Damien

Unhallowed Essence Multishot Demon Hunter

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

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

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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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      Table of Contents:
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Five (5) additional Armory tabs have been added for all characters, bringing the total to 10 Legendary Potions are no longer stored in player inventory and can be accessed or changed by right-clicking on the potion icon in the action bar Greater Rift Keystones are now stored in the Materials tab Any existing Greater Rift Keystones in both inventory and stash have been automatically moved Primal Legendaries are now marked by a red beam when they drop Primal Legendaries on the ground are now indicated by a red pentagram icon on the mini-map Primal Legendaries now have a red border and updated background on their icons Return to top Greater Rifts Philosophy The gameplay of micro-managing Paragon points during the course of a Greater Rift doesn't feel like especially engaging gameplay, nor was it consistent with the other existing rules of entering a Greater Rift. In addition, the below change to matchmaking is to make it much easier for all players to find groups for Greater Rifts, as the previous window (only between Greater Rifts) is typically very small. Paragon points can no longer be swapped while a Greater Rift is open Players can now be matched into public games where a Greater Rift is open Players who join in this manner will not be able to enter the active Rift, and players inside the Rift will be able to continue with no additional difficulty scaling until the run has been completed Return to top Seasons Season 16: Season of Grandeur The buff for Season of Grandeur has been implemented This buff gives all Seasonal players the legendary power from Ring of Royal Grandeur This buff does not stack with additional Ring of Royal Grandeur (either equipped or in Kanai's Cube) Unlike previous Seasonal buffs, this buff will not apply to Non-Seasonal players When completing a Greater Rift level 70 solo for the first time in a Season, a Primal Legendary is guaranteed to drop from the Rift Guardian Return to top Class Set Changes Philosophy We are taking another tuning pass across all class sets to improve class and set diversity at higher level Greater Rifts. Some of these values have been adjusted per our observations as well as player feedback during the 2.6.4 PTR. Thanks for testing! All Classes Legacy of Nightmares The (2) Set bonus has been increased from 100% to 750% Return to top Barbarian The Legacy of Raekor The (6) Set bonus has been increased from 2800% to 5500% Immortal King's Call The (6) Set bonus has been increased from 1500% to 4000% Might of the Earth The (6) Set bonus has been increased from 5600% to 20000% Wrath of the Wastes The (6) Set bonus has been increased from 3000% to 10000% Return to top Crusader Thorns of the Invoker The (2) Set bonus has been increased from 140% to 350% The (6) Set bonus has been increased from 5400% to 15000% Roland's Legacy The (4) Set bonus has been increased from 3300% to 13000% The (6) Set bonus has been increased from 50% increased Attack Speed to 75% Seeker of the Light The (6) Set bonus has been increased from 2000% Blessed Hammer damage to 12000% Return to top Demon Hunter Embodiment of the Maruader The (6) Set bonus has been increased from 3000% to 12000% Unhallowed Essence The (6) Set bonus has been increased from 100% to 350% Natalya's Vengeance The (6) Set bonus has been increased from 3500% to 14000% The Shadow's Mantle The (2) Set bonus has been increased from 1200% to 6000% The (6) Set bonus has been increased from 50000% to 75000% Return to top Monk Uliana's Strategem The (6) Set bonus has been increased from 2100% to 9000% Inna's Mantra The (6) Set bonus has been increased from 150% to 750% Monkey King's Garb The (6) Set bonus has been increased from 1000% to 1500% Raiment of a Thousand Storms The (2) Set bonus has been increased from 100% to 400% The (6) Set bonus has been increased from 13000% Dashing Strike damage to 60000% The (6) Set bonus has been increased from 1300% Spirit Generator damage to 6000% Return to top Necromancer Trag'Oul's Avatar The (6) Set bonus has been increased from 3300% to 3800% Return to top Witch Doctor Spirit of Arachyr The (6) Set bonus has been increased from 4500% to 9000% Helltooth Harness The (2) Set bonus has been increased from 1500% to 3000% The (6) Set bonus has been increased from 4400% to 9000% Raiment of the Jade Harvester The (2) Set bonus has been increased from 560 seconds to 3500 seconds The (6) Set bonus has been increased from 1650 seconds to 10000 seconds Zunimassa's Haunt The (6) Set bonus has been increased from 5500% to 15000% Return to top Wizard Tal Rasha's Elements The (6) Set bonus has been increased from 750% to 2000% Delsere's Magnum Opus The (6) Set bonus has been increased from 3800% to 8500% Vyr's Amazing Arcana The (6) Set bonus has been increased from 50% bonus damage to 100% Return to top
    • By positiv2
      This thread is for comments about our Imperius guide.
    • By Starym
      The Diablo 1 anniversary event has returned (with very little notice) and we get to explore the cathedral levels, kill some cultists and get our hands on unique transmogrification effects, achievements, portraits, pets, and more! There's also retro vision, to make Diablo 3 look more like it's predecessor and you get to be fresh meat again as well! Check out all the details and head on in there right now, as the event has just started and will last through January 31st.

      Also, you can check out our event guide right here.
      The Darkening (source)
      Diablo’s anniversary is right around the corner, along with the Darkening of Tristram event! Whether you’re a series veteran craving nostalgia, or a newcomer hungry for your first taste of the franchise’s past, this annual loving homage to the earliest days of Diablo is for you.
      Read on for more, including a closer look at the anniversary dungeon and its unique rewards.

       
      Stop the Cultists
      Your journey begins on the trail of a group of mysterious cultists causing trouble in Sanctuary. As you hunt them down in Adventure Mode, you’ll uncover clues leading to a portal into Tristram’s past, and the terrifying darkness that took hold of the town so many years ago. . . .

       
      Explore the Cathedral
      Follow the clues and you’ll soon find yourself in a realm of glorious RetroVision™, where an all-too-familiar cathedral looms. Explore the depths and you’ll discover familiar enemies and iconic items, all brought to life in the Diablo III engine. Meanwhile, deep beneath the catacombs, the Dark Lord himself awaits any intrepid adventurer who dares to challenge him. . . .

       
      Discover Precious Loot
      What is a Diablo game without shiny new loot to call your own? Completing activities in the anniversary event yields unique transmogrification effects, achievements, portraits, pets, and more.
      While some rewards are easy to find, others may have you scouring every nook or unlocking every achievement before you can get your hands on them. Can you earn them all? There’s only one way to find out!

       
      Your Journey Begins…
      Exclusive rewards and challenging enemies await you, but they won’t last forever! The cultists have begun appearing since December 31 at 4 p.m. PST, and the portal opens January 3 at the same hour. Both parts of the event end January 31 at 4 p.m. PST.
      Enter the dungeon, reap your rewards, and survive the evils within—or die in the process, never to be heard from again. . . .
      #blog h3 { font:normal 22px "Palatino Linotype", "Times", serif; color:#F3E6D0; } #blog h1 { font:normal 18px "Palatino Linotype", "Times", serif; color:#F3E6D0; } #blog h4 { font:normal 26px "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; } #blog .divider-up { width:100%; height:72px; background:url('http://us.media1.battle.net/cms/gallery/MO010OF9ESV11334191716770.png?v=2') center center no-repeat; }#blog .detail #center { width: 590px; margin: 0px auto; } /* 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; } /* 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-botto The event is back and lasts through January 31st!
    • By Damien
      This thread is for comments about our Aggro Rogue Deck List Guide.