Shadow Impale Demon Hunter Group Progression Variation

Last updated on Nov 21, 2019 at 07:49 by Deadset 37 comments

On this page, we explain everything that is specific to the Group Progression variant of Shadow Impale Demon Hunter. Updated for patch 2.6.7 and Season 19.

1.

Group Progression

Even though it is not the top performing single target damage spec for groups, the Shadow Impale Demon Hunter is still very viable and highly ranking build in group clears.

Active Skills
Left Mouse Button Impale Icon Impale Overpenetration Overpenetration Right Mouse Button Companion Icon Companion Wolf Companion Wolf Companion 1 Vengeance Icon Vengeance Dark Heart Dark Heart 2 Marked for Death Icon Marked for Death Valley of Death Valley of Death 3 Vault Icon Vault Tumble Tumble 4 Shadow Power Icon Shadow Power Gloom Gloom
Passive Skills
2.

Adapting Rotation

The Shadow Impale DH does not alter his strategy significantly during group play, of course with the exception that he focuses on the Rift Guardian kill and drops any area damage considerations, as well as parts of his survivability (which is taken care of by support teammates instead). You will still rely on Impale Impale as your main damage dealer, spamming it while buffed up with a trio of Vengeance Vengeance, Shadow Power Shadow Power and Wolf Companion Wolf Companion. You will support your AoE teammate with Marked for Death Marked for Death Valley of Death Valley of Death, and keep up with your team via Vault Vaults.

3.

Adapting Skills

A large part of your active skill selection remains the same as the Grenade-based build: Impale Impale Overpenetration Overpenetration as your damaging skill of choice; Vengeance Vengeance remains an all-too-valuable self-buff, whose permanence you will still be striving for through 37%+ CDR on gear; Shadow Power Shadow Power is an integral part of Shadow set builds; Vault Vault is an irreplaceable movement tool.

Since your toughness and crowd control will be taken care of by support teammates, switch Fan of Knives Fan of Knives Bladed Armor Bladed Armor out for the additive damage boost of Marked for Death Marked for Death Valley of Death Valley of Death to better assist your AoE DPS teammate. Companion Companion Wolf Companion Wolf Companion is retained from the solo progression build, as its damage buff affects the entire party and brings excellent value throughout the clear.

In your passives, staples like Ambush Ambush, Cull the Weak Cull the Weak and Awareness Awareness are still quite valuable even when grouped up. Since in group play survival is (mostly) not yours to manage, you should swap Numbing Traps Numbing Traps into Single Out Single Out for consistency during the GR Guardian kill.

4.

Adapting Gear

The vast majority of the Impale-specific items will remain unchanged during group progression. You will still be taking advantage of the mixture of the Shadow's Mantle and Aughild's Authority sets, doing the suggested 5-to-2 split from the soloing build and using a cubed Ring of Royal Grandeur Ring of Royal Grandeur to maximize their set powers. The duo of Karlei's Point Karlei's Point and Holy Point Shot Holy Point Shot are an irreplaceable part of the build, so they also remain locked in place. The jewelry remains split between the Endless Walk set and a Convention of Elements Convention of Elements.

In group GRs, you can switch belts to the glass cannon staple The Witching Hour The Witching Hour to optimize damage against the boss.

Slot Pieces Stat Priority
Head
  1. Dexterity
  2. Socket
  3. Critical Hit Chance
  4. Impale %
  5. Physical or Lightning Resistance (Secondary Stat)
  6. Pickup Radius (Secondary Stat)
Shoulders
  1. Dexterity
  2. Area Damage %
  3. Cooldown Reduction
  4. All Resistance or Vitality
  5. Pickup Radius (Secondary Stat)
  6. Health Globe Healing Bonus (Secondary Stat)
Torso
  1. Dexterity
  2. Vitality
  3. 3 Sockets
  4. Elite Damage Reduction
  5. Physical or Lightning Resistance (Secondary Stat)
  6. Melee or Missile Damage Reduction (Secondary Stat)
Wrists
  1. Dexterity
  2. Critical Hit Chance
  3. Cold Damage %
  4. Life per Hit or Vitality
  5. Melee or Missile Damage Reduction (Secondary Stat)
  6. Physical or Lightning Resistance (Secondary Stat)
Hands
  1. Dexterity (replaced by Area Damage at High Paragons)
  2. Critical Hit Chance
  3. Critical Hit Damage
  4. Attack Speed
  5. Physical or Lightning Resistance (Secondary Stat)
  6. Pickup Radius (Secondary Stat)
Waist
  1. Dexterity
  2. Vitality
  3. All Resistance
  4. Life %
  5. Life per Kill (Secondary Stat)
  6. Pickup Radius (Secondary Stat)
Legs
  1. Dexterity
  2. 2 Sockets
  3. Vitality
  4. All Resistance
  5. Life per Kill (Secondary Stat)
  6. Pickup Radius (Secondary Stat)
Feet
  1. Dexterity
  2. Vitality
  3. All Resistance
  4. Impale Damage %
  5. Pickup Radius (Secondary Stat)
  6. Health Globe Healing Bonus (Secondary Stat)
Ring #1
  1. Socket
  2. Critical Hit Chance
  3. Critical Hit Damage
  4. Area Damage or Attack Speed
  5. Physical or Lightning Resistance (Secondary Stat)
  6. Life per Kill (Secondary Stat)
Ring #2
  1. Socket
  2. Critical Hit Chance
  3. Critical Hit Damage
  4. Area Damage or Attack Speed
  5. Physical or Lightning Resistance (Secondary Stat)
  6. Life per Kill (Secondary Stat)
Amulet
  1. Socket
  2. Critical Hit Damage
  3. Critical Hit Chance
  4. Cold Damage %
  5. Physical or Lightning Resistance (Secondary Stat)
  6. Melee or Missile Damage Reduction (Secondary Stat)
Weapon
  1. Socket (preferably from Ramaladni's Gift Ramaladni's Gift)
  2. High Weapon Damage
  3. Dexterity
  4. Damage %
  5. Increased Attack Speed
  6. Life per Kill (Secondary Stat)
Off-hand
  1. Dexterity
  2. Crit Chance
  3. Cold Damage %
  4. Impale Damage %
  5. Health Globe Healing Bonus (Secondary Stat)

To help you with farming the gear you need for your builds, we have two very useful guides that you can access by clicking the links below: a Salvage Guide to help you quickly check whether or not you can safely salvage a piece of gear and a Legendary Farming Guide to help you efficiently farm legendaries and set items.

5.

Adapting Gemms

Bane of the Trapped Bane of the Trapped remains a universally desired damage amplification gem. Gogok of Swiftness Gogok of Swiftness also remains part of the setup due to its valuable Attack Speed and Cooldown Reduction bonuses.

In group Greater Rifting, you will be tasked with taking down the Rift Guardian. No other gem will help you in that regard quite as much as Bane of the Stricken Bane of the Stricken, which replaces the usual Pain Enhancer Pain Enhancer from its socket.

Slot Gems
Jewelry
Helm
Torso and Pants
Weapon
6.

Adapting Kanai's Cube

Dawn Dawn will be a fixture in your weapons Cube slot, as its Vengeance Vengeance cooldown reduction is too good to pass up. Ring of Royal Grandeur Ring of Royal Grandeur will occupy the jewelry Cube slot by necessity, to tie the bonuses of the Shadow and Aughild sets together.

If you opt to run with The Witching Hour The Witching Hour equipped, the Chain of Shadows Chain of Shadows should be moved to the Cube.

7.

Changelog

  • 21 Nov. 2019: Overhauled the page for Season 19.
  • 23 Aug. 2019: Reviewed for Season 18.
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