You are so awesome.
I love 24% move speed, but I've been unwilling to make the EHP sacrifice yet on a DH. Well, I did briefly on my first DH and I died. I won't attribute that to the 24% MS, but I don't like the sacrifice I end up making if I wear an Inquisitor. Maybe a socketed Inquisitor would work? For know, I'm not interested in Inna's or Lacuni's.
I used the 1st build today before reading your followup. I went with the DPS rune for caltrops. It worked on MP1 Act2. But things got dicey...I'm losing 28kish DPS with the dual wield setup. After switching to the 1st rune-the 80% slow, I could handle the damn Naga snakes much better.
I have mixed feelings about sentries. The lack of crit...their boringness. But I get their utility as they do so much work for you. Anyhow, when I'm not in a grindy mood, I'll continue toying with these. On a level of pure gaming bliss, high attack speeds builds feel a lot better to me. Coupling that with 24% MS sounds like a fun experiment.
Jagged Spikes and Sentry together is too dangerous, because of reflect damage(ruining builds everywhere). If went with Torturous or Hooked Spines(which was what I was using before), Renges would still be alive, but I got overconfident because I was feeling untouchable and played too early in the morning.
I choose 24% movement over EHP I could get from my bracers, because with more movement speed that's less time I spend on DoT, avoiding them flat out, and the difference between being able to escape and not. When using many snares and roots, 24% movement speed becomes that much better. Snares lose their potency when you can't use that advantage to travel around and reposition.
I'd take 12% movement and attack speed via lacuni's, over some crit chance and res anyday. Movement speed also makes more sense when you have a lot of attack speed. If you're carrying around a heavy Manticore, more EHP would be better imo, as you're more vulnerable everytime you attack.
I like sentries because I enjoy setting traps in these kinds of games. I had played the Assassin for a brief period in D2, in Titan Quest I played a Hunter type with poison turrets, and in Sacred 2 I played the Dryad. If Spike Trap - Lightning Rod was better, I'd use that, but it's just lackluster.
The op tempo of the first build is a lot different over the usual elemental arrow ones. It isn't really a "farming" build, it's more for fun and progression in content that is stronger than you. Instead of moving forward it's like you move sideways. As when a tough engagement begins, you want to create distance first and then set everything up or lead them to the site of the previous engagement(within reason). You're supposed to set up ambushes with that build. Sometimes you'll actually want to travel back
to your previous position instead of resetting up. It's more in tune with going up against content you're undergeared for. As you want the toughest of elites to run into 3 sentries and 6 caltrops soon as the battle begins. The description I put in the initial post is more of a strategy when pressing forward.
The changes to rubies will make the first build much stronger.
EDIT: and 100% agreed man. Pure gaming bliss is what it's all about. That's what I grind items for when needed.