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Damien

Unhallowed Essence Multishot Demon Hunter

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Guest MrLoque

Using Convention Of Elements seems as a passive damage boost isn't that easy... if you miss the fire cycle (no mobs in range, fleeing, moving, ...) which is one among 6 available to the DH class... you waste a lot of DPS. And if you decide to use the awesome Taeguk you already have one time/cycle to keep up.

 

Isn't any other decent dps upgrade to be used in the cube? I currently cubed a Grandeur ring so I can wear 5/6 UE pieces + 1 Magefist (which sports a decent +20% flat fire damage).

 

I've got Calamity + Cindercoat already. Any better idea for the 3d cube slot? 

 

 

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Guest paul

one alternative that i have been using for the jewelry kannais slot is the obsidian ring of the zodiac, with the single skill, being companion, on cooldown, every proc will be towards that one skill, and allows 100% uptime

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Guest beav

Can someone explain to me why you would want the set bonus from Focus/Restraint and not a couple of well rolled rings with max disc? Rings can roll with a max of +10 discipline (I think), so with 2 that would be another 300% damage to multishot, right?

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Can someone explain to me why you would want the set bonus from Focus/Restraint and not a couple of well rolled rings with max disc? Rings can roll with a max of +10 discipline (I think), so with 2 that would be another 300% damage to multishot, right?

 

That's a great question that comes up every now and then :) The nature of stacking buffs in Diablo heavily favors multiplicative sources of damage like Focus and Restraint. Discipline is additive in nature, much like Elemental damage; in reality, Disc rolls on all possible pieces (weapon, cloak, quiver) will result in about 80 disc, and disc rings would come out as a damage increase of only about 11%. In comparison, Focus and Restraint multiply your damage by 125% - crazy good :)

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Guest Valeya

This build just got me to rank 225 on the non season leaderboard in europe (rift 60 @ 12:32).

Thanks alot smile.png

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Guest diablo fan

I'm curious as to why Ballistics was chosen over Steady Aim.  It seems like +20% to all damage would be better than doubling just the 3 rockets (especially if you are serious about Hunter's Wrath making Evasive Fire a damage dealer).  Is that just to make this build more effective vs. single targets?  Also, do we know if the rockets are affected by +multishot%?

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Guest diablo fan

I'm curious as to why Ballistics was chosen over Steady Aim.  It seems like +20% to all damage would be better than doubling just the 3 rockets (especially if you are serious about Hunter's Wrath making Evasive Fire a damage dealer).  Is that just to make this build more effective vs. single targets?  Also, do we know if the rockets are affected by +multishot%?

Just to answer my own question:  according to d3planner.com, +multishot% IS included in rocket damage.

 

However, at least according to that site's calculations, Steady Aim is a superior choice to Ballistics.  Maybe this doesn't work quite as well in a practical sense when all three rockets are targeting the same creature, or other specific situations, but at least according to that site's crunching +20% to all damage is better than doubling only the rocket damage.  Just wondering what could make Ballistics better.

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Guest Shane

Is iceblink a viable option inplace of bane of the stricken? Will iceblink solve the cc issue and proc cull the weak and bane of the trapped? I feel that option is much safer and applied more easily than caltrops.

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Just to answer my own question:  according to d3planner.com, +multishot% IS included in rocket damage.

 

However, at least according to that site's calculations, Steady Aim is a superior choice to Ballistics.  Maybe this doesn't work quite as well in a practical sense when all three rockets are targeting the same creature, or other specific situations, but at least according to that site's crunching +20% to all damage is better than doubling only the rocket damage.  Just wondering what could make Ballistics better.

 

 

Does it take into account any other sources of additive damage on gear? Steady Aim is an additive increase that falls into the same category as regular buffs, debuffs and skill bonuses (further expanded on here: http://us.battle.net/d3/en/forum/topic/14058607023). It will likely come out as a significantly smaller damage increase with proper gear rolls in mind - but still a good one, and I take it myself on my DH with a good Hellfire.

 

Is iceblink a viable option inplace of bane of the stricken? Will iceblink solve the cc issue and proc cull the weak and bane of the trapped? I feel that option is much safer and applied more easily than caltrops.

 

It will make CC easier, but it will lower your damage (especially vs Rift Guardians) significantly. Ultimately you will trade a fast RG kill for some safety, which I would advise against - a lot of the lethal situations come from charging monsters, projectiles and elite affixes that are unaffected by Iceblink.

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Guest Not Deadset

Convention of Elements

 

High Burst 25% of the time.

Can be useless at times.

Means you cannot use Prides Fall as your helm or Mage Fist as your gloves as it replaces Ring of Grandeur.

 

I believe Prides Fall + Cindercoat in cube is better (100% hatred upkeep with Mark of Death Mortal Enemy) as it  gives you more damage total over time as you do not need to generate hatred to keep firing multishot and only use it to refresh Bastion of Will set.

 

Obsidian Ring of the Zodiac

 

Allows decent CD regen of skills such as [Wolf Companion or Vengence Seethe].

 

I do not think its worth using unless you can get Vengence CD down to 45 seconds with high CDR. The problem with this is that even if you have 55% CDR and use Leorics (which means no Coat of Cinders which already hurts yourself) with a diamond in helm, you still have to mix Evasive Fire + Multishot in order to cool down Vengence enough to keep it up 100% of the time. And that means lost damage. 

 

Lost damage from Cindercoat. Lost damage from mixing attack frames to activate CDR. Gained damage from Homing Rockets/Side Guns, gained damage from more hatred. Seethe ultimately loses in damage however.

 

Focus and Restraint vs Max Hatred Rings

 

F+R multiplies your damage. The 15x20 discipline gain from rings is additive. Since you already have discipline on Weapon/Quiver/Chest, your only adding 300% more damage from rings  on top of your 1200% bonus from the other gear. Thats 1500% total. But F+R will more than double your damage. That's 1200x2 = 2400% vs 1500%.

 

Ballistics vs Steady Aim

 

Steady Aim gives you 20% that's additive. Which is why Cull the Weak is preferred (its multiplicative!). So ballistics already deals much more damge because your rockets will gain the bonuses of your multishot damage dealing MORE damage than your actual multishots thanks to the 2x bonus from the passive. With decent gear it will be critting for a billion+ just off your rockets.

 

This is also why its important to pick up Hellfire Amulet so you can get all the right passives.

 

IceBlink

 

And since Zei and Trapped work together + your pants have slow on them + your team slows things, ice blink is completely unnecessary.

 

Zei = multiplicative.

Trapped = multiplicative.

Stricken = multiplicative.

 

Also all 3 of these provide MORE damage than what Iceblink can give you unless you have problems CCing mobs. If you need CC, then consider iceblink trading off damage.

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Guest SetDead

Prides Fall + Grandeur + Witching Hour

 

vs

 

Convention of Elements + Hunters Wrath + Accursed Visage

 

At some point once you've gotten best in slot items, you'll probably be wondering which variation is better. They are very similar of course but nuances aside, it comes down to preference.

 

Resource Reduction and Infinite Multishot

 

With Prides Fall and Cindercoat, you need only to fire Evasive Shot once every 6 multishots or F+R cycle. This allows you to deal tons of sustained damage while simplfying the amount of times you need to mix your evasive shot in. In parties, you practically are firing all the time with zero downtime. You could even put in Hunter Wrath to generate maximum animation frame speed for evasive shot while firing multishot to shave off tenths of a second while making it even easier to generate faster hatred if you deplete. With Mark of Death mortal enemy, you can unleash infinite times on any major target.

 

Maximum Burst

 

If you want the maximum burst damage, you want Convention of Elements to triple your damage over those 4 seconds. This however means you cannot use Prides Fall (loss of ring slot). This also means you'll burn more hatred so Hunters Wrath is used to let Evasive fire regen your hatred quickly as a compromise. 

 

Ultimately whichever style you pick, both have their place in parties.

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Resource Reduction and Infinite Multishot

 

With Prides Fall and Cindercoat, you need only to fire Evasive Shot once every 6 multishots or F+R cycle. This allows you to deal tons of sustained damage while simplfying the amount of times you need to mix your evasive shot in. In parties, you practically are firing all the time with zero downtime. You could even put in Hunter Wrath to generate maximum animation frame speed for evasive shot while firing multishot to shave off tenths of a second while making it even easier to generate faster hatred if you deplete. With Mark of Death mortal enemy, you can unleash infinite times on any major target.

 

Thanks for sharing that, it's a variation I hadn't considered. I can see it working mostly in groups, as Pride's Fall is much harder to maintain solo, but it's a really cool twist. Props!

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Guest CaptchaSoCruel

Some more data on Prides Fall Infinite vs Standard COE

 

While soloing, Prides Fall deals about 25% less average DPS over the entire run. So for example, say you average 2bn damage per second with Prides Fall, with CoE, you'll deal 2.5bn, a 25% increase. 

 

In groups at higher rifts, this gap is smaller as the need to sustain damage on large packs over time is greater. Typically I am seeing the gap close to 10%.

 

TLDR: Prides Fall is an alternative build style for solo and group though it still deals less damage output overall per second. Its pros are easy hatred control and its superior in solo rift farming where maintaining hatred while destroying trash and packs quickly is a huge problem when using the standard Accursed/CoE/Hunters Wrath combo. So get both!

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Guest qwert

using this build now, amazing dmg but hard to survive when my hp is low since there is lil to none regen or life on hit. hard to avoid those winged assasins when u cant see them tho

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Guest Kentaka

 

Can someone explain to me why you would want the set bonus from Focus/Restraint and not a couple of well rolled rings with max disc? Rings can roll with a max of +10 discipline (I think), so with 2 that would be another 300% damage to multishot, right?

 

That's a great question that comes up every now and then smile.png The nature of stacking buffs in Diablo heavily favors multiplicative sources of damage like Focus and Restraint. Discipline is additive in nature, much like Elemental damage; in reality, Disc rolls on all possible pieces (weapon, cloak, quiver) will result in about 80 disc, and disc rings would come out as a damage increase of only about 11%. In comparison, Focus and Restraint multiply your damage by 125% - crazy good smile.png

 

I'm still trying to understand where you're coming from here.

I agree with the former poster; per the set bonus - each individual point of disc is +15% in damage. So the increase, additive or not will still be greater than the focus/restraint set.

Is there a better way someone can explain the math on this?

Thanks

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Guest Guest

Why is the prioritization of RCR and AD different on hands and shoulders? It seems these should rank the same on gear that can roll both, assuming the stat is equally valuable? Or would you roll one on one and the other on the other?

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Guest Temporary

Why is the prioritization of RCR and AD different on hands and shoulders? It seems these should rank the same on gear that can roll both, assuming the stat is equally valuable? Or would you roll one on one and the other on the other?

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Guest Guest_NotDeadSet

 

 

Can someone explain to me why you would want the set bonus from Focus/Restraint and not a couple of well rolled rings with max disc? Rings can roll with a max of +10 discipline (I think), so with 2 that would be another 300% damage to multishot, right?

 

That's a great question that comes up every now and then smile.png The nature of stacking buffs in Diablo heavily favors multiplicative sources of damage like Focus and Restraint. Discipline is additive in nature, much like Elemental damage; in reality, Disc rolls on all possible pieces (weapon, cloak, quiver) will result in about 80 disc, and disc rings would come out as a damage increase of only about 11%. In comparison, Focus and Restraint multiply your damage by 125% - crazy good smile.png

 

I'm still trying to understand where you're coming from here.

I agree with the former poster; per the set bonus - each individual point of disc is +15% in damage. So the increase, additive or not will still be greater than the focus/restraint set.

Is there a better way someone can explain the math on this?

Thanks

 

So I'll give you a detailed explanation, the set bonus of Unhallow Essence gives you 15% bonus damage to your Multishot and Generator for every point of unused Discipline you have.  If you have +20 max discipline from 2 rings that would be 300% bonus damage to your multishot on top of whatever your current discipline is at.  The math ends up with your previous discipline bonus damage + 300%, if you stack discipline from rings.  However, if you stack Restraint ® and Focus (F) you multiple your damage by their damage modifiers, which is 1.5x for resource generation and 1.5x for resource spent.  When bonus the R and F modifiers are triggered they multiply up to 2.25 multiplier to your damage.  So instead of adding 300% bonus damage to your existing damage gained from discipline you multiple it by 2.25 and effectively double that damage.

 

If that still didn't make sense then read on I'll do the math for you.  The amount of discipline you can get is 15 from preparation - focus mind, 12 for chest armor, 12 for bow, and 12 for quiver.  This is 51 on top of your base 30 for a total of 81 discipline.  This 81 discipline will result in 1215% bonus damage to your primary generators and multishot.  If you add 20 discipline from rings instead of F and R you'll have 1515% bonus damage to your primary generator and multishot.  With F and R you'll get 2733.75% bonus damage when both modifiers are procced.  The net result is about 1200% more damage then if you stacked 20 more discipline.

 

TLDR; Focus and Restraint is better then getting 20 more discipline because of math.

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Guest Briel

Great build but why you use Vault:Tumble and not Vault: Trail Of Cinders?

Cubed Cindercoat, gives flat 30% reduction on every vault, and tuble gives 50% for every second vault (so it is 25% reduction). On top of that, it gives no dmg.

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Guest Sanguine

Great build but why you use Vault:Tumble and not Vault: Trail Of Cinders?

Cubed Cindercoat, gives flat 30% reduction on every vault, and tuble gives 50% for every second vault (so it is 25% reduction). On top of that, it gives no dmg.

 

Because the Discipline reduction of Tumble results in a lot more damage from the 6 piece set bonus.

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Guest VRWRX

So I love the damage from this build, but I can't push GR levels because I keep dying. Any advice for increased toughness or maybe play style recommendations? I drop caltrops as much as I can but getting into a mob is dicey so I have to stay back and it kills my time. GR47 is the highest I've completed. With the right levels I could probably get a bit further but I'd like to hit 60 and I don't see it happening with this setup. Any advice? Thanks!

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Guest FedericoUY

The explanation of this build is excelent. Would like to try out magefist and prides fall switching CoE for RoRG

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Guest bdoggg

 

Great build but why you use Vault:Tumble and not Vault: Trail Of Cinders?

Cubed Cindercoat, gives flat 30% reduction on every vault, and tuble gives 50% for every second vault (so it is 25% reduction). On top of that, it gives no dmg.

 

Because the Discipline reduction of Tumble results in a lot more damage from the 6 piece set bonus.

 

 How does that work? You have to vault 2 times to get the savings from tumble.  So it's 8 disc the first time and 4 the second for a total of 12.  Trail of cinders gets reduced to 5.6 from cindercoat, so even if you round up it's still 6 per, and your first tumble costs less this way so you deal more dmg between vault #1 and vault #2 with the 6 pc and the same after 2 vaults. And the tumble causes extra dmg on top of that.

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      Haedrig’s Gift
      Season Theme
      As the Nephalem reflect on Sanctuary's history, instruments of power from a bygone era resurface. These ethereal memories will grant those persistent enough to search for them unimaginable power. Legends of the past will manifest once more in the present, and you must decide how to best use these gifts—for ethereal power is fugacious by nature, and will soon return to being no more than a myth.
      For this seasonal theme, we were inspired to reimagine how Ethereal items could manifest in Diablo III, with 21 iconic weapons making a return from Diablo II. In Season 32, Ethereals are rare, powerful, and fleeting items.
      Season 32 reintroduces Ethereals, a weapon-type that players will be able to acquire and hunt for in their upcoming seasonal journey. Ethereals will roll a powerful set of affixes, a random Class Weapon Legendary Power and a random Class Passive Power. Ethereals will have unique icons, names, item types, and sounds originally found in Diablo II. For additional details on Ethereals, check out the list below:
      Ethereals are account bound and can only be dropped by monsters, chests, and destructibles, but do not require your character to be Level 70 in order to drop. Ethereals cannot be acquired through Kanai's Cube or from Kadala. Ethereal rarity drop rate is set between Ancient and Primal items. There are 3 unique Ethereals per class. Each Ethereal has fixed affixes and rolls one random Legendary Weapon power and one random Class Passive Skill. Only one Ethereal can be equipped at a time. Ethereals ignore item durability loss. Legendary Powers and Class Passive Skills rolled on Ethereals do not stack with the same power equipped through Kanai's Cube, Items or Skills. Ethereals cannot be Enchanted, Transmogrified, Dyed, Reforged, or traded. Ethereals can be augmented. Collecting all 21 Ethereals during the season will reward players with the Feat of Strength, Ethereal Recollection. Players who accomplish this will have all Ethereal transmogrify options available for future seasonal and non-seasonal play. Ethereals only drop in Seasonal play and will not transfer to your non-seasonal character when the season ends. Return to Top
      Season Cosmetic Rewards
      Beginning with Season 17, we began re-introducing previous Seasonal rewards to make them available to players who may have missed them the first time around. For Season 32, this means awards originally available from Season 8 are returning to the Season Journey.

      However, we know it’s nice to have something new to aim for if you’ve participated in previous Seasons. We’re continuing to provide new End of Journey rewards as introduced in Season 17, with two new cosmetic rewards for those who complete the entirety of the Season journey. Feast your eyes upon the Teganze Warrior Portrait Frame and Bat pet!

      In addition to the Boots and Pants slots of the exclusive Conqueror Set, you’ll be able to earn a series of portrait frames that smolder with demonic fires of the Burning Hells. The iconic wings of Andariel will also be available once more, allowing you to truly embrace your inner Maiden of Anguish.
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      Season Journey Rewards
      If you’ve been diligently slaying demons for the past few Seasons and reached Conqueror in the Season Journey each time, you’ve surely accrued a few extra stash tabs. You’ll earn one additional tab each Season by finishing the Conqueror tier, up to a maximum of 5:
      Guardian of Sanctuary: Finish a level 70 Nephalem Rift on Torment XIII difficulty within 5 minutes. Gem of My Life: Level three Legendary Gems to level 55. All I Do is Win: Complete 2 Conquests this Season. Warm Thoughts: Kill Izual at Level 70 in under 15 seconds on Torment XIII difficulty. Money Ain’t a Thang: Slay Greed on Torment XIII difficulty. Treasure Goblins outside of Nephalem Rifts will sometimes open portals to Greed’s domain, The Vault. Take U There: Reach Greater Rift Level 60 Solo. Greater Rift keystones can be obtained from any Nephalem Rift guardian. Power Amplification: Use Kanai’s Cube to augment an Ancient Legendary item with a level 50+ gem. Cubic Reconfiguration: Use Kanai’s Cube to reforge a Legendary item. Return to Top
      Seasonal Conquest
      Want to prepare your Conquest plan for Season 32? Here are the challenges you’ll face!
      For Curses!/Stars Align, pick any Cursed Chest event that requires killing monsters and defeat over 350 or more at Level 70 on Torment X or higher. Push your way to Greater Rift Level 75 to complete Divinity/Lionhearted. For the fiercest demon slayers, Boss Mode/Worlds Apart is a speed challenge where you’ll need to eliminate the following bosses at Level 70 and Torment X in under twenty minutes:
      The Skeleton King The Butcher Zoltun Kulle Ghom Cydaea Rakanoth Diablo Adria Queen Araneae Maghda Belial Siegebreaker Assault Beast Azmodan Izual Urzael Malthael Finally, Years of War/Dynasty will be a great test for those who enjoy mastering various Class Sets, and if that’s not enough, Masters of the Universe/Masters of Sets will challenge your tactical understanding of Set Dungeons.
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      Haedrig’s Gift
      Finally, the Class Sets rewarded for completing certain chapters in the Season Journey (courtesy of Haedrig’s Gift) have rotated once more. We’ve listed the available Sets below. For those new to Seasons, here’s how it works:
      Completing Chapters 2, 3, and 4 of the Season Journey will reward you with three of Haedrig’s Gifts. Each Gift contains a few pieces from one of your Class Sets. Players can only unlock one Class Set in this manner per Season across Hardcore and Non-Hardcore, so choose wisely!
      The set you receive depends on the class of the character you’re playing when you open each Haedrig’s Gift. To collect a full Class Set, you’ll need to open all three on the same character.
      Here are the sets granted by Haedrig’s Gift in Season 32:
      Barbarian – Immortal King’s Call Crusader – Seeker of the Light Demon Hunter – Natalya’s Vengeance Monk – Uliana’s Stratagem Necromancer – Trag’Oul’s Avatar Witch Doctor – Spirit of Arachyr Wizard – Vyr’s Amazing Arcana
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