Damien

Unhallowed Essence Multishot Demon Hunter

169 posts in this topic

This thread is for comments about our Unhallowed Essence Multishot Demon Hunter Build Guide..

Share this post


Link to post
Share on other sites

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? 

 

 

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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?

Share this post


Link to post
Share on other sites

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 :)

Share this post


Link to post
Share on other sites

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%?

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites
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!

Share this post


Link to post
Share on other sites

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!

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

 

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

Share this post


Link to post
Share on other sites

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?

Share this post


Link to post
Share on other sites

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?

Share this post


Link to post
Share on other sites

 

 

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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!

Share this post


Link to post
Share on other sites

 

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.

Share this post


Link to post
Share on other sites

Your content will need to be approved by a moderator

Guest
You are commenting as a guest. If you have an account, please sign in.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Damien
      This thread is for comments about our Even Rogue deck list guide.
    • By Starym
      It's that time again as there's a new season looming and the current one ends, with only 2 weeks left in Season 13! As usual there's a little break between them as everyone struggles to fit 2 entire stashes into one on the non-seasonal side of things and 14 starts on June 15th (which is just annoyingly confusing)!
      Season 13 End and 14 Start Date (source)
      Here we are again, nephalem. As we prepare to close out another Season in Diablo III, it's time to take a moment to remember what you have achieved and ensure that you're ready for the next.
      If you haven't experienced the end of a Season, there's a lot to know about what happens to your gear, your progress, and your characters. Don't fret! We're here to give you a full overview of what to expect when the current Season ends and the next one begins.
      Table of Contents:
      Season Rollover Conquests Leaderboards Season End and Start Dates  
      #blog .detail img { -moz-border-radius:4px; -webkit-border-radius:4px; border-radius:4px; -moz-box-shadow:0 0 20px #000000; -webkit-box-shadow:0 0 20px #000000; box-shadow:0 0 20px #000000; border: 1px solid #300E0D; max-width: 591px !important; padding: 1px; } #blog .detail td:hover > a img, #blog .detail a img:hover { border: 1px solid #BA5E0B; } #blog h1 { font:normal 15px "Palatino Linotype", "Times", serif; color:#F3E6D0; } #blog h3 { font:normal 23px "Palatino Linotype", "Times", serif; color:#F3E6D0; } #blog .divider-down { width:100%; height:72px; background:url('http://us.media3.battle.net/cms/gallery/KKZW0YDVPDT91334191716743.png?v=2') center center no-repeat; } /* SixStoneDivider */ #blog .detail hr.sixstonehr { width:100%; height: 50px; background:url('https://bnetcmsus-a.akamaihd.net/cms/content_folder_media/XVZ5EJCXP7FB1372898195077.png') center center no-repeat; border: none; margin-top: 0px; margin-bottom: 0px; } The Season Rollover
      If you've played through a Season before, you know that all the gold, gear, and Paragon experience you earned don't just disappear. But what exactly happens to all that hard-earned progress when a Season ends? The short answer is that you get to keep just about all of it.
      Here's a list of all the rewards from this Season you can expect your non-Seasonal heroes to enjoy:
      Heroes
      Seasonal heroes will be converted to either non-Seasonal Normal or Hardcore mode heroes, as appropriate. There's no need to delete any characters to make room for them; your Seasonal heroes will continue to use the same slot they currently occupy in your roster after the rollover. You’ll also be able to use Season Rebirth to convert any non-seasonal character into a Seasonal level 1 character once the next Season begins. Gold
      Any gold you earn during the Season will transfer to your non-Seasonal heroes. Paragon Experience
      The total amount of Paragon experience earned is the amount that rolls over, but not the raw total Paragon levels that you gained. For example, if your Seasonal heroes reached Paragon 300, and your current non-Seasonal heroes are already Paragon 400, your new non-Seasonal Paragon level will still be less than Paragon 700, since Paragon levels require more experience to earn the higher you go. Blood Shards
      Much like how it works with gold, any Blood Shards you have available at the end of the Season will transfer to your non-Seasonal heroes. If your non-Seasonal heroes are currently at the Blood Shard cap, any Blood Shards you earn once the Season ends will temporarily ignore the cap. You can spend these at your leisure; however, you can’t pick up any additional Blood Shards until you are below the current cap. Items
      Items that are currently equipped on a hero or in that hero's inventory will stay on that hero as it moves to a non-Seasonal game mode. Items that are in your Seasonal stash will be sent through the in-game mail system to your non-Seasonal heroes. These items can be claimed by any non-Seasonal hero up to 30 days from the time you first log in after the Season ends. To access these items on PC, enter a game and hit the Mail icon located in the lower left corner of your screen to open your inbox. Console players can do the same by visiting the mailbox found in any town hub. If you’ve unlocked Primal Ancient items by completing Greater Rift 70 on a Seasonal hero, you’ll also be able to obtain them on non-Seasonal heroes after the Season ends (if you have not previously unlocked them for non-Seasonal heroes).  Artisan Progress and Recipes
      If your Seasonal Artisans are a higher level than your non-Seasonal Artisans at the end of the Season, their level will transfer to your non-Seasonal Artisans. Any recipes you have on your Seasonal Artisans that are not available to your non-Seasonal Artisans will be transferred as well. Shared Stash
      Any Shared Stash slots or tabs you purchase during a Season that are not currently available to your non-Seasonal heroes will be transferred accordingly. Achievements
      Any achievements earned or achievement progress made during the Season are automatically applied to your non-Seasonal achievement profile. This happens in real time and does not require the Season to end first. Your achievement point total is also updated appropriately throughout the Season. Kanai's Cube
      After the Season rollover, any Legendary Powers unlocked using Kanai’s Cube on a Seasonal Character will become available on non-Seasonal characters as appropriate. At the start of a new Season, Seasonal characters will not have access to any Kanai’s Cube Legendary Powers unlocked during previous Seasonal or non-Seasonal play. Season 13 Rewards
      All players who reach level 70 on a hero in Season 13 will unlock exclusive transmogrification appearances for helm and shoulders. These appearances will unlock immediately upon hitting level 70 on a Seasonal hero, and will be available on Seasonal and non-Seasonal heroes alike (even before the Season concludes). To access your new appearances, simply visit Myriam the Mystic and open the Transmogrification tab. Players can also earn portrait frames and an exclusive cosmetic pet for completing various chapters of the Season Journey. Note: All heroes, rewards, and progress will convert to the appropriate non-Seasonal game mode. Any items, gold, Paragon experience, achievements, Artisan levels or recipes, Stash space, and Blood Shards earned on Normal Seasonal heroes will transfer to your Normal non-Seasonal heroes when the Season is over. Similarly, anything you’ve earned on Hardcore Seasonal heroes will transfer to your Hardcore non-Season heroes instead. 
      Season 13 Conquests
      Unlike other rewards, Conquests do not roll over at the end of the Season (because they aren’t available to non-Seasonal heroes). This also means that your non-Seasonal Achievement point total will not be affected by any Conquests you earn during a Season.

       Season 13 Leaderboards
      Once the Season ends, all Seasonal Leaderboards will be wiped and you’ll be unable to attain new Leaderboard ranks until the next Season begins. The results of the previous Season’s Leaderboards will remain available for viewing in-game for PC players. Once the new Season begins, PC players can view a handy dropdown menu to compare current and previous Season records. Similarly, console players will be able to view their rank for the previous Season.
      PC players can also view current and past Leaderboards on our website.

      In addition, the non-Seasonal Greater Rift Leaderboards on PC will be wiped sometime after the end of the Season. However, players on this platform can immediately compete in the currently active Era with their non-Seasonal heroes (including those who have just rolled over), and will not have to wait for the start of the next Season. 

      Season 13 End & Season 14 Start Dates
      You can sort through your Seasonal rewards and review your progress on the Leaderboards between Seasons. It’s a great time to reflect on the accomplishments you’ve made and enjoy the fruits of your pre- and post-Season loot hunts!
      Season 13 will end on the following dates:
      North America: Sunday, June 3 @ 5:00 p.m. PDT  Europe: Sunday, June 3 @ 5:00 p.m. CET Asia: Sunday, June 3 @ 5:00 p.m. KST Season 14 will begin about two weeks afterward on the dates below:
      North America: Friday, June 15 @ 5:00 p.m. PDT  Europe: Friday, June 15 @ 5:00 p.m. CET Asia: Friday, June 15 @ 5:00 p.m. KST For time zone assistance, check out this handy guide. We look forward to seeing you in Season 14!
      Ready for the Rollover?
      How have you fared during Season 13? What was the highest Greater Rift you reached? Did you complete any Conquests? Any other exciting accomplishments to share?
      Let us know in the comments!
    • By Damien
      This thread is for comments about the episode 16 of our podcast.
    • By positiv2
      This thread is for comments about our Murloc Paladin.
    • By Damien
      This thread is for comments for our Even Paladin deck guide.