05/03/2014 05:03 AMI really like this build. I suspect as dps increases but resource management lags behind on higher torment levels we'll see more of things like this. Good job Dieoxide and thank you for posting this.
Posted by Saros
05/03/2014 05:03 AMUnfortunately I have to echo the "blind masses" in that it still isn't beating out the cookie cutter I think (be it physical or fire) in terms of unloading dps in a quick fashion and doesn't focus any more on defense outside of using numbing traps to make it appealing (which could be added into any CA build in theory). For example the CA Shooting Star build (just sub ballistics in for a passive of your choice....or don't) also can use essentially the same gear to perform a potentially safer play style since you need fewer strikes and you can unload hatred faster while still throwing out entangling and having wolves engage.
Posted by Saros
I expected to see this in one form or another. There's a reason why I took a while before posting, and that's because as omega-red stated earlier, I'm a perfectionist and like to test things thoroughly. I think a lot of players don't take into consideration the entire spectrum when attempting to compare skills. I've ran shooting stars (i love this skill) for most of patch 2.0 and the first week of RoS with the same mindset, and I also have all 6 pcs of the marauder set. I've spent a ton of gold rerolling skill stats just for testing and I personally have not been able to replicate the results I had when using chakram as my primary spender (not saying it can't be done, just my personal experience).
The reason I found was because unlike the other spenders of choice, I found chakram to be extremely consistent (this is a huge factor), versatile, and very cheap for the hatred cost. It covers a large area and allows for specific tactical play that I could not do when using shooting stars etc. It also allowed me to focus primarily on buffing pure damage of the overall spec rather than trying to overcompensate for weaknesses on gear, so that the entire spec is putting out high damage (balance) rather than relying solely on my spender. To put it in real time, even though yes, with shooting stars I was able to unleash burst damage faster, but that damage was confined in a small area, followed by super hard hitting rockets that I had no control over. I had to fire several shooting stars to clear an area and because of that, took me longer to clear a zone because of the lack of coverage as well as the lapse in damage because I'm having to generate enough hatred to be able to use the high hatred spender, making my output very inconsistent.
This is far from me being biased btw, as when I discovered the above while playing I was actually upset and was desperately trying to find a way to cover up those weaknesses (I !@#$ing love shooting stars). When I made the switch, I had to "learn" to like the visual aspect of chakram because lets face it, it's not the most visually pleasing "killing" skill in comparison as stuff just doesn't blow up and fly in a million pieces, but I could not deny the potency and opportunity for massive output per hatred spent from chakrams and inevitably made the switch. Glad I did though as I'm having a blast!
05/03/2014 05:03 AMPlaying on this spec though definitely feels different and so certainly personal choice plays a role (for example you have long been a sentry fan if I recall), but I think with sustainability styles there is a need to focus more on toughness. I know many simply shrug and say "DH are squishy" but I definitely feel the difference when playing when I run with AR 900+ and higher life than when I don't across the torment levels.
Posted by Saros
I don't expect nor do I suggest for players to run around with the amount of toughness I have in T6. I do it purely because I like the style and danger. If a player wants to push the extremes with the spec, then go for it, but in no way am I suggesting anyone to be as glassy as I am. I do however think it's cool that the spec allows for players to have the option to shed off some toughness "if they so choose to" but it's definitely not a requirement.
05/03/2014 05:03 AMSure if you're over geared you can run with essentially any spec but then it's essentially a novelty build as opposed to the true maximized synergistic focus you had with your stone cold hunter. Here the big synergy is using Taskers to combine pets and sentry attack speed, but the question is "why chakram"? The key I would think is that it costs less and provides good AOE and thus your hatred pool does more damage at the expense of taking more time to do it....and that's the issue I think.
Posted by Saros
Ah, so you remember the SCH :D Yeah, unfortunately I don't think i'll be able to accomplish that type of superb synergy, however the mindset and philosophy that went into creating that spec is the same with this spec as well as the bolagasm build I did after the SCH (which was just as strong as the SCH, but took an entirely different approach). I take skills that work well together and find a way to bring out the maximum damage potential *consistently* as a unit. I also strive to make them well rounded, and not "situational" potency, so I don't run into inconsistencies (hard to create specs to do that and have high output).
I already answered the "why chakram" above, but also understand that while I tend to use the 1:1 ratio of bounty to razor for reasons explained in the tutorial vid, when the situation arises (such as all the mobs are already slowed and sentries didn't put too much of a strain on my hatred pool), I do start spamming back to back chakrams for as much of a burst scenario as I possibly can, and because it's spec'd to hit pretty hard, it tends to work out well when I need it to.
What I do know is that no, I'm not going to put out more than a properly built fire CA user when it comes to burst damage on a single target like ghom/tightly clumped elite pack, nor am I going to do more sustained damage in a super long battle than a sentry user that's able to get all 7ish sentries up and running, but the one thing I do know is that the spec has the ability to generate consistent high damage output thats VERY reliable in all situations that also has great defensive capabilities, and that's what I feel is the most important part of creating a spec (balance) and players can see that pretty well in the multiple vids I provided.
This is not your typical "pick up and play I win" type spec, and it takes time learning the kinks, order of attacks and positioning to do really well with it (which is why I made a tutorial video). The end result of a player taking the time to do it is a spec that's very powerful, and really rewarding to pull off as the game play is engaging, just like the SCH and bolagasm builds in d3v.
Even if a player isn't interested in something like this, the vids show the versatility and power of a DH, and the tutorial video alone that explains the "how" and "why" can spark players interest, thinking "whoa, I didn't think about it like that" or "Hey, I never thought of that approach" and go back to theory-crafting their own cool creative spec.
I'm actually just rambling now lol, but thanks for the well thought out reply :D