking Explained by Shamaya:
Sentry Mechanics w/ 6Set Marauder's by VocaloidNyan:
Sentry Mechanics w/ 6Set Marauder's by Jaybird:
Cooldown Reduction Calculator by BannedofGamers: