Diablo® III

Hatred X Discipline and Optimizing eDPS

Before you get confused, this is NOT what we have, but what we SHOULD have. I will list my suggestion and comparison to other class.

This is the only class with 2 resource pool, and we do not gain the same type of resource by spending. We must make an exchange between the 2 resources to gain any amount, but this amount is sometimes too low to cover up what we need.
Barbarian and Wizard gain massive amount of resource per second, with using 1-2 types of resource generator. Barbarian uses
http://us.battle.net/d3/en/class/barbarian/active/battle-rage
Critical Hits have a chance to generate 15 additional Fury.
http://us.battle.net/d3/en/class/barbarian/passive/weapons-master
Mighty Weapons: 3 Fury per hit
using this build http://us.battle.net/d3/en/calculator/barbarian#.hUR.P!ZY!.ZZY.c
with 50% cc I can gain on average 80-220 Fury per second depending on the weapon choice and the mob density. Using a Mighty Weapon output much more Fury in comparison to an Axe or a Hammer.
Wizard is a bit different, and much harder to build than a Barbarian, you will need items like this one http://us.battle.net/d3/en/item/chantodos-will which have
Critical Hits grant 9–10 Arcane Power (Wizard Only)
http://us.battle.net/d3/en/calculator/wizard#VQYXTh!bWg!YZYccc is one of the more popular builds that can grant the player massive resource. IMO Wizard also have 2 kinds of resource, the 2nd kind if called "cooldown", each other class all have cooldown to reduce the amount of the resource you can spend per second. But a Wizard you can reduce this timer to 0-2 seconds. I can with 60% cc and 2.80 aps, gain 13-19 seconds reduction per second which will also equal to 130-190 Arcane Power if you only have 10 APOC. btw I'm using this build http://us.battle.net/d3/en/calculator/wizard#VQYXTk!fWg!YZcccc

How much Discipline can you gain with your Demon Hunter?
I heard this build will give you a lot of resource http://us.battle.net/d3/en/calculator/demon-hunter#UPYQVh!XUg!ZYcaZZ but I have never tried, so I can't give you a number here. But with this build http://us.battle.net/d3/en/calculator/demon-hunter#ShgYVT!XUT!cZcbZb I can gain about 7-13 Discipline per second. And if we use the 125/25 ratio with Punishment we have 35-65 Hatred per second, but can only be grant every 2-3 seconds. In the first build I see 5 resource generating skills, in the second build I see 3 resource generating skills. For the Barbarian I see 1-2 depending on weapon choice, and for the Wizard I see 2-4 including the weapon as 1. We can always scrap the bat and make it seems like 2-4 but from my experience, I will often run out of resource when I'm attacking. I'm strafing with 2.40 aps, and I do not plan to reduce this number, why would I want to reduce my attacking frequency so I can keep more resource? Where as a Barbarian and/or a Wizard can gain more resource with a higher attacking frequency.

Solution #1 Upgrade Night Stalker
http://us.battle.net/d3/en/class/demon-hunter/passive/night-stalker
Critical Hits have a chance to restore 2 Discipline.
Discipline is used to fuel your tactical, defensive, and offensive skills

Solution #2 Upgrade Night Bane and Breathe Deep
old post please read http://us.battle.net/d3/en/forum/topic/8796359826
Night Bane
Gain an additional 3 Hatred per attack while Shadow Power is active.
Breathe Deep
Restore 40% maximum Hatred after activating Smoke Screen.

Solution #3 Upgrade Marked for Death
http://us.battle.net/d3/en/class/demon-hunter/active/marked-for-death
Increase the area of Marked to 8-12 yard up from a single target. Allow players to multicast, without removing the previous effect from affected enemies.
Same Skill do not stack (as always).

Solution #4 Allow Discipline Attacks to proc Mortal Enemy
I don't believe they work at the moment, and since we gain the most Discipline by spending Hatred. Jagged Spikes, Choking Gas, Trail of Cinders should gain 3 Hatred per enemy per attack.

eDPS scale with your attacking frequency, so the more powerful attacks you can make per second the more damage per second you can make. Even though I have #1-4, but they need to be all included IMO.

========= END OF HATRED X DISCIPLINE =========

so you can stop reading here, I added a bit of extra stuff on the 2nd post
http://us.battle.net/d3/en/forum/topic/9377137714?page=1#2
Edited by KirusAlufras#1739 on 6/25/2013 7:01 PM PDT
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This section is about damage multipliers.

We got the least and the worst active buff. I counted 1 (Marked for Death) or 3 if you include Bait the Trap and +100% cd on Knives. And for this reason we are forced to get a higher pDPS to gain the same eDPS as other classes. But I think we got the most passive skills,
http://us.battle.net/d3/en/class/demon-hunter/passive/steady-aim
http://us.battle.net/d3/en/class/demon-hunter/passive/cull-the-weak
http://us.battle.net/d3/en/class/demon-hunter/passive/archery
http://us.battle.net/d3/en/class/demon-hunter/passive/ballistics
http://us.battle.net/d3/en/class/demon-hunter/passive/custom-engineering
These are passive skills, so you can only have 3.

Starting with the conditional bonus Steady Aim and Cull the Weak. If both of these skills are active, then you get 20+15 = 35% additional damage.
The Barbarian have 2 conditional bonus that adds up to 25+30 = 55%
http://us.battle.net/d3/en/class/barbarian/passive/berserker-rage
http://us.battle.net/d3/en/class/barbarian/passive/brawler
Monk get 20% or 8x skill# 8-32%
http://us.battle.net/d3/en/class/monk/passive/guiding-light
http://us.battle.net/d3/en/class/monk/passive/combination-strike
Witch Doctor is 20% unless you got unlimited health globe.
http://us.battle.net/d3/en/class/witch-doctor/passive/pierce-the-veil
http://us.battle.net/d3/en/class/witch-doctor/passive/gruesome-feast
Wizard have 4, but most people only use 2 for 15+20 = 35%
http://us.battle.net/d3/en/class/wizard/passive/glass-cannon
http://us.battle.net/d3/en/class/wizard/passive/cold-blooded
http://us.battle.net/d3/en/class/wizard/passive/conflagration
http://us.battle.net/d3/en/class/wizard/passive/arcane-dynamo

IF you ONLY look at the numbers, we are sitting right in the middle, but if you consider the condition that we must follow, the damage output must be increased.
Steady Aim = Brawler, but 20% /= 30%. Both attack depends on monster distance, but the condition is flipped. IMO the difficulty of getting 3 close by = all far away. Increasing the number for Steady Aim to 25-30% will be better for the class.
Cull the Weak = Cold Blooded, so increase 15% to 20% at the same time bring up the numbers in Conflagration to 20% as well. The other way would be to scale the Wizard skills so they all have 15% to follow Cull the Weak.

Marked for Death is the worst buff in the game, but it is the only buff we have. If you look at the other +12%: Mantra of Conviction last 180 sec, cost 50 Spirit, effect follow player and affect all enemies within 20 yard; Familiar=Sparkflint last 300 sec, cost 20 AP, effect follow player, and the Familiar will deal 20% damage per second to the same target; Marked for Death last 30 sec, cost 3 Discipline, effect DOES NOT follow player, and needs re-cast every time for each target.
If you want aoe you can use Marked for Death=Valley of Death for a tiny 12 yard for 15 seconds, but if you are a Wizard you can use Slow Time=Time Warp for a 22 yard bubble with +20% for 8 seconds and the mobs inside will move 60% slower, which is 83.3% more mob, 60% slow, 53% of the time, and 66% more damage. If the duration and damage bonus cancels, Time Warp is 133.3% more effective than Valley of Death.

The problem is we don't have any abilities to compensate for a lower pDPS. There are a lot of ways to increase our eDPS without increasing our pDPS. A few suggestion:

Hot Pursuit
http://us.battle.net/d3/en/class/demon-hunter/passive/hot-pursuit
Whenever you are at full Hatred, movement speed and damage is increased by 15%. Whenever you are not at full Hatred, your Hatred Regeneration is increased by 3 per second.

Perfectionist
http://us.battle.net/d3/en/class/demon-hunter/passive/perfectionist
Reduces the Discipline cost of all skills by 10%.
Increases your damage by 10% for 30 seconds for every 10 Discipline you spend.

Grenadier
http://us.battle.net/d3/en/class/demon-hunter/passive/grenadier
Increases Hatred generated from Grenades by 2 and reduces the Hatred cost of Cluster Arrow by 10. Increase Spike Trap and Cluster Arrow damage by an extra 125% weapon damage.
Spike Trap damage 275+125 = 400%
Cluster Arrow damage 225+125, 4x100+125 = 350, 4x225 = 1250%


But we don't want more passive so the following will be better

Rain of Vengeance
http://us.battle.net/d3/en/class/demon-hunter/active/rain-of-vengeance
Cost: 50 Hatred and Cooldown: 30 seconds
or remove cooldown but Cost: 80 Hatred
Fire a massive volley of arrows around you. Arrows fall from the sky dealing 1500% weapon damage over 5 seconds to all enemies in the area. All affected enemies are slowed by 60% for 3 seconds and take 20% additional damage for 5 seconds.
**Damage for the runes will need to be rescaled.

Caltrops
http://us.battle.net/d3/en/class/demon-hunter/active/caltrops
Hooked Spines
Enemies caught in the trap take 20% more damage.

Fan of Knives
increase cost to 25 or 30 Hatred and remove cooldown.
http://us.battle.net/d3/en/class/demon-hunter/active/fan-of-knives
Crippling Razors
Affected enemies will take 20% more damage for 3 seconds.

Impale
http://us.battle.net/d3/en/class/demon-hunter/active/impale
Impale a target for 265% weapon damage. Impaled enemies will take 20% additional damage.
*note: Overpenetration does not impale (leave a knife) on the target
Edited by KirusAlufras#1739 on 6/25/2013 7:01 PM PDT
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I was posting in the Archon vid thread the same time you have been posting, and what I said there is basically the same (in much less elaboration).

Our problem is, that we have one ressource that can be replenished by game mechanics, but we need to spend another ressource to get this mechanic moving. There is no efficient way to convert discipline to hatred, so we are ressource starved for offense.

There is also no efficient way to convert discipline to damage (the one we had got nerfed).

So, we have one ressource at hand "infintely", but it can mostly only be used to stay alive and not to kill enemies. In comparison to Barb and Wizards, they use their ressource for both offense and defense at the same time. And that's the core problem of class imbalance, imho.
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Take a look to my gear and skills. I have right now 3.01 Attacks per second, 68%CC and I use NightStalker, Perfectinist and Archery.
I have 700 LOH, 700 AR, 388%crit hit dmg.
I never run out of discipline and I have a very balanced character that can tank most of the elites and ubers really well. I'm still trying to work it out a way of getting more armor and AR without losing DPS and increase a little bit more of my dodge change as well. But I have no issues with hatred and discipline.

http://us.battle.net/d3/en/profile/Woogmoog-1877/hero/31355987
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Our problem is, that we have one ressource that can be replenished by game mechanics, but we need to spend another ressource to get this mechanic moving. There is no efficient way to convert discipline to hatred, so we are ressource starved for offense.

There is also no efficient way to convert discipline to damage (the one we had got nerfed).

So which resource are you talking about? Hatred? Discipline?
you gain Hatred +4/sec, +3/attack (mortal enemy, primary attack, etc.), +3/sec bat, etc.
you gain Discipline, +1/sec, +1/crt, etc. Maximum pool can be increased.
Both of them can be recharged by GAME MECHANICS.

I'm not saying we can't, but I'm saying we are too slow. Doc get 45/sec, monk gets 0-12/sec from skills, etc... The ratio you see in each class that regain w/o gear is
Barb 2/100 or 2.4/120 = 2%*
Monk 12/250 = 4.8%*
Doc 45/740 = 6.08%
Wiz 10/100 = 10%
Hunter 4/125 and 1/30 = 3.2% and 3.33%
*Barb and Monk start with -2 and 0.
Hunter is the only range class (must equip range weapon for certain skills), and the only class with 2 resource. It is okay that each is lower than the other class but there should be better ways to regain our resource like how they can do it with monk (per crt with primary) or other ways like those I have suggested.

Discipline attacks does a lot of damage. All of them can do critical hits, but they do not proc yellow number and do not proc Night Stalker or reset shsh, so you can get perma 100% cc with Sharpshooter. So the damage you can do with Jagged Spike did not drop.

I'm still using JS to kill mobs, with my dps mp5 or lower dies pretty quick.
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(>^^)>
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Take a look to my gear and skills. I have right now 3.01 Attacks per second, 68%CC and I use NightStalker, Perfectinist and Archery.
I have 700 LOH, 700 AR, 388%crit hit dmg.
I never run out of discipline and I have a very balanced character that can tank most of the elites and ubers really well. I'm still trying to work it out a way of getting more armor and AR without losing DPS and increase a little bit more of my dodge change as well. But I have no issues with hatred and discipline.

Talking about tanking, I can tank MP10 uber (except for the butterflies) with 4100armor/220allres and 35k Life when I have my perma Gloom. Tanking is boring, please don't tell me you are enjoying it.

After you hit 4400/440 stop adding armor and resistance, get more VIT if you would like to be tougher. the amount armor and resistance does not improve your eHP by much.

Discipline and Hatred is not a problem I'm having. I did not write up this thread to complain how bad I'm doing. I'm tired of using the same skills to refill my resource, the suggestions I have listed should have been made more than a couple month ago, especially 2 and 4.
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06/25/2013 08:18 PMPosted by VocaloidNyan
(>^^)>


LOL

Nyan what are you doing here +_+

I need some feedback, it nice if you are bumping the post, but I think it's on first page.
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I was posting in the Archon vid thread the same time you have been posting, and what I said there is basically the same (in much less elaboration).

Our problem is, that we have one ressource that can be replenished by game mechanics, but we need to spend another ressource to get this mechanic moving. There is no efficient way to convert discipline to hatred, so we are ressource starved for offense.

There is also no efficient way to convert discipline to damage (the one we had got nerfed).

So, we have one ressource at hand "infintely", but it can mostly only be used to stay alive and not to kill enemies. In comparison to Barb and Wizards, they use their ressource for both offense and defense at the same time. And that's the core problem of class imbalance, imho.


I run a build that has an infinite hatred->disc->hatred loop. I use MS - Suppression Fire and Prep - Punishment. This setup allows me to Spam Multishot, w/cold SoJ for the snare, against packs of mobs. Additionally, since MS - SF is my source for disc, I no longer need Nightstalker and instead can run all three damage passives: SA, Archery, and Cull.

As it is currently, I believe the DH has the most compelling resource system of all the classes, while the wizard's is mind numbingly boring. That said, I would welcome some buffs to skills such as Night Bane etc. I've run a Night bane hunter and it was indeed fun, but I believe it to be slightly underwhelming compared to the other runes available, expecting the reduced disc cost one (this rune should be totally reworked, I suggest making it a mini Nightstalker where crits grant disc when in SP).
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IF you ONLY look at the numbers, we are sitting right in the middle, but if you consider the condition that we must follow, the damage output must be increased.
Steady Aim = Brawler, but 20% /= 30%. Both attack depends on monster distance, but the condition is flipped. IMO the difficulty of getting 3 close by = all far away. Increasing the number for Steady Aim to 25-30% will be better for the class.
Cull the Weak = Cold Blooded, so increase 15% to 20% at the same time bring up the numbers in Conflagration to 20% as well. The other way would be to scale the Wizard skills so they all have 15% to follow Cull the Weak.


This makes me :(
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Err.. I agree on all your points.. Suggestions have been around far too long and they seem to be somehow same..

But.. We don't really have much problem regarding Hatred/Discipline replenishment.. We can gear towards them..

Its just that, the other classes has their synergies so well that it seems that they are built to be JUST that.

Modified the build you have and this is also what I usually use.
http://us.battle.net/d3/en/calculator/demon-hunter#UkgQYR!XUe!Zb.a.Y

With that build.. considering you have..
3x Chains of Torment
enough Crit Chance(with 1hXBow crit chance is higher, if not, replace Archery with something else)

Marking an enemy
some Echoing Blasts
Spamming Cluster Grenades
Caltrops can be Jagged or Bait or changed to another skill, usually this is Rapid Fire for me
Shuriken Cloud can also work and so doe RoV-Dark Cloud(a bit tricky)

Lets just say you're attacking constantly.. A marked Enemy will generate..
CoT = 9 Hatred per tick(that's 18 per second, CoT ticks 2 times per second AFAIK)

Hatred Gen = 4 Hatred

Echoing = 3 Hatred to 3x meaning it can reach up to 9-18 per second depending on how much you've laid down

Natural Hatred generation = 4(?? base) Hatred

That's for Hatred only.. With that build, even with just 1 enemy, I can constantly spam Echoing Blast

As for Discipline, this I got to admit, you will need TONS of enemies, minimum of 2-3 to allow Perma-Shadow Power with the build since you only have Cluster and Echoing that can crit, Shuriken too if you use it or RoV.

Ever wondered about Activated Aura/Buff?(in terms of lasting long) We don't have any.. only Shadow Power which lasts 5 seconds.. Bait for 6(12) that is just 10% CC and SLOW(helps with Cull)

We have to continually spend Hatred to regenerate anything at all. May it be Hatred or Discipline.

Resource generation isn't that much of a problem, it's their given synergy that is too epic to pass up. I've given a synergistic build too, but it needs constant spamming and such.. not like a mindless HotA build or running around DTWW Barb.. or a Carpal Tunnel Wiz.

06/25/2013 08:25 PMPosted by KirusAlufras
Talking about tanking, I can tank MP10 uber (except for the butterflies) with 4100armor/220allres and 35k Life when I have my perma Gloom. Tanking is boring, please don't tell me you are enjoying it.


If it's just tanking.. I can do MP10 Ghom WITHOUT Shadow Power.. Skills and Items are in my profile. TANKING, not killing efficiently.

In regards to tanking, we don't have any problem. We're one of the most durable class in the game.. Durable, not unbreakable. If our snapshot breaks, we can die, if we get Frozen, we'll use 1/2(most of the time) of our Discipline Pool for Smokescreen to break Frozen and other Crowd Controls.. That's the problem.

Again.. our resource generation isn't really that much of a problem. We can gear and skill setup for that.. Our Pool however is LOW considering the fact how we can generate them.

Look at Barbs, sure they have.. 100(?) But Battle Rage-Fray gives them a chance of 15 per crit. Give that to a DH. 15 per crit. You won't see any of us complaining because it'll be too OP for us. Get my point?

Give us a Hatred/Disc on Crit, as much as Wizzies, you won't see any DH complaining.

We have to both GEAR and SKILL SETUP just to be somehow near to how others perform. THAT'S THE PROBLEM.

But hey, all classes are supposed to be different.. I'm all out for that.. but.. classes shouldn't be too far apart. Heck.. Monks have Quickening and 3 more other runes that generates Spirit upon Crit.. NOT CHANCE mind you.
Edited by Chrizzle#1390 on 6/25/2013 8:47 PM PDT
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06/25/2013 08:33 PMPosted by RedCell
As it is currently, I believe the DH has the most compelling resource system of all the classes, while the wizard's is mind numbingly boring. That said, I would welcome some buffs to skills such as Night Bane etc. I've run a Night bane hunter and it was indeed fun, but I believe it to be slightly underwhelming compared to the other runes available, expecting the reduced disc cost one (this rune should be totally reworked, I suggest making it a mini Nightstalker where crits grant disc when in SP).

Red,
You want Well of Darkness to be another NS, I don't think that is anything close to good. What if I give you this instead, will you be happier?

Well of Darkness
Shadow Power increases the damage of your attacks by 15% for 5 seconds.

I just copied this of a monk skill/rune. Same kind of skill, you get some healing and damage, but they have cooldown so I reduce the duration to 5 seconds.

06/25/2013 08:37 PMPosted by RedCell
This makes me :(

How?
Edited by KirusAlufras#1739 on 6/25/2013 8:42 PM PDT
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@RedCell
Yes, with MS/SF and Prep/Punish you can get a ressource loop running. But Prep/Punish is 25 disc, that means whenever you have emptied your hatred pool you would have needed to hit 25 mobs in order to have enough disc. to replenish hatred. It surely works in a high mob density situation.

But (there is always "buts" of course :-)), our MS does 165% weapon damage and needs high mob density in order to be kept up. If I compare this to HotA, it does 325% damage and needs maybe three or four mobs in order to be kept up.

I agree that the problem may not be attributed to our 2-ressource system. But if we look at the efficiency other classes are converting their ressource into damage and how easily they can gain their ressources back, I think it is safe to say that DHs are lacking somewhat.

(I still think my DH is more fun to play than my Barb)
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Well of Darkness
Shadow Power increases the damage of your attacks by 15% for 5 seconds.

I just copied this of a monk skill/rune. Same kind of skill, you get some healing and damage, but they have cooldown so I reduce the duration to 5 seconds.


hahaha

Yeah, I'd take the 15% any day of the week. :)

However, my suggestion would, in effect, be a damage boosting change as well because this could be worked into a build so the DH would no longer need to run Nightstalker and instead pick up Cull the Weak etc.

I will say this too, I often think back to the video showcasing the DH class when Shadow Power granted attack speed. It seems to me, that since attack speed was nerfed into the ground well after Shadow Power lost its attack speed bonus, why not go retro and bring it back. :) I this too much to ask, when the barb gets WotB + innate 30% DR?
Edited by RedCell#1728 on 6/25/2013 8:49 PM PDT
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@RedCell
Yes, with MS/SF and Prep/Punish you can get a ressource loop running. But Prep/Punish is 25 disc, that means whenever you have emptied your hatred pool you would have needed to hit 25 mobs in order to have enough disc. to replenish hatred. It surely works in a high mob density situation.


MF-SF has a cap of 9 Disc regenerated per use.. From the last time I've read about it somewhere here in the forums. That's another problem, there's an internal LIMIT to the skill. Hence.. you'll have to use it 3 times on at least 9 mobs to be able to regenerate ENOUGH Disc for Punishment to continue the loop.

I will say this too, I often think back to the video showcasing the DH class when Shadow Power granted attack speed. It seems to me, that since attack speed was nerfed into the ground well after Shadow Power lost its attack speed bonus, why not go retro and bring it back. :)


If they'd go retro and bring back JS Proc Coeff, Grenades and Shuriken Cloud proc coeff, and Smokescreen's cooldown? and NT's Multihit. Then we might have another "band aid" effect.. it won't still solve the main DH problems.. Even if they give +ASPD on Shadow Power.. it won't still save us.. It will however give us a bit more boost.. Still not near them though :)

But if we'll stop comparing ourselves to other classes.. We'll be more satisfied.. problem is.. the game is centered in item farming > efficiency which in that regard, we're not doing good.
Edited by Chrizzle#1390 on 6/25/2013 8:51 PM PDT
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^That seems way off to me as I run with 49 disc and my globe fills up super fast when firing on mid to large size packs.

I'll look into this.
Edited by RedCell#1728 on 6/25/2013 8:53 PM PDT
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06/25/2013 08:40 PMPosted by Chrizzle
Err.. I agree on all your points.. Suggestions have been around far too long and they seem to be somehow same..


... they might even be mine... I think I wrote something similar 4 month ago.

I don't think echo proc ME 3x per step up, I think you only get 3 per set, If they blow for 9 each time then I don't need bola and you don't need CG to get the extra Hatred per trap. Think about it

4 + 3x3(chain)x2 + 3x3 (trap) = 40 Hatred per sec, wait for 3 second and you have 120 (full Hatred) without using CG. lay down another 3 sets (90) and 1 sentry (30) and wait for another 3 seconds. Standing...

the build I play with trap is this
http://us.battle.net/d3/en/calculator/demon-hunter#WQgYkR!XbT!ZaYbaY
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^That seems way off to me as I run with 49 disc and my globe fills up super fast when firing on mid to large size packs.

I'll look into this.


Yes, Please look into it since I too am not sure about it, I've just read around it here in the forums that there's an internal limit to it. Post your findings after ;) Thanks in advance.

... they might even be mine... I think I wrote something similar 4 month ago.

I don't think echo proc ME 3x per step up, I think you only get 3 per set, If they blow for 9 each time then I don't need bola and you don't need CG to get the extra Hatred per trap. Think about it

4 + 3x3(chain)x2 + 3x3 (trap) = 40 Hatred per sec, wait for 3 second and you have 120 (full Hatred) without using CG. lay down another 3 sets (90) and 1 sentry (30) and wait for another 3 seconds. Standing...

the build I play with trap is this
http://us.battle.net/d3/en/calculator/demon-hunter#WQgYkR!XbT!ZaYbaY


Exactly.. There comes a time where I don't even need to use CG to refill my Hatred. You can trade CG to Gas Grenades too if you don't need MUCH Discipline regen.

Gas > Spike > Spike > Spike > Gas.

That way, Gas hits for 4 Hatred(upon usage) 3 more upon hitting and 3 more due to DoT which will last for some time, enough time to drop spikes and use Nades again.

I was able to facetank Ghom MP10, literally facetank him without Shadow Power.. Skills in Profile and Items, just change Cluster to Gas Grenades. ;)
Edited by Chrizzle#1390 on 6/25/2013 9:13 PM PDT
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Choking Gas and Trail of Cinders proc Mortal Enemy :)

Jagged Spikes does not. :(
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I will say this too, I often think back to the video showcasing the DH class when Shadow Power granted attack speed. It seems to me, that since attack speed was nerfed into the ground well after Shadow Power lost its attack speed bonus, why not go retro and bring it back. :) I this too much to ask, when the barb gets WotB + innate 30% DR?


attack speed does nothing, each skill (attack) have its own attack speed breakpoints, and if you can't get there you are doing the same damage (edps) as the previous breakpoint.

The 30% reduction in melee is meaningless after you top your defense, for example

80% reduction from armor and res is (1-.80)(1-.80) = 4% damage (96% reduction)
80% +30% is (1-.80)(1-.80)(1-.30) = 2.8% damage (97.2% reduction)
only differ by 1.2%
70% reduction (1-.70)(1-.70) = 9% (91% reduction)
with -30% (1-.70)(1-.70)(1-.30) = 6.3% (93.7% reduction)
differ by 2.7% so at end mit gear you see very little difference between class, if you are only stacking armor and resistance.

If anything is too much to ask, is when you ask for something that is in another class.
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