Showing posts with label wudijo. Show all posts
Showing posts with label wudijo. Show all posts

Friday, August 26, 2016

Diablo 3 - [Guide] Supp Wiz for GR100+ by wudijo

Hey everyone,

in S7 we have seen a revival of the support wizard, and since no one really seems to talk about it and I played it for a bit this season, I decided to make a little guide for it. I tried to keep it short and concise, both the written and recorded parts. I recommend watching the video to see how it works in action, the main aspect (Ranslor's Folly pull) has a very unique mechanic that is easier to understand when you see it.

Support Wizard is generally used as the second (with Monk) or third (with Monk + Barb or DH) support in groups and can have a big impact especially in open, dense or dangerous rifts if played correctly, however you need to cooperate with your group a little bit more than with other support classes.

Diablofans build
D3planner link
Video link (9min)

Skills:
  • Energy Twister - Wicked Wind (Ranslor's Folly trigger, Gale Force's 15% additive boost not really worth for its inconsistency with pulls)
  • Slow Time - Any Rune (we have all with Crown of the Primus)
  • Frost Nova - Bone Chill (33% additive for 2sec)
  • Explosive Blast - Chain Reaction (damage red with Orb of Infinite Depth and for proccing Conflagration)
  • Black Hole - Event Horizon (remove elite affixes, can be swapped to Wave of Force - Debilitating Force for damage red and globe spawn with Solanium)
  • Teleport - Safe Passage (or Wormhole without Cosmic Strand)
Evocation, Conflagration, Unstable Anomaly I would consider as mandatory passives. The last two slots go to Cold Blooded, Blur, Galvanizing Ward or Illusionist.

Item setup:
3pc DMO + RoRG, Crown of the Primus, Illusory Boots, Ranslor's Folly + Strongarm or Nemesis (cube one, equip other), Aether Walker, Orb of Infinite Depth + Cosmic Strand (cube one, equip other), Obsidian Ring, Oculus Ring, Aquila Cuirass, String of Ears or Vigilante Belt if you feel tanky enough.

Hellfire Amulet is recommended but not a requirement.

Stack CDR on every piece, after that RCR. A little bit of IAS, CHC and ApoC help but is not really required, stacking defense is viable too.

Legendary gems are Toxin, Gogok and then either Iceblink, Esoteric or Moratorium.

Playstyle:
The playstyle is fairly simple, keep up your Orb of Infinite Depth buff and then, most importantly, you are there for pulling monsters together with Twister + Ranslor's Folly. After that you stay in the fight, buff/debuff and remove dangerous elite affixes with Black Hole. Make sure you always have a Slow Time bubble up, especially after entering a new floor, otherwise you lose the DMO 4pc bonus and risk getting oneshot on some pulls. If you don't have a Barb in group, you should also try to pull monsters either via body pull or by using Ranslor to get them closer to the fight or through corridors, doors, etc. Consider watching the videos to see a bit more of the gameplay.

Here's also a GR101 3man clear in 12min I did with this a couple days ago: GR101

Enjoy!

SOURCE

Saturday, May 14, 2016

Diablo 3 - [Season 6] Rank 1 World DH - Tier 97 Solo (14:05) by wudijo

2 weeks into the season, absolute craziness. I was expecting to be done 3-4 days earlier, but was very unlucky with my item drops sometimes (still have some potato gear pieces with only 104% area damage total). The grind was exhausting but I managed to go through it and I had a blast doing so.

It's time for me to go casual now for at least a couple weeks, my exams + some more IRL projects are coming up, so I will just slowly farm up some more paragons and keys to hopefully end up somewhere at around P1800 and push for the tier 100 dream by the end of the season. I also have a couple projects planned for my stream and Youtube, so stay tuned for that!

Leaderboard screenshot:
http://puu.sh/oQ62e/9b3373dde4.jpg

Guide for this build:
https://youtu.be/Om5ysLr66sw

The secret to success:
http://puu.sh/oRj9i/d520b447e8.png

Wednesday, March 2, 2016

Diablo 3 - [S5] Rank 1 World DH: Tier 90 Solo [Shi Mizu LoN] by wudijo

Got a sick upgrade on one of my rings and decided to go for 90. Also used all my materials (~30k of each) to craft 1h crossbows but couldn't get a Ballista with AD, so I'm still missing 44%. Got around 250 more paragons since my last push, you can start to feel that it takes a little longer to actually go up in tiers now. The clear took around 30 keys, or 1.5 hours.

Overall I'm pretty happy with my performane, just had a bad start and ending. Should have kited the first two pucks away much earlier, and I should have skipped the last blue because the illusionist yellow was screwing everything up (in the end I didn't even kill the pack I was working on for 5 min). And I screwed up the power pylon by missing Convention, I took it very closely to the end of the cycle to make sure I can kill the RG with it, but he moved away just a little bit too much and I missed Convention by maybe 0.05s (the 30sec are enough to get a 30 stack FoK on the last second of lightning, skip one cycle, and then do another 30 stack cast one on the first second of the next lightning after that). In fact the damage was a little higher than expected because the boss was still in Ambush range, he would have almost been oneshot. I shouldn't have tried to get 2x 30 and rather just go for 30 and 16 stacks, which would have easily killed the boss, too. Lesson learnt.

Fun Fact: I used 2x Awareness, equipped on the passives and on the Hellfire. Rip 20% toughness (Perfectionist), didn't even notice :o

Music:
Feint - Vision Driver
B Complex - Beautiful Lies
Feint - We Move
Feint - Freefall

Guide for this build: http://www.diablofans.com/builds/7727...

Profile: http://eu.battle.net/d3/en/profile/wu...
Clan (EU): http://zeroempathy.net/
Livestream: http://www.twitch.tv/wudijo

Monday, January 25, 2016

Diablo 3 - [Era 5] Reintroducing DH to 4man groups: Tier 98 (ft. Support DH) by wudijo

Back with some new stuff that might make some people happy (hail DH!) and some not-so-happy (rip WD). Nothing much to comment on here. We dropped the WD for sup DH and went on to some testing on nonseason, with quite some success. I have to admit it's tough to beat the WDs with all their damage buffs, but you can get close enough and DH brings some other strengths to the table: easier pulling, easier application of Iceblink, more mobility and more survivability (once optimized). Props to Xabster for making me reconsider sup DH again.

In this video I was changing my setup after every run trying to improve it a little here and there but overall it seemed to work quite nicely. I took all the damage buffs a DH can bring (15% CHC from Multishot, 30% DIBS from Wolf, 20% from Echoing Blast, 20% from Marked for Death, 30% from Strongarm, 20% from Calamity (yes, they stack)) and built the rest around it. Initially I used Captain Crimson, Born's and M2 + Zoey's Secret, which comfortably set me to 10b+ toughness. The pets turned out to be a problem because they were blocking monsters and kept them from following us, so I dropped Born's + M2 again and went with Krelm's Belt, Corruption (pickup radius) and some other random stuff, which unfortunately also reduced my toughness by around 70%. All in all it was poorly optimized and I was missing lots of HP, RCR and CDR and just about everything. For a more consistent setup that can spawn globes on RG I dropped the Danetta's and Spike Trap and used Calamity + Meticulous Bolts with a cubed Solanium instead.

It's difficult to say if it will be better than WD but it looks quite good so far, considering that we quite easily cleared 3 Tiers below the current rank 1 (GR101 on EU). Overall it seems about even with a more prominent focus on movement and pulling vs. pure damage buffs. I haven't had any experience in high 4man groups so far this season so I generally had little clue what was going on or what I should be doing in a given moment, but my teammates helped me out a lot. Apparently the DH also creates less lag because there are fewer dots and obviously because of the missing Voodoo, which might facilitate running this setup during the day, too.

Profile: http://eu.battle.net/d3/en/profile/wu...
Clan (EU): http://zeroempathy.net/
Livestream: http://www.twitch.tv/wudijo

Wednesday, September 30, 2015

Diablo 3 Video - [S4] DH Tier 70 solo (14:09) [by wudijo]

Season 4 Demon Hunter GR 70 Solo
Finally closed Tier 70 after one full afternoon of unsucessful tries. I did it offstream as I just wanted to experiment a little before heading to university, and this one ended up getting me the rank. I tried quite a couple of different things before going back to more conventional builds and this setup turned out pretty well. Compared to my previous runs I switched out my Calamity for a Helltrapper, rolled off the weapon damage and kept both vitality and life on hit for increased tankiness, letting me drop Leech in favor of Ambush. Like this some of my Fulminator procs will be weaker (as my Strafe rune still deals lightning damage scaling off both weapons), but the majority is coming from RoV anyway (mainhand only).

The advantage of the Helltrapper is that you will spawn Caltrops to help proc the slow, which usually is a big issue especially on the huge pulls that DHs are trying to make this season. It also adds a little bit of damage with the Sentries especially on single target, and Spike Traps help to reset your RoV cooldown slightly faster. Like this, you can sometimes do a 2:1 instead of a 3:1 rotation if you have many (40+) targets, especially when you switch Evasive Fire to Bola Shot - Thunderball (only recommended if you have a Helltrapper with a damage roll).

I will probably not focus on pushing too much in the next couple of days - I rather want to work on some other projects and some videos I still want to make. With how overpowered conduit pylons are this season, I could definitely push 71 and 72 if I put in enough keys (in one of my tries I managed to make ~50% progress with a conduit alone). I rather spend spend my time farming a couple more paragons and keys and slowly start preparing for pushing 73-75 at the end of the season already.

For anyone asking, I currently expect Standard and Leonine UE Multishot to clear around 1-2 tiers lower than Natalya.

Cube: Fulminator, Hexing Pants, Unity
Passives: Awareness, Cull the Weak, Perfectionist, Ambush, Steady Aim (Hellfire)
Enchantress: Thunderfury, Ess of Johan, Unity

Music:
The Glitch Mob - Fly By Night Only (ft. Yaroohs)
The Glitch Mob - I Need My Memory Back (ft. Aja Volkman)
The Glitch Mob - Mind of a Beast

Profile: http://eu.battle.net/d3/en/profile/wu...
Clan (EU): http://zeroempathy.net/
Livestream: http://www.twitch.tv/wudijo

Saturday, July 25, 2015

Diablo 3 - Demon Hunter Tier 64 solo (13:33) - Season 3 [by wudijo]

Tier 64 solo (13:33)

Hi everyone,

I came back after basically a ~4-week break, this is the result after a mere 14 tries: An incredibly disgusting rift featuring Cave of the Betrayer, Unburieds, one single elite pack, and obviously Stonesinger (Casualbuff multiplied by Streamerbuff).

Over the last couple of weeks I've been doing trials here and there and somehow managed to farm up 246 tier 64 keys and about 100 tier 65 keys. Should have done it the other way around :)

I didn't really expect to clear tier 64, at least not that quickly, but somehow I did. Unburied + Goatmen rifts are about 1 in 40, so with those keys I could have expected to get 5-7 rifts with this combination, and sometimes they turn out to be really bad density or elite wise. The next goal is obviously going to be tier 65, but I will probably not push beyond, with my (comparably) lowish paragon and dps in general my hopes are very low for anything after that.

Enjoy the run!

Setup: Fire RoV, 48.68 CDR (~56 with Gogok), Balefire with CDR + RCR, Pauldrons of the Skeleton King.

Passives: Cull the Weak, Ambush, Steady Aim, Single Out, Awareness

Profile | Clan (EU) | Livestream

SOURCE

Tuesday, June 2, 2015

Diablo III - 3 player Tier 68 with 2xDPS (Crus / Wiz / DH) by wudijo

3 player Tier 68 with 2xDPS (Crus / Wiz / DH)





Hey everyone,
after recently posting my 4-player Natalya run I figured I'll share this one as well. Just after trying out Natalya in groups for the first time the night before, we decided to use some of the leftover keys for 3-player and went with an unusual setup, dropping the WD for a second dps. The potential of having two dps, along with all the mutual damage buffs of Tal Rasha and Natalya makes for a strong combo that 1 dps + 2 support groups might not be able to compete with at the high end, especially considering the ridiculous amounts of hit points the rift guardians will have at 70 or higher. Until this point there are very few teams that actually use double dps in 3-player, my guess is that soon the WD will be completely dropped in favor of another dps for most teams. The damage potential is just a lot higher, not many buffs are lost (since the DH brings about 60-65% additive bonus) and not everyone has enough keys on 70+ to actually fish for Stonesinger with one dps, so this seems to be something worth looking into for those aiming to compete in 3-player.

Most of these runs were still fairly unoptimized, as both Avoid and me had to get used to this playstyle first, yet the runs were quite successful nevertheless. Even now we definitely have the damage to clear 69 and 70, however we only had one key to try it after climbing our way up to 66 / 67 / 68, which left us at rank 2 EU. Still, we had a lot of fun during the runs, especially Avoid rose up to the challenge to fight Raiziel on tier 69 with unprecedented enthusiasm, which I included an extensive bonus clip of in the end ;)

Noteworthy changes to my setup compared to my last group runs are the fact that I used only one CDR ring and went back to Rocket Storm for more consistent N2 procs. For this group specifically I dropped Archery for Night Stalker and Preparation - Punishment for Marked for Death - Contagion, since there was no other DH to provide the buff. I was running out of hatred fairly often, however with some practice I tried to synchronize it with the 30sec timer of Marked for Death and then just regenerated at the same time I had to replace it. Gems used were BotT, Zei's and Gogok.

Party's profiles: Crus | Wiz | DH

Clan (EU) | Livestream

SOURCE

Wednesday, April 22, 2015

Diablo 3 - [2.2] Everything you need to know about UE + M6 Optimization + Spreadsheet by wudijo





Introduction
Hi everyone! So you might remember my post back in the beginning of 2.1.2 (Reddit) | (Diablofans) where I outlined why the physical element is superior to cold for the M6 CA build, and which also helped to spark the whole Taeguk + Hexing Pants meta. Back then I used a spreadsheet that I had created to math out the differences between each build and compare different item and skill choices. Now, I have updated it for 2.2.0 and polished it, so that it is in a state that can give approximate results for almost any situations and rift layout, including runtime, buffs, cooldowns, number of enemies, number of elite packs, area damage procs etc., and I also decided to release it for public use this time.

I have also uploaded a video on my Youtube channel where I go over the how the spreadsheet works and how I concluded my results here if you want to check that out. Obviously it's a little bit difficult to model everything in a spreadsheet like this, and not all of the numbers are exactly accurate. Other than that, just reading this post should be more or less enough to give you an understanding of relative strength of the builds and item preferences.

When it comes to the actual damage values in the spreadsheet, I have tried to model fights versus different amounts of monsters and the fact that you will not hit everything all the time. This was done by assigning a share of your total time spent in the rift to each monster group size and then calculating approximate values for total damage done per skill use for every increment. I feel that the numbers I used are a little bit too generous towards large groups for your average rift but should be more or less adequate for very dense dream rifts (remember we're talking about "optimization" here). Also, I divided the sheet dps by 1 million to make the numbers more readable. No matter if my "rift calculation" is correct or not, you will still have the exact same stat weighs (other than area damage obviously) because those are not influenced by it. General assumptions for the spreadsheet are a high-end character with the following stats:
  • Paragon 800
  • Rank 70 gems
  • 11000 dexterity
  • Max rolls on everything
  • Dex, CC, CHD, socket on Hellfire and rings
  • Full glass cannon
I have also run the numbers on a lower geared character, but the relative strength of the builds / item choices won't really change if you just have lower dex / gems / weapon damage etc, just the total damage done decreases. If you have really crappy items (e.g. you miss 2-3 full RCR or CC rolls and have vitality instead), the missing stats will obviously become more desirable. For every other setup the following numbers are what you can expect to see in the game as well.

My general conclusion is that this time around, there are many "if's" because the numbers are fairly close, and a lot will depend on your rift composition. To give you a couple of examples, getting a power pylon will decrease the benefit of Calamity and Marked for Death but favors Balefire and crossbows. Similarly, a channeling pylon will favor the faster weapons. For Windforce, you want to have rifts with big monsters that can be knockbacked, for Leonine you want to have very dense rifts where you can get insane area damage procs.

Convention of Elements & Hexing Pants vs. Focus & Restraint
It's pretty clear that Focus & Restraint win by a large margin. For the record, other combinations than CoE + Mr Yan / Pride's / Cindercoat are not even worth considering if you don't want to use F&R (yes, Manald Heal is shit for UE). In the updated version of the spreadsheet, I added Convention of Elements (assuming a flat multiplicative 50% damage increase, yes you can time it, but you will also have a lot of wasted procs because you might just kill stuff in 1-2 seconds with nothing left on the screen) instead of a Stone of Jordan, which makes double Unity even worse (20-30% less than CoE). Depending on setup, F&R are about 25-40% stronger than any other combinations (50-80% more than double Unity + Hexing Pants). Since we have less resources to work with, F&R favor fast weapons with high dps, which makes crossbows seem to be about 5% worse than Bows and 10% worse than Balefire / Calamity if you have equally rolled weapons (meaning relative to the maximum possible roll, a 3000dps crossbow will still be more or less on par with a 3000dps Calamity). Because we don't use Pride's Fall / Hexing Pants anymore, we will have to regenerate a lot more, thus putting more emphasis on attack speed rather than passive reg, companion use or globes.

Slow weapons vs. fast weapons
So back in my old post I was talking about how strong bows and Calamity seem to be, however in practice they have never turned out to be better (or were just about even) and everyone still went with crossbows (also due to easy availability of near perfect rolls by crafting Arcane Barbs). Well, first of all I found and corrected something in the spreadsheet that was favoring faster weapons by a few %, but most importantly it comes down to how effectively you can spend your passively generated hatred. Imagine the following scenario: You don't have any hatred regen, no Templar, no health globes and no skills that regenerate hatred; what's left is the hatred you regenerate from shooting generators and nothing else. Let's say you need to cast two generators in order to cast one spender, so you can cycle 2 – 1 – 2 – 1 – 2 – 1 indefinitely. In this scenario, your attack speed will not have any influence whatsoever on the cycle, and the only metric that will define your damage is weapon DPS. Since this is not a realistic scenario, it is all about how you can spend the leftover hatred from all the things I have excluded before. The higher the share of this passive regen, the better the slower weapons become (since they have better damage per hatred spent ratios). You can see an example of this in the video.

M6 Cold vs. Phys
For those of you who still want to run M6 for whatever reason, you should know that you are deliberately lowering your potential by 1-2 tiers, it just can't keep up with the other builds, and even for nonseason there is a stronger UE non-lightning build. Still, it has some better defensive value, mostly because your companions help you here and there and because you can kite enemies offscreen a lot easier if you can watch your sentries shooting at them from a distance, plus reflect is easier to deal with or you can hide behind a corner and still deal damage in dangerous situations.

Iceblink brings the cold Cluster build a lot closer to the physical build, to the point where they seem more or less the same. Cold has a higher luck range if you get only few and easy elites and Stonesinger, while physical should be more consistent. I guess that on 56+ the rift guardian will be a huge problem for cold, so physical might pull ahead regardless, also keep in mind that pylons used on the RG will be a lot more effective with physical. Enforcer, Gogok and BotP are still crap (7-12% worse) and if you want to play M6 on nonseason you should really stick to the Taeguk. With Iceblink, you should always use Spitfire Turret.

The best passives to use are Awareness, Ballistics, Custom Engineering, Cull the Weak, Night Stalker (5th). I strictly recommend using a Hellfire Amulet with this set because all of the passives are very strong and you don't want to miss any. Other options for the 5th passive are (in that order): Steady Aim, Single Out, Ambush, Archery.

For groups, Cluster Bombs might still have a spot if you have someone who can spawn many globes for you, but it will probably not outperform either UE fire or lightning.

My current estimate is that M6 (Cold or Phys) will clear tier 56-59 solo.

Unhallowed Essence Fire
All of the special bows (Windforce, Leonine, Odyssey) seem to be about on par with Calamity / Balefire and they all bring their own strengths. For Windforce, using Steady Strikers or Strongarm should be about equally strong. Leonine can shine in dense rifts with lots of slow monsters, however you probably want to use sentries to reliably proc the slow. Odyssey's End might shine at the top end (56+) because it can speed up your RG kill enormously, but will be a lot more difficult to use during the rift (since you want to use sentries for slow and use Mortal Enemy). Cluckeye only has a marginal damage bonus, but the added benefit from the stun is also nice to have.

Other than that, the 1h Crossbows seem to be the strongest options raw dmg wise. Given equal rolls, Calamity and Balefire are more or less the same, if you have fire% on your amulet Calamity wins out by a few %, also keep in mind that in groups you will buff others with Calamity as well. Also, a somewhat hidden champion might be Kridershot with Immolation Arrow + Mortal Enemy + Ess of Johan. It's behind numbers wise, but I feel that it is underrated in the spreadsheet and it could turn out to be insane if you can play it well.

In addition to Evasive Fire – Focus, Multishot – Arsenal, Preparation – Invigoration and Vault – Tumble, it seems preferable to use Companion – Bat + Vengeance – Seethe for crossbows, Bat + Marked for Death – Mortal Enemy for Bows and Caltrops – Bait the Trap + Mortal Enemy for 1h crossbows. All of the choices are pretty close (within 1-5%, except Seethe for fast weapons), so you can experiment a little. If you want to run fire in groups, Bait the Trap and Mortal Enemy should be the best for every weapon type.

For nonseason, Chakram with Spines of Seething Hatred presents a viable alternative (1-2 tiers lower than DML, and about the same level as the strongest M6 setups). I have only done the numbers for the fire Chakram, but the cold one should be more or less the same (plus you can use Iceblink instead of Polar Station). For crossbows, you can also use Chakram – Shuriken Cloud and macro it to cast automatically all the time. I have tried it manually and managed to cast it about 100 times per minute for an extra 400 hatred, in a full rift that's 6000 hatred and is more or less the same In general, for the generator-heavy builds (Chakram / Elemental Arrow), dropping all RCR in favor of better damage stats (IAS, Elite, AD) is preferred (up to 2-3% more dps per item). Chakram specifically profits a lot from the higher attack speed of one-handed crossbows, which makes it the only case where you prefer a regular 1h over a crossbow.

As for passives, the best to use are: Awareness, Cull the Weak, Ballistics, Night Stalker, Steady Aim. Ambush is also really close (about 2% behind with a 60% DML affix) and might become better because you will deal slightly more damage in reality, especially when enemies don't have much life, and you will also profit a lot more from power pylons. At the high end, it might be preferable to use Single Out because you will have to spend a lot of time on the RG.

My current estimate is that UE Fire will clear tier 57-60 solo.

Unhallowed Essence Lightning
It comes to no surprise that the UE Lightning build with Kridershot is a clear winner dps-wise. Due to the nature of the Ball Lightning skill it is very hard to model so the numbers are just a very rough estimation and don't take into account different monster sizes etc. I have done the numbers for a Hellfire Amulet and an Ess of Johan with equal rolls, funny enough they are basically exactly the same (0.1% difference). Since there are so many variables to it I didn't try to exactly reproduce its damage capabilities, but the numbers seem about right compared to M6 and UE fire (approximately 60-100% stronger). I have a feeling that the Ess of Johan is vastly underrated in the spreadsheet and will eventually pull ahead because you have a higher luck range and can get insane area damage procs if you manage to pull a lot of monsters. Also, this build is likely going to be one where you can see a really noticeable difference between season and nonseason because of the Iceblink gem (should be approx. 5-15% stronger). The increased potency of the slow is going to yield a lot of damage (which I calculated very conservatively) because of more ticks (on top of easier kiting), frees up another skill slot and requires you to cast a MS only once every 3.5 sec (Iceblink duration) instead of 3 sec (Taeguk duration). With Taeguk, you should use sentries to proc the slow (% chance to slow secondary on pants helps) and add Marked for Death – Contagion to it. With Iceblink, I think Rain of Vengeance – Flying Strike could be a good choice (especially with Ess of Johan), otherwise you can push the limits with Caltrops – Bait the Trap. Be aware that actually finishing a rift in time will require tremendous amounts of RNG. You will need to fish a lot of rifts to actually find one where all the stars align (good monster types, easy packs, good RG, good pylons). Since Blizzard has removed basically all of the defensive abilities this build relied on in the past, M6 and UE fire are a lot more consistent.

In high-end groups, a lot of the time will be spent on the rift guardian. Iceblink will have no more additional value because of a better slow, so what is left is solely the 10% crit chance which is a little bit underwhelming by itself. I suggest to use BotP, since you generally have a higher incentive to kill elites in group runs and will get more procs. At the high end you will spend a lot of the time on the RG, which is why you have to maximize your damage there, which makes Single Out pretty much mandatory. The 15% elite bonus from BotP is very close to a high Taeguk even without the proc. Also, you should not have higher than 55% sheet crit chance if you run with a Crusader because you will cap out at 100% (20% Judgment, 25% Single Out, 10% Bait the Trap). My numbers suggest that a high-end DH will deal approximately 15-25 billion dps on a typical RG.

The best passives to use are Awareness, Cull the Weak, Steady Aim, Single Out, Ambush (5th).

My current estimate is that UE Lightning will clear tier 60-62 solo.

Natalya
Natalya is not included yet, however I can still state what there is to know about Natalya currently: Strafe + a generator is very good to reduce the cooldown of Rain of Vengeance, you can hold down your force attack button, keep strafing and hit your generator button manually whenever you can. Cooldown is a very strong stat, a lot stronger than e.g. RCR for other builds. N6 works for any damage including gems and conduit pylon, both N4 and N6 are multiplicative bonuses and also work for your Crashing Rain belt. The belt summons a crashing beast (very short visual effect) with a small AoE effect that looks similar to one of the Stampede rune at the position of your cursor and uses the same element as your selected RoV rune. Both Crashing Rain and RoV (and Fan of Knives) use only your main hand (left weapon slot), so you don't need %damage (or any damage roll at all if you don't care about generator / Strafe damage) on your offhand.

My current estimate is that Natalya will clear tier 57-62 solo.

Reroll preferences

Here is some general information about what you look for on your items (if it hasn't been specified before already).
  • Generally, you get RCR on every item you can, excluding jewelry, and add area damage on shoulders.
  • On rings, Avg Dmg instead of CC or dexterity is about 4-5% weaker on crossbows and up to 1-4% better on 1h crossbows, and more or less the same for bows. Keep in mind that in parties you will probably cap crit chance on the RG with Single Out, Bait the Trap and Judgment. RCR is also an option for crossbows (1-2% weaker).
  • For the UE builds you can basically drop any CDR because it is almost useless. Only take it if you want to go full glass cannon (and even then having some more toughness might be helpful for Plagued and Desecrator). Removing all of the CDR (gem, paragon, shoulders) is a 1-2% dmg loss with Bat Companion, 3-4% if you use both Bat Companion and Seethe. I recommend to drop it completely if you use MfD and Caltrops.
  • Elemental damage is better than dexterity or CC on amulet, up to 5-10%. Probably even a 15% roll is preferable. Ancient dex value might be close.
  • IAS instead of RCR is an option for 1h crossbows (1-2% weaker) and preferred for Kridershot and Spines of Seething Hatred.
  • Dropping Multishot damage on quiver for hatred / elite / area damage is a 3-6% damage loss. Dropping RCR for hatred is a 0.5-2% damage loss (keep in mind you can vault more with RCR).
  • Steady Strikers / Lacuni Prowlers can be better than Reaper's Wraps if you don't get many globes.
  • For UE lightning, I recommend elite bonus as your last primary, especially for groups. Area damage is fine as well.
FAQ
Q: Dafaq is this sht? You can't math everything out.*
A: Take it or leave it.

Q: What are additive and multiplicative damage bonuses, and how do they work?
A: Additive means that stacking more of the same damage bonus (e.g. "Damage Increased By Skills" in the extended sheet tab) will have diminishing returns. If you have 0% bonus and add 20% to that, you will deal 20% more damage. If you add another 20%, you will only deal 140/120 = 16,67% more damage relative to that. There are different damage categories that are additive within itself but multiplicative as a whole. For DHs, the relevant calculations go like this (exclude those that you are not using):

((Weapon Min Dmg + Avg Min Dmg) + (((Weapon Max Dmg + Avg Max Dmg) – (Weapon Min Dmg + Avg Min Dmg)) / 2)) [Average Weapon Damage] x ((100 + Dexterity) / 100) x ((CC / 100) x ((100 + CHD) / 100) + (1 – CC / 100)) x (1 + Elemental Bonus / 100) x ((Steady Aim (20) + Skill bonuses (generally 45) + Taeguk (((10 + (Rank / 2)) / 100) x expected uptime) + Calamity (20) + Hexing Pants (25) + Strongarms (20-30) + Bane of the Powerful Proc (20 x expected uptime) + Marked for Death (15 or 20) + Archery [Bow] (8) + Power Pylon (300) + almost any party buff) / 100) [Visible and hidden "Damage Increased By Skills"] x Cull the Weak (1,2) x Ambush ((1+(1/((0,25/140)+(0,75/100))-100)/100)) x (1 + Bane of the Trapped / 100) x (1 + Zei's / 100) x (1 + (Elite Damage on gear + Bane of the Powerful Passive) / 100) [If fighting Elites] x Focus (1,5) x Restraint (1,5) x (1 + Convention of Elements Bonus / 400) x (Skill Weapon Damage / 100) = Average Damage per Hit

Bait the Trap, Iceblink, Archery, Sharpshooter, Single Out, Judgment are just added to the CC / CHD numbers. CC can exceed the 75% cap with those skills and vanilla SoJ bonuses.

For skills that are not your main spender, you have to divide by (1 + your full "Damage Increased By Skills"), subtract (Skill bonuses / 100), and then multiply it by the remainder. For skills that are not your main element, you have to divide by (1 + Elemental Bonus / 100).

Attack speed is Weapon Speed x (IAS on Weapon / 100) x ((Combined IAS bonuses from gear and paragon + Gogok + Law + Voodoo) / 100). For M6, add "x 6" for personal damage, and "x 5 x (1 + Sentry Bonus / 100) / (1 + Elemental Bonuses / 100) x (1 + (Elemental Bonuses x Enforcer Bonus) / 100)" for sentries.

For UE, add "x (1 + (current discipline x 15 / 100)) x (1 + 20 / 100)", for Multishot, add "x (1 / ((1 – DML Affix / 100) + (DML Affix / 200))" to Multishot damage, "x 2" to the rockets of Arsenal, for Ball Lightning, add "x (100 / Meticulous Affix)" to Elemental Arrow damage. For N6, add "x 5", for RoV, add "x 2"

Q: For UE, is it ever worth to reroll anything other than +max discipline if the item doesn't have it?
A: No.

Q: I have a 3200 dps Bow and a 3100 dps Crossbow with almost equal stats, which should I use?
A: The crossbow. Generally, your Bow has to have about 5% more dps to break even, Calamity and Balefire are pretty close if they only have about the same dps as your crossbow. To be safe, I'd use them if they have 50-100 dps more.

Q: What is the Iceblink duration, and how does it work?
A: Duration is 3.5 seconds and it works multiplicatively (60% slow x (1 + Iceblink Bonus / 100)) for up to 75% slow on rank 50. OP stuff.

Q: Which gems should I use?
A: Bane of the Trapped and Zei's cannot be debated. For solo, add Iceblink (season) or Taeguk (nonseason). As a rule of thumb, you can drop Taeguk once per elite pack, otherwise use Bane of the Powerful. For groups, adding Bane of the Powerful is generally the best choice. For T6, Boon of the Hoarder will outrun Bane of the Trapped. For speed runs, Bane of the Powerful is the best third gem.

Q: Why Vault over Smoke Screen?
A: Smoke Screen was crap before and now has become even crappier. It's easier to use for most affixes, but you have very little mobility and can neither skip enemies nor rush ahead and pull more, effectively slowing down your progression. Especially with the Unhallowed Essence set we will be skipping a lot more than with M6 because we have so much more discipline to spend, which further favors Vault. In addition to that, given correct timing, you can evade every attack in the game save for Vortex (about half of the time) and Molten (ground effect) if you don't use Tactical Advantage.

Q: How will I get high keys for solo runs?
A: Last season you could get up to tier 52 keys in solo trials, I guess now it should be up to 56-58 (but it will be very difficult and inefficient). If you have trouble with that, just join a community (e.g. "High Level Trials" on EU).

TL;DW – The spreadsheet is only a spreadsheet and no dynamic simulation after all, so results are a little bit skewed. I did my best to eliminate any errors and tried out many different combinations to find out what is best. The number displayed at the end is an estimate of the total damage done, not dps. If you want to use the spreadsheet for your own character, never edit any of the greyed out numbers, and keep in mind that the standard settings are for solo GRs. Many things are automatically included, however some things are only rough approximations (most importantly area damage) and don't take breakpoints or pylons into account. If you want to model specific situations (boss fights, longer / shorter rifts, group buffs etc.), you should edit the parameters accordingly and just manually add the buffs to your stats.

TL;DR – UE lightning > UE fire > M6 (Natalya probably somewhere in between) with perfect items and RNG. Focus & Restraint cannot be beaten by anything. Given equal rolls, new meta favors faster weapons because a higher share of your total hatred is produced by your generator casts. In solo rifts, Iceblink is the best third gem to use along with BotT and Zei's, for nonseason Taeguk can produce more or less similar results but is harder to use (for UE lightning, Iceblink is strictly better and a Ess of Johan will likely outperform a Hellfire). For UE fire, your weapon preferences are Calamity > Balefire > Kridershot = Windforce = Leonine = Odyssey's = Cluckeye > Regular Bow > Regular Crossbow. The 1h crossbows and special bows all are very close numbers-wise and you will see difference mostly depending on how well you can use their affixes to your advantage. Kridershot + Ess of Johan + Immolation Arrow might be underrated in the spreadsheet and could turn out to be the strongest UE fire setup. For M6, always use spitfire turret if you have Iceblink. The new meta has brought cold and physical a lot closer together, Etrayu has become the go to weapon for cold, however RG will be a huge issue in high GRs so physical might still win out at the top end (with a Calamity). Natalya might be added to the spreadsheet in the future, I left it out because there is still no finalized build yet.

Cheers, wudijo


Friday, April 3, 2015

Diablo 3 - [2.1.2] Wizard clears Tier 59 in 4-player (DH PoV) by wudijo



Wizard Tier 59 4p (DH PoV)

Hi everyone,

you might know me from over at the DH forums. I'm just here to share my latest video, a 4-player tier 59 run. Avoid of our clan has found a way to boost the Wizard's dps to crazy levels in specific situations, making use of the Hydra spell alongside Flame Blades. It's really strong, potentially stronger than a 2xDH combo, and excels when fighting many targets at once. This clear was done a few nights ago and recently Avoid has agreed to let me stream and share it, so here it is. We have done only a few runs, spawning the RG in time almost every time up to tier 60 (but unfortunately we always got a very bad RG on 60). In this particular clear, we managed to use only one 58 key and upgrade it to 59 and 60 afterwards. Since the season is so short, we will not continue to push further because both Avoid and me are busy pushing for rank 1 solo, but it certainly has the potential to clear 61-62 and take the rank 1 non-sever clear if you put in some time to fish for a good rift.

Previously, whenever a Wizard tried to enter a group for serious greater rift attempts, he would have to resort to playing a different class or would have to be carried by his teammates. With this new build (that I don't know all the details of, but you should be able to tell just from seeing and hearing the video), Wizards can be a good or even better alternative to a second DH in groups.

The Wizard had the potential all along - and this is a prime example of how focusing on only one class will ultimately leave everyone blind to other options. It's not an optimal situation to have only two options for the dps slots, but it's certainly better than one. I hope this encourages everyone to try out new things, especially with all the changes coming up in season 3, and not just sit there crying for buffs or nerfs =)

Cheers,

wudijo

Screenshots:
EU leaderboards - 4 player - S2
Diabloprogress - Wizards - 4 player - S2

Further links:
Diablofans thread
DH profile
Wiz profile
WD profile
Crus profile
Avoid's livestream
Clx's livestream
My livestream

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Tuesday, March 31, 2015

Diablo 3 - 2.2 Natalya Strafe + RoV Speedfarm Guide by wudijo

2.2 Natalya Strafe + RoV Speedfarm Guide

Hi everyone,
as you might probably know, I have done quite some testing on DH on the PTR for 2.2, and while trying to figure out some cool new stuff the Natalya set I came up with a really efficient speedfarm Strafe build which can be used for T6 and speed low GRs (~tier 35) and subsequently made me clear a T6 rift in 44 seconds.

The basic idea is to stack a lot of movement speed and keep strafing all the time, thus quickly reducing your RoV cooldown to boost your dps to high levels. I will add a detailed written post to the Diablofans.com builds section once 2.2 hits, for now you have to go with this talent calculator link.

The Natalya set has a lot of flexibility in some item slots and gem choices. Since there are not that many clear-cut choices for everything, I tried to give a good overview of what is good to use, but also encourage everyone to try out a few different things with it.

Cheers,

wudijo

Diablofans thread
Profile
Clan (EU)
Livestream

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Wednesday, February 4, 2015

Diablo 3 - Physical Cluster - The Ultimate Solo DH Build + Math + Video (Tier 52) by wudijo

Hi everyone,

So it's been a while and with season 1 now being concluded, I decided to come out with a few things that I have learned about DH in 2.1.2 recently. Because I got a little unlucky with pylons pre-patch, I still had to up my rank a bit before the end of the season, so I decided to try out various things. As always, there was so much misinformation floating around on the forums that I decided it would be best to not trust any of it, and after some initial testing, I went with Cluster Arrow. Following some disappointing attempts with the grenade-heavy runes of the skill I realized that in solo play, the accuracy and utility of rockets is pretty much unbeatable, so I was left with two choices: Physical and Cold. Since the mainstream was focusing on Cold so much, I decided to start with the other one first, and cleared a tier 50 rift after two tries on patchday, and my tier 52 rift quickly thereafter, lifting me up to the second highest DH solo clear after patch 2.1.2 (only to be beaten by my clan mate Kampfkoloss) and a top 10 spot overall. I have also used this build on my hardcore character to get two then-rank 1 spots (tier 44 + 45, beating my own previous rank 1 twice) shortly after the patch, even with suboptimal items, and also took it to even higher tiers with great success.

Since I didn't want to rely on my gut feeling alone, I needed some math to back it up. I wanted to be as exact as possible in order to produce the best possible combination of items, skills and stats; some basic napkin math just didn't catch it, so I crafted a spreadsheet to include everything. I calculated the damage versus various amounts of enemies, factoring in accuracy loss (because you can't hit everything all the time) and area damage, different weapons (generic 2h Xbow, generic 2h Bow, Etrayu, Kridershot, Calamity), various combinations of runes for Kridershot, follower, sentry deployment and multiplier for sentry effectiveness, health globes, CD use, buff uptime, time spent on RG / elites / trash packs, legendary gems, generator:spender ratios, just everything, and weighed the numbers to my best knowledge. Even though I had ceased testing with Hexing Pants pretty quickly back on the ptr, I was encouraged by oogieboogie to continue to do so on live, and I have also plotted this item against the very common Pride's Fall, with interesting results. (FYI: You can keep the bonus of Hexing Pants when constantly stutter stepping).

Here is a screenshot of a part of the spreadsheet to give you an idea how I calculated things in there. Disclaimer: The purpose is not to calculate actual damage values, but to provide a comparison for different builds. Link1

There is also a second page where I basically calculated the effectiveness of the different runes based at its heart on "rift composition", which looks like this. Link2
 
There's also some more, like a whole page devoted to Kridershot and the results of all the different weapon types. Still, the most interesting part of this whole thing is this, where "Element = 0 is cold, = 1 is physical" Link3
 
Note that physical pulls ahead for every weapon type. Cold vs. physical is pretty close for Kridershot, because I included the Spitfire Turrets for cold, but not for physical (since you will slow with Elemental Arrow), causing the gap to narrow by ~8%. For every other weapon, physical wins out by approximately 10%, even considering that you will spent a lot less time on the RG and elite packs because the rockets are considerably stronger in those situations. Hexing Pants lose effectiveness if you get a power pylon and gain some more if you get a channeling. If you lose Pride's Fall buff more than once per minute, you should use Hexing Pants in any case. If you get a plagued elite pack during your rift, Hexing Pants is almost guaranteed to be better.

The numbers uses in this spreadsheet are the values I have on my items; I used the same numbers for all bows (because I have neither an Etrayu nor a Kridershot), my Xbow and Bow rolls are within ~2-3% of the maximum, while my Calamity is lacking behind by ~6-7%.
Some further information about itemization: - Resource cost reduction is king - Hatred reg vs RCR on quiver is about ~1% worse for Xbow, increasing up to ~3% for Calamity. Hatred reg + RCR is also an option (another 1-4% worse than CA) - Area Damage is very strong, close to RCR on quiver and weapon (~-2-3% worse), depending on rift layout this might even shift into a net gain - CDR is not really important (e.g. dropping 12,5% gem is a ~3% loss), the best combination for shoulders is RCR, Sentry, Area Damage - CA wins out by far vs Sentry on quiver - Taeguk is the best third legendary gem to use in conjunction with Zei's and Bane of the Trapped, by far. Enforcer is an option in group play (requires ~150% external damage increased by skills at about rank 60 of both gems). BotP is a ~3-10% loss. - Ancient Saffron Wrap is an option compared to nonancient Witching Hour (2-5% worse) - Hellfire Amulet is probably unbeatable - Using a generic 1h Xbow is not worth it, Calamity is a ~8-12% boost - Always get % damage on your weapon, and add RCR to it (not for Etrayu). IAS is okay for Kridershot as well (~2-4% worse) - Kridershot 3 Hatred vs 4 Hatred is a ~3-4% dps increase - Dropping Reaper’s Wraps for IAS bracers is an option, possibly a gain with high attack speeds - Elite dmg is not included in the calculations, but it should be safe to assume that you will be fighting elites about 1/2 to 2/3 of the time, thus every point of elite damage should boost your overall dps by ~0.5% - Zei’s is not included for now, it’s safe to assume that your sentries benefit a little less than you do, and Kridershot with Spitfire Turrets will benefit a bit more from Zei’s.

The exact skills used are these: Build (Proper Diablofans Build to be added.

Use Steady Aim, Single Out or Night Stalker (with Calamity) as your 5th passive, and Frost Arrow + Spitfire Turrets or Nether Tentacles as your generator with Kridershot.

Some closing remarks: Please note that by choosing to run physical, you won't suddenly clear tier 50 easily. It's still difficult, you are still going to get oneshot, you will still have to dodge everything. It's a ~10% increase over cold, plain and simple, if you have a well-rolled Etrayu, it's even less. For lower tiers, you can still stack toughness and Unity if you like, the gearing priorities don’t change at all. I hope this information helps and encourages you to try out the physical element of the Demon Hunter and make your character stronger as a whole. The spreadsheet will be improved upon in the future, and I have many ideas that I need to include and test ingame, but this will take some weeks or months. I will share what I know when I find out new things.

I will return to streaming very soon, I just had a busy time at university during the last weeks/months, but this will be over in a few days. Feel free to check out my Twitch channel if you want to watch me play and interact with me, or look for me on Youtube. If you are interested in more of my recent work, you should check out this thread and the links there for some information on the lightning DH in 2.1.2. (As of now, I’m not sure if lightning will take the top spots in the end, since you essentially need to stack layer upon layer of good RNG (in terms of drops and rift) in order to complete a tier ~55+ rift, which makes it a lot easier for versatile builds like this to achieve.)

Here is the video of the tier 52 run, note that with enough time, tries and ancient items 54-55 is very well possible, and I expect to see them cleared within 2 months. I used about 20 keys to complete this rift - Tier 52 sc
 
Bonus clip: My tier 48 run on hardcore (I suggest you read the description until the "spoiler" before watching) - Tier 48 hc

Cheers,
wudijo

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