Which hungering arrow to use




















Hungering Arrow's damage turns into Fire. Hungering Arrow's damage turns into Lightning. Hungering Arrow's damage turns into Cold. Hungering Arrow Rune Popularity. This chart shows the popularity of the runes for the Hungering Arrow Demon Hunter active skill.

Select the blue bars for softcore data, the red bars for hardcore data, or view all the rune statistics in the table display. Popularity percentages for Hungering Arrow runes, as used by level 70 hardcore and softcore Demon Hunters. I found the same thing trying to make a Toads Arachyr build work many patches ago… so little DR and so little damage for T13 even. I had theorycrafted similar concepts with multiple arrows fired at once to increase the number of enemies being hit but after a while, it just ends up looking like Multishot.

It could exhaust all Hatred requiring one to use another generator to quickly build up more hatred. Maybe put this on Archfiend Arrows. Looks like your prayers were listened and they released GoD with 2x ur suggestion. I started the DH last week and was trying to optimize my skills for 95s speeds. Was wondering if there is a max pierces and looks like there is!

Thanks for the info and the work put into this. Times in average were for both runes buth I guess the cold one is more consistent. Hungering Arrow Hey all! So… i had a bit of time and nostalgia build memories that came up. Here are some results and facts. Too bad, that there is no damage multiplier on the Quiver ; I just made a few runs to test, 91 and with about 19,5k mainstat, Generator Gem, Trapped and Zeis. At that moment, i rememberd, how damn squishy the DH is without Captain Set.

Hellfire Amulet provides an additional passive, which is an incredibly powerful damage upgrade for the Demon Hunter. The Talisman provides cold resistance, which allows us to relax around reflect damage packs, a significant issue for this build.

Reflect damage can 1-shot us with a singular arrow, due to the high amount of damage reflected from Hunger Arrow. In essence however, find the amulet that best suits your playstyle and addresses your personal frustrations or weaknesses. Cube slots : For our weapon passive, the Buriza Do-Kyanon is our only option.

Wherever we can get it, crit chance, crit damage and dexterity are important. We can get Hungering Arrow damage on our pants, belt and quiver, see that we maximize that. Discipline can be found on our chest, quiver and crossbow. I would prioritize this above all else.

A core issue with this build is multi-target damage. In order to solve this problem, I highly recommend putting an emphasis on area damage. What that means is that if you shoot one arrow at an elite pack, imagine a blue pack, and they are all clustered together quite common with blue elites.

This is absolutely destructive for one singular shot. Imagine firing this kind of damage output at two shots per second. Obviously this is in an ideal scenario, but it gives you a general example of the damage output this build is capable of.

With someone clumping mobs, like the new monks, it is not difficult to abuse area damage to its fullest extent. I have not tested other gems, as these appear on the surface to be the strongest gems.

I highly recommend testing further options, specifically the new seasonal only gem Bane of the Stricken. We need a spender, and I like using a cold skill that slows an entire group of mobs for crowd control purposes. Cluster Arrow: Dazzling Arrow is an alternative, which allows for some interesting timings to prevent rift boss triggers. For the most part, this is a versatile skill, as long as it spends hatred, we want it.

Another option to suit your playstyle. What I outlined above is my personal version of the build. However after a fantastic conversation with user VMT8, they offered an alternative to my version.

Taking this idea, we can imagine a version of the build taking advantage of Multishot to a greater level. Unfortunately, by the time I became aware of this version of the build, the PTR had been taking down to wipe and patch, and with it, all my spare copies of the pieces I need for this build. Due a lack of motivation to get back on and re-acquire the gear pieces, this version remains untested. However it does seem very viable as a solution to the group damage issues that Hungering Arrow is faced with.

I realized this when I finally got around to writing this post, so unfortunately I have no proof of this build and success. Please leave all questions and comments below. I check this site often and will be replying to every comment who wants a reply. Ask away about any questions you might have, I will be happy to elaborate upon gearing requirements, viability in grifts, damage numbers, and so on and so forth.

Please give me an item that enables me to use more than one rune of Hungering Arrow. That would be crazy fun to have arrows splitting and piercing and going all over the place. Really just make it a gear piece for all classes to allow a second or even third rune to skills. I like your focus on Area damage, and with the math included for the numbers. I never thought of running Area damage on Rings, so I'll definitely check it out.

How much of a radius does area damage have? Also, if you're finding that the Cirri Satchel doesn't often proc a fourth hit, maybe it's best to switch it out for something else maybe Dead Man's Legacy?

Another thing that was suggested to me on my build mostly just for when you're running with a group is to use MfD Valley of Death instead for the extra damage since mobs will often be grouped for you. That way you can group the enemies up nice and tight and do lots of AOE damage with the Bolas and switch to Hungering Arrow for the bigger mobs.

Or if you just want to group them, the cold bolas skill has the same proc coefficient for leonine but splits into three projectiles making grouping much more likely. The only issue with this is you need to drop a skill. MfD would be my suggestion if you have another DH in your party. The loss might be made up by Marked for Death.

However, why are you both using Calamity and then equipping Marked for Death as a skill on the bar? Grim Reaper isn't as strong as you would think. Also see question 6 It would be stronger to use Companion on the bar instead. You can't get anywhere close with a lower damage weapon. I'm hopeful I might be able to dig something up.



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