Diablo® III

Shadow Power with Gloom

Has anyone tried playing DH with resist/hp/armor and using the shadow power with the gloom rune? It seems like a lot of damage can be mitigated with 65% damage reduction.
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It's not that Shadow Power/Gloom isn't good but in most situations Smoke Screen is better.

Smoke screen Pro:
- mitigates 100% damage
- breaks CC
- drops aggro
- gives you a speed boost with Tactical Advantage.

Shadow Power/Gloom Pro:
- lasts longer than Smoke Screen
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The problem is that shadow power costs half your discipline and gives you only 3 seconds of very poor life leach (what is it, like 4% in inferno?), and it doesn't even give you invulnerability, which ss will.
Edited by Snowbird#1742 on 5/30/2012 4:04 PM PDT
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the main problem is that you need to keep shadow power up pretty much 100% of the time for that to be effective and you run out of discipline too fast

imo shadow power needs to last twice as long or something
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This build works, everyone who says it doesn't has not tried to execute it properly.

My DH has about 25k health, min res is 420, max is 500. I am in act 2, and can take multiple hits from the snake vanishing mobs, or the cats.

The whole reason I use this build is because of the damage reduction, and because glass cannon is extremely frustrating when all the mobs jump/leap/burrow/cloak.

Heres the build: http://us.battle.net/d3/en/calculator/demon-hunter#aRYVXg!VeT!YcZcZY

You can probably change around archery and steady aim, but basically with shadow power and a trap down you get 85% dmg reduction. With some HP armor and resistances you can slowly work through the act. You do sacrifice dmg upfront though.
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Gloom only works if you stack Vit.

My DH is on the Glass Cannon route. 10k health. Everything hits 40k+ and 60% of 40k is...dead.
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Vitality and resistance, vitality alone WONT keep you alive.
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This build works, everyone who says it doesn't has not tried to execute it properly.

My DH has about 25k health, min res is 420, max is 500. I am in act 2, and can take multiple hits from the snake vanishing mobs, or the cats.

The whole reason I use this build is because of the damage reduction, and because glass cannon is extremely frustrating when all the mobs jump/leap/burrow/cloak.

Heres the build: http://us.battle.net/d3/en/calculator/demon-hunter#aRYVXg!VeT!YcZcZY

You can probably change around archery and steady aim, but basically with shadow power and a trap down you get 85% dmg reduction. With some HP armor and resistances you can slowly work through the act. You do sacrifice dmg upfront though.


Basically the same build I am running. Actually works like a *charm* since you can chain SPs for a long time. The main problem is that it doesn't break CC and some things can burn you down right through the Gloom.

Blizzard needs to increase the duration to about 5 seconds for sure.
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This looks really interesting build. I want to try it out. What items should I am for and in which order of priority?

VIT > RESIST > ARMOR ?
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Why aren't yall using sentry with the force field rune? Forgot the name but it has a 15% mitigation as well.. that would 100 percent immune :D
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88 Blood Elf Death Knight
12625
A one shot which overkills by double your life times 0.35 is still a one shot.
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05/30/2012 06:06 PMPosted by Anomander
Why aren't yall using sentry with the force field rune? Forgot the name but it has a 15% mitigation as well.. that would 100 percent immune :D


Sentry + Guardian Turret Rune (DR 15%)

would this work? http://us.battle.net/d3/en/calculator/demon-hunter#aRYVgk!VeT!YcZcYc

Gloom 65 + Sentry 15 + Numbing Traps 25 = total 105 DR!!!
Edited by Alucard#1626 on 5/30/2012 6:26 PM PDT
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85 Undead Mage
6040
100k dmg
25% reduc numbing traps
75k dmg
65% reduc gloom
26,250 dmg
15% reduc sentry
22312.5 dmg

thats how it actually works
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Interesting, I will have to buy a new set of armor to try this out sometime.
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