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  1. #1

    Default Multiboxing DHs T6 viable

    After multiboxing pretty much every class, I decided to go with Demon Hunters. Never liked them much cause they are too squishy and kiting has never been my thing but well, I got pretty much bored of the game so why not give it a try. To my surprise I'm enjoying it a lot. Started playing just 1 week ago and now I'm able to do fast T5 and should be able to move to T6 soon. Once I powerleveled all 4 to lvl70, I used my monk items and gambled the items I didnt have. With my monk items and a yellow weapon I was able to easily do T2 with basic fire build (bola shot + cluster arrow + sentry). While I was working on getting all pieces of Marauder's set for my 4 DHs, I was able to start moving up difficulties once my main got 6 piece set. The damage output this set provides is just brutal.

    Took me around a week to get all my DHs with 5 Marauder pieces + RoRG. It was surprisingly fast compared to the weeks it took me to get full Akkhan sets for my 3 Crusaders. The mobility DHs have is amazing and that multiplied my efficiency for farming all pieces.

    Build
    This is the build I'm currently using for T5 and will use for T6 once I improve my toughness:

    http://us.battle.net/d3/en/calculato...kS!iYeh!ccbaac

    All 4 DHs are using this build. I round robin Companion so I have 30% damage buff up on all the time. I also round robin Marked for Death so I don't spend much discipline to debuff packs. I cast it a few times and it spreads all over once 1 mob dies. It's pretty much a standard M6 sentry build with 2 spenders and no generator.

    Items
    Sadly, there aren't many choices for DHs on T6. Since Blizzard loves killing build diversity via nerfs and no buffs to other skills/items, u can only go with Marauder's. 5 pieces + RoRG or 6 pieces which I don't recommend. Since u are going in a party and not solo, there's no need to save 1 ring slot for Unity, instead u can use it for a RoRG and use 1 of these:

    http://us.battle.net/d3/en/item/magefist
    http://us.battle.net/d3/en/item/tasker-and-theo
    http://us.battle.net/d3/en/item/cindercoat
    http://us.battle.net/d3/en/item/hexing-pants-of-mr-yan

    Since I didn't have trifecta Tasker and Theo for each DH, but I had trifecta Magefists, I chose Magefist. Hexing Pants of Mr Yan are better, but I don't have pants for all my DHs and the ones who have them, have horrible gloves so I actually lose DPS with them. SoJ is not a must but will help a lot for T6 since Elites can take a while without it.

    As for weapons, always go with a Crossbow since the base damage is higher and that will benefit the sentries that are your main damage. Any Crossbow with 2500+ dps will do the job. A good start is this craftable Crossbow:

    http://us.battle.net/d3/en/artisan/b...pe/arcane-barb

    There are plenty of Crossbows with legendary procs than can be used but remember those will not proc with sentries. Calamity is a exception but that's because it's bugged right now and sentries can cast Marked for Death. Use it on 1 DH for now, but dont invest much on this because, it's already fixed on the PTR so u will have use a spender to proc Marked for Death in 2.1. Hand Crossbows are not recommended cause of their low base damage and sentries will hit really low compared to a Crossbow.

    There's one Crossbow that opens a particular build which is:

    http://us.battle.net/d3/en/item/chanon-bolter

    I have 2 of these already but I'm waiting for 2.1 so I can add a socket, otherwise I will screw them. But with a Chanon Bolter u can add some decent CC. Spike traps lure mobs to your mines, bringing them to a nice close spot so u can AoE them easier.

    Quiver needs to be this one:

    http://us.battle.net/d3/en/item/bombadiers-rucksack

    U can start with any quiver but for T6 u will need this one in order to have more sentries up. As for Marauder's, try to stack as much Sentry and Cluster Arrow damage as possible. This can take a while since its all about RNG.

    I'm only at 21.24% CDR, which is what I get from a 10% from Paragon points and 12.5% from a Diamond in my helm, and I do ok. U also need 1.46 attack speed to hit a certain breakpoint for the sentries.

    Gameplay

    Gameplay is fairly simple. For trash mobs, just use Cluster Arrow/Multishot to clear them or just place 1 sentry and it will do the job. For packs, place as many sentries as u can, cast Marked for Death and vault around whenever u are in danger. Pets will tank and provide distraction so u can attack without getting hit much. If survivability is an issue, replace Marked for Death with Smoke Screen.

    Sentries snapshot, so place them whenever u have a dps buff. If u use Harrington's belt, open a chest and then place them so they remain with the 100%+ dps buff, same with Pylons/Shrines. This also applies to Hexing Pants of Mr Yan, meaning u need to be moving when u cast a sentry, if u are standing still and place a sentry, it will do less damage.

    This is the first class where I feel desync is not a big problem. Since sentries and pets do most of the job, there's no need to have all chars perfectly in sync. Your spenders have huge AoE too, so aiming is not really a problem. Besides, Vault can help u cover huge distances in a couple seconds, so u can always Vault to a wall or a corner and get back on sync really fast.

    Patch 2.1
    2.1 is around the corner and there are several fixes and changes to DH. Eventho pets provide some cover, u still get hit and need to kite to avoid getting killed. 1-2 DHs using a cold build could be a good idea to improve survivability. Save this item if u find it:

    http://us.battle.net/d3/en/item/kridershot

    It's a must for a cold build with 3 spenders. I understand this build is bugged right now but with 2.1 it will be viable. With at least 1 DH running a cold build, I can switch Steady Aim passive to Cull the Weak which is far better passive since it provides 20% damage buff regardless of mobs proximity. Lightning build is also a good idea for even more CC.

    For Greater Rifts I'm already considering adding 1 Fire Crusader with a Furnace, using Laws of Justice for additional toughness.
    Last edited by Devile : 07-30-2014 at 11:57 AM

  2. #2

    Default

    Moved up to T6 now. Not as fast as T5 cause I'm still missing 2 Bombardier's Rucksacks and my toughness is not high enough, so I'm not as aggressive as before. The main change was adding a Chanon Bolter to 1 DH. This added the right amount of CC I needed to scale a little more. The traps lure whites and elites, providing enough time to kill them. A single DH with this weapon made a huge difference in my gameplay. Fallen Angels and Anarchs dont even hit me know. Obviously u need to play a little more defensive in order for this to work. U need to keep good distance so your pets tank and your sentries take care of the mobs.

    The "fun" part about DHs is that u have to be alert and react fast. 1 mistake and all 4 die. Definitely not a relaxed way of playing, but still fun for a change.

    For 2.1, I will go with a Cold build for 2 DHs and the other 2 will go with Fire for higher damage. The cold DHs with Frostburns to get everything frozen. Fire ones with TnT to hit a higher breakpoint. I've seen many videos where Cold build solo works amazing. Check this video, not even Goblins escape. Imagine 2 DHs doing this.



    So far my WDs, Crusaders, Wizards and DHs are able to do T6. Hopefully, Blizzard will not fuck them all and I'll be able to have fun in 2.1 with at least 1 class.
    Last edited by Devile : 08-03-2014 at 07:40 PM

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