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Shadow Impale Demon Hunter

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Guest Ssilvak

Why the convention priority stat is the CDR and not the flat damage like in the ladder ?

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Guest Raggamuffin
20 hours ago, Guest Ssilvak said:

Why the convention priority stat is the CDR and not the flat damage like in the ladder ?

You need CDR on 2 pieces of equipment in order to have 100% uptime on Vengeance and FoK! 

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https://www.d3planner.com/696959397

My D3 planner on this build... if you replace the Pain Enhancer Gem with Bane of the Stricken... you can put out more DPS on your DH and push GR... im only Paragon 567... and I can push GR 64 in 5 min or so... I cant tell if thats good but, opinions would be good

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What do you guys think of playing this build with a Witching Hour in the belt slot? Is it viable? (I have a really good ancient one)

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Guest Machiezmo

Remove Numbing Traps for something else.  It only works with Fan of Knives, caltrops, grenades, etc but not with this build.

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Guest OnyxShadow
On 8/18/2017 at 1:37 PM, Guest Machiezmo said:

Remove Numbing Traps for something else.  It only works with Fan of Knives, caltrops, grenades, etc but not with this build.

Don't forget bane of the trapped.

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On 2017-08-18 at 8:37 PM, Guest Machiezmo said:

Remove Numbing Traps for something else.  It only works with Fan of Knives, caltrops, grenades, etc but not with this build.

What do you mean "Not with this build"? Fan of KnivesFan of Knives is included in the build and is even recommended for higher solo pushing GR due to the immense safety it provides through Bladed ArmorBladed Armor and the damage reduction from Numbing TrapsNumbing Traps and as stated above, keeps things slowed for the Bane of the Trapped activation.

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On 8/11/2017 at 10:42 AM, gorki said:

Hi guys, any thoughts on using Witching Hour instead of Chain of Shadows? My WH is really good ?

Chain of Shadows is pretty much necessary for pushing GR. The movement for one, but primarily for the Rattling Roll Rune and the knock back it provides, as your Strongarm Bracers damage increase are proc'd by it. I would not recommend changing it for a flat damage increase through witching hour.

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I've just switched to this build and once I got used to the play style, I'm lovin' it.  Have cleared an 86 without any augments with just over a minute to spare.  Currently working on augments  :-)  

One thing the guide doesn't mention, and it REALLY should imho:

be in the FACE of the monster you are hitting with your daggers.  And, I mean in your face.  It guarantees all 3 daggers hitting for criticals and makes a huge difference to your damage output.  

Also, don't forget to impale, vault, vault, impale for your disc management.  Vault right at your monster enemies, especially elites/champions, so that you:

a) stun them 

b) proc the bracers for bonus damage

The build is useless for anything under T13 imho - it just one shots everything and you fast run out of hatred.  Even some higher grifts have crappy mobs with low health that you one shot and the problem rears its ugly head!

one final thing - don't make the mistake that many new players do - just cos it's an ancient item, doesn't make it better than a non ancient.  Only use an ancient if it has the right stats.  I have a non ancient TP ammy with lightning/chc/chd and won't be swapping it out soon unless I get an ancient verison that's just as good!

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Guest Question

Generally speaking, about what level would be appropriate to switch from Bane of the Powerful to Pain Enhancer?

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On 17/09/2017 at 11:21 AM, Guest Question said:

Generally speaking, about what level would be appropriate to switch from Bane of the Powerful to Pain Enhancer?

I'm not sure.  I haven't cracked a 90, can't get near it, even though I did an 89 with 35 seconds to spare.  I still have 4 items left to augment though...I'm having terrible maps, and insane trash mob density, meaning I can't even get close to the elites/champions.  It's killing me!   The higher the grift level I go, the worse density seems to get.  A mate has told me that this is normal, and if so, it's damn stupid programming on Blizzard's part imho.  Also, the monster health between 89 and 90 seems much more than the usually mentioned 16% per grift level...I'm guessing it's closer to 30%.  Why do I say this?  

Well, on my 89 clear, it took around 15 attempts.  On average, I was missing out from anywhere between 30 seconds to 1.5 minutes.  On the 90, the best I've done is 1.5 minutes over the timer, and I've been 12 minutes over the timer (yeah 27 minutes to get the grift done).  I'm noticing a much higher frequency of terrible mob types too - succubi, spear goatmen, fallen shaman, and nearly every elite/champ pack is arcane and either molten or poison.  I'm also seeing a higher frequency of shielding too than on lower grift levels, and I'm starting to wonder if Blizzard deliberately ups the spawn rate of crappy elite/champ power combos, just to make life more difficult for players.  

My best clear with UE MS (my usual build) was an 85 in s10 and let me just say that mob density between UE MS and impale s6 is VASTLY different.  I'm seeing 2-3x the trash mob density with my impale s6 build over the UE MS build at an 85 grift.  And this is consistent over hundred+ grifts.  And as I said, the trash mobs stick like glue to the elite/champ packs and you just can't get near them!  It's just basically ruining any chance...

I'm also seeing situations where I'm engaged with one elite pack (usually arcane), got the elite down to 10% health, and then out of nowhere, a 2nd elite pack (usually arcane) comes along and it's suddenly 2 vs 1...with 2 arcane packs, it's damn hard to get close to the elites to take them out.  The arcane beam is way too long, lasts far too long, and is cast far too frequently imho.  It is not balanced.

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Guest Question
On 5/8/2017 at 12:18 AM, Blainie said:

FoK is better. Sentry is a 25% reduction when in the area of the turret. FoK is a 40% armour boost as soon as you pop it and for the following 6 seconds. The turrets won't stack, it has been tested in the past. 

I did comparisons in-game, and it turns out the 25% DR from Guardian Turret does give more toughness than the 40% armor boost from FoK. The only advantage of FoK is that it can be made permanent with an extra cdr roll, but Guardian Turret provides no defense in transit (assuming it's only used during stationary combat).

Using Sentry instead of FoK would free up a cdr roll for more attack speed or flat damage on the rings.

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Guest Bruderen

FYI, 

On the group rift variation page. 

Ricochet links to the barb's Weapon Throw - Ricochet instead of the DH skill.  

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4 hours ago, Guest Bruderen said:

FYI, 

On the group rift variation page. 

Ricochet links to the barb's Weapon Throw - Ricochet instead of the DH skill.  

Thanks for pointing this out! I will pass this onto Deadset.

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On the speedfarm version of this build it states, "If you trust your ability to focus down and chain elites in regular rifts, you can safely swap Gogok of Swiftness out for Boon of the Hoarder..." But then swaps out Pain Enhancer in the chart.

Is Gogok preferable to Pain Enhancer for speed farming?

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7 hours ago, millerwjr said:

Is Gogok preferable to Pain Enhancer for speed farming?

For most builds regardless I would say "yes" considering the Gogok of SwiftnessGogok of Swiftness is simply there to give you 20% CDR so you can keep going while the Pain EnhancerPain Enhancer is just a damage boost, and not a great one at that in speedfarming where I'd prefer a Bane of Powerful instead.

The chaining is referring to an In-geomIn-geom that will cover the need for CDR and making Gogok more or less useless and thus making Boon of the HoarderBoon of the Hoarder an option.

In regards to swapping out Pain EnhancerPain Enhancer I'm assuming (Can't look atm), that it's for Bane of the PowerfulBane of the Powerful which is a common trade due to always keeping the bonus up.

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On 12/28/2017 at 2:48 AM, Arkpit said:

For most builds regardless I would say "yes" considering the Gogok of SwiftnessGogok of Swiftness is simply there to give you 20% CDR so you can keep going while the Pain EnhancerPain Enhancer is just a damage boost, and not a great one at that in speedfarming where I'd prefer a Bane of Powerful instead.

The chaining is referring to an In-geomIn-geom that will cover the need for CDR and making Gogok more or less useless and thus making Boon of the HoarderBoon of the Hoarder an option.

In regards to swapping out Pain EnhancerPain Enhancer I'm assuming (Can't look atm), that it's for Bane of the PowerfulBane of the Powerful which is a common trade due to always keeping the bonus up.

Ahh - gotcha. So, assuming In-geom is cubed, Bane of the Powerful, Boon, and Gogok? What about Bane of the Stricken?

Edited by millerwjr

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On 2017-12-30 at 7:10 AM, millerwjr said:

Ahh - gotcha. So, assuming In-geom is cubed, Bane of the Powerful, Boon, and Gogok? What about Bane of the Stricken?

Bane of the StrickenBane of the Stricken is only meant to empower your attacks on GR pushing where things will take you over 5-10 seconds to kill (packs) or if you struggle with bosses. In speedfarming T13 this is useless.

Any trash or packs that you kill under 5-10 seconds wouldn't benefit from Stricken since you won't stack up in time. Also, it's important to note that Strickens 25% boss bonus damage is ONLY bosses, not Elite packs and Champions.

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On 01/01/2018 at 8:45 PM, Arkpit said:

Bane of the StrickenBane of the Stricken is only meant to empower your attacks on GR pushing where things will take you over 5-10 seconds to kill (packs) or if you struggle with bosses. In speedfarming T13 this is useless.

Any trash or packs that you kill under 5-10 seconds wouldn't benefit from Stricken since you won't stack up in time. Also, it's important to note that Strickens 25% boss bonus damage is ONLY bosses, not Elite packs and Champions.

The normal replacement for it is pretty much always Powerful, if you want as close to a direct replacement as possible. I use Powerful for 100 speeds on my Impale, since Stricken just isn't worth it yet. 

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Guest Adrian

I’m using this build for some time, i am not sure about traveler pledge.  if you have been standing still for say about 5-7 seconds your attack power will be increased by 100% and you'll have no extra Damage reduction. once you start moving your attack power will gradually decrease while your damage reduction will increase. As you keep moving the values will change until you will have attack power 0% and damage reduction 50%. The moment you stop moving the attack value will start increasing while your defense value will start decreasing. So impale, vault, impale, vault, you never have full reduction or full damage. 
 

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I never use Stricken on this build. I only level the Pain Enhancer to lvl 25, higher isn't needed for the build. Bane of power can be an option to replace it on torments and having seethe on.

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2 things.

First, I have 56.5% CHC without my helm and cant roll both CHC and Impale %, so in this case shouldn't I just go for impale %? I mean, after 50% arent you just increasing the probability that 2 hits will be consecutively critical? (In my case that would occur once every 20 hits: 50% means once every other hit ~5% means 1 in 20 ergo every 20 hits will create 2 consecutive crits)
 

Second, how does pain enhancer really benefit this build? I just try to kill a boss, elite pack, and move on to the next. I make it my business not to waste my time hitting trash. Wouldn't stricken work better for this? (I also only have 50% area damage, this may be another reason) PE dosent really help for rift guardian melting

Edited by savorymilkman

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      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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