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Demon Hunter - M6 Cold + Rocket Build

mcdeman

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[GUIDE] Demon Hunter - M6 Cold + Rocket Build

RECOMMENDED GEAR SETUP
Screenshot_4.webp
This is my settings for Trinity GR and Rift
Combat/Misc:
Trigger range for Elite Combat = 150
Trigger range for Trash Combat = 35
Minimum Trash Mob Pack Size = 5
Trash Pack Cluster Radius = 20
Disable "Force Kill Summoners"
Disable "Extend trash-kill range after combat
Set Treasure Goblins to Kamikaze

Objects
Container Open Range = 50
Enable "Open Chests"

Advanced
"Enable Gold Inactivity" = 240


Build Guide

This build works amazingly well for high tiers of greater rifts - utilizing combinations of cold skills that slow, rockets with high damage, and skills + items that increase damage to slowed targets.

ACTIVE SKILLS:

-Sentry (Spitfire Turret) -Your main source of damage. Spitfire Turret shoots multiple rockets at nearby enemies for 120% weapon damage (increased 100% by Ballistics passive)

-Companion (Wolf Companion) -Doesn't matter what rune you use, with Marauder's 4set bonus you get the whole zoo. Grants slowing of enemies and 30% damage boost among other benefits for short period of time when cast.

-Cluster Arrow (Maelstrom) -Your main attack to boost through items. Deals large amount of initial damage, plus shoots up to 5 rockets that hit for 450% weapon damage each (increased 100% by Ballistics passive)

-Multishot (Arsenal) - Another source of huge damaging rockets. Shoots 3 rockets for 300% weapon damage each (increased 100% by Ballistics passive)

-Elemental Arrow (Frost Arrow) -Provides an additional source of 'chilled' slow effect to up to 10 targets and dealing a decent amount of damage.

-Vault (Tumble) -Purely a mobility skill. Tumble allows more Vaults to be cast in a short period of time.

PASSIVES:

-Ballistics -Increases rocket damage from Sentry, Multishot, and Cluster arrow by 100%

-Cull of the Weak -Increases damage by 20% to slowed or chilled targets (almost all enemies will be hindered, so free 20% damage)

-Custom Engineering -Allows a 5th turret to be placed (assuming you have Bombadier's Rucksack) for more attacks + rockets. Alternative for lower tiers that dont require as many sentries could be Steady Aim (20% damage increase if no enemies within 10 yards)

-Ambush -Allows a massive damage burst for first few hits. Or Awareness for more safe.

GEAR:

Marauders 6 set bonus (this is required - and the best way to obtain 6 set in my opinion):
Head: Marauder's Visage
Shoulders: Marauder's Spines
Torso: Marauder's Carapace
Legs: Marauder's Encasement
Feet: Marauder's Treads
Ring 1: Ring of Royal Grandeur (requires socket)

Rest of the gear:

Amulet:Hellfire Amulet - will probably be the best option should you be able to roll a decent one. If not, any of the 'defensive' amulets will do the trick allowing you to strike off a few affixes from elite packs. Main thing you want here is Dex, Critical Hit Chance, Critical Hit Damage, and socket.
Ring 2: Unity -Using a Unity on yourself and follower will halve all damaged recieved should your follower be using the Relic that allows him not to die. If playing in a multiplayer game, Stone of Jordan is a viable option. Grab a socket here as well.
Belt: The Witching Hour -Best damage belt in the game, although rare. Hellcat Waistguard is another viable option due to attack speed + elite damage.
Wrists: Reaper's Wraps -Will provide extra hatred from health globes, though not really required as hatred shouldn't be much of an issue. Slave Bonds now rolls with 5 primary affixes, enabling a more defensive bracer with both vitality and all resist (instead of having to choose between the two)
Gloves: Tasker and Theo - The pet attack speed bonus on these gloves is invaluable. By far best in slot, also extremely rare. Magefists are a viable second option. increasing the damage of rockets from Spitfire Turret and Multishot.
Weapon: Etrayu - This bow now rolls will Cold Damage % making it superior. Kridershot will allow for a more player-active playstyle with Elemental Arrow. If neither are an option, any high damage crossbow such as Manticore or Hellrack will do the trick.
Off-Hand: Bombadier's Rucksack - Best in slot, allowing 2 extra sentries. Would not recommend anything else.

Legendary Gems:

-Enforcer - Increases the damage of your pets by xx.xx% damage. This includes the Zoo as well as Sentry damage itself.
-Bane of the Trapped - Increases the damage of movement impaired enemies by xx.xx%. This includes slowed and chilled enemies from your cold skills.
-Bane of the Powerful - Increases damage by 20% for xxx seconds after killing an elite pack. As a bonus also increases elite damage by 15% at rank 25.

Replace this ATTACH with original file DemonHunter.cs Plugins\Trinity\Combat\Abilities if you use Trinity 2.1.9 or later
NEW ATTACH Replace DemonHunterCombat.cs Plugins\Trinity\Combat\Abilities if you use Trinity 2.1.12 +
If You want to donate, THANK YOU!

ALWAYS CHECK THIS

GIT
Trinity - https://www.assembla.com/code/unifiedtrinity/git/commits
QuestTools - https://www.assembla.com/code/questtools/git/commits

SVN
Trinity: https://subversion.assembla.com/svn/unifiedtrinity/
QuestTools: https://subversion.assembla.com/svn/questtools/

TRY THIS and LET ME KNOW:

Code:
@BuddyMe Kite Logique
I followed the developments on the git . You Impress me by the pace and quality of work.

Here are the changes I mentioned in the previous topic. 
With "Path around" AOE and Kite active, the hero is doing everything possible to avoid aoe "Hard kite ."

I added functionality to Vault and changed the DH combat routine. 
The kite works with other personal but you have to test. 
The file is a bit "dirty", I had to do lots of little trick to make it work but are now useless. 

I 'll try to do a clean file and explain the changes soon. Enjoy  !

Afected files :
NavHelper.cs
Weighting.cs
Variables.cs
CacheData.cs
Kite.cs
HandleTarget.cs
PlayerMover.cs
RefreshObjects.cs
DemonHunterCombat.cs
WORK WITH TRINITY 2.1.23
 

Attachments

Last edited:
// M6 fully equipped but no hated spender flee/kite
if (Sets.EmbodimentOfTheMarauder.IsFullyEquipped)
{
if (Trinity.ObjectCache.Any(u => u.Type == GObjectType.Unit && u.Weight > 0 && u.RadiusDistance < 15f))
return new TrinityPower(SNOPower.Walk, 2f, NavHelper.FindSafeZone(false, 0, CurrentTarget != null ? CurrentTarget.Position : Trinity.Player.Position, true));
return new TrinityPower(SNOPower.Walk, 2f, Trinity.Player.Position);
}
I have found this change in code new Trinity by rrrix, but it all the same does not work. Changes which were corrected by me allow to use normally Sentry Build.
Testing now .. and report plz
 
Last edited:
Last edit:
-work fine for me, but still have problem with use Companion after active attack on elite. Does not work or work but bad. Report rrrix.
-change RadiusDistance Kite to <20 work fine but need more testing
 
Last edited:
Last edit:
-work fine for me, but still have problem with use Companion after active attack on elite. Does not work or work but bad. Report rrrix.
-change RadiusDistance Kite to <20 work fine but need more testing

Using the DemonHunterCombat.cs THe DH is not attacking himself with auto attacks or avoiding aoes mobs or kiting anymore with it @@
 
Using the DemonHunterCombat.cs THe DH is not attacking himself with auto attacks or avoiding aoes mobs or kiting anymore with it @@
use last Attached File DemonHunterCombat.cs
 
There is a patch note that

Refactored DemonHunter into CombatBase model
Proper DemonHunter Marauder Set support added

in Trinity changelog, 2.1.12. What's the difference between rrrix's DH sentry profile and yours?
 
There is a patch note that
Refactored DemonHunter into CombatBase model
Proper DemonHunter Marauder Set support added
in Trinity changelog, 2.1.12. What's the difference between rrrix's DH sentry profile and yours?
rrrix dhc.cs not dropping sentries 1 after another as it does with the modified cs
i change RadiusDistance Kite to <20 more safe, and power for use CA, MS, FA. use my cs and You will see change
 
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use last Attached File DemonHunterCombat.cs
I am using the latest one, my problem i am having is it nolonger uses the built in auto attack that DH can do as a dps in turns of reflect dmg its probably a good thing however
 
With the new version of Trinity 2.1.12 the bot spams abilities and therefore have no Hatred left to place the Sentries as soon as they are off CD.

Also frequently get these errors:
[Trinity][Behavior] Fatal Error: Couldn't find a valid attack ability. Not enough resource for any abilities or all on cooldown
[Trinity][Behavior] If you get this message frequently, you should consider changing your build
[Trinity][Behavior] Perhaps you don't have enough critical hit chance % for your current build, or just have a bad skill setup?
 
I've noticed that companion never gets triggered. For mobs or elite packs. This is using DemonHunterCombat.cs
 
Compiler Error: d:\demonbuddy\Bots\DemonbuddyBETA 1.1.2098.476\Plugins\Trinity\Combat\Abilities\DemonHunterCombat.cs(11,18) : error CS0101: The namespace 'Trinity.Combat.Abilities' already contains a definition for 'DemonHunterCombat'
[GearSwapReloaded] 1.0.3.8 Initialized
[QuestTools][Plugin] v2.1.27 Enabled
Current bot set to Order Bot
Loaded profile Rift Bot Optimized Explore

using Trinity 2.1.12, Bot stops "seeing" the trinity after i exchange the CS file.
 
Newest DB, Trinity and QT.

After replacing the cs file my DH stops shooting elemental arrow and it wont pop more than 2 sentries as he did before with old Trinity.
 
Newest DB, Trinity and QT.

After replacing the cs file my DH stops shooting elemental arrow and it wont pop more than 2 sentries as he did before with old Trinity.
The logic Sentry Build not use all skill, put Sentry and kite mobs avoid aoe. If you do not have Kridershot!

With the new version of Trinity 2.1.12 the bot spams abilities and therefore have no Hatred left to place the Sentries as soon as they are off CD.

Also frequently get these errors:
[Trinity][Behavior] Fatal Error: Couldn't find a valid attack ability. Not enough resource for any abilities or all on cooldown
[Trinity][Behavior] If you get this message frequently, you should consider changing your build
[Trinity][Behavior] Perhaps you don't have enough critical hit chance % for your current build, or just have a bad skill setup?
use last Attached File DemonHunterCombat.cs

I've noticed that companion never gets triggered. For mobs or elite packs. This is using DemonHunterCombat.cs
this is problem trinity, i reported to rrrix.
 
hi i use trinity 2.1.9 and questtools 2.1.22 it works good but companien only on elite i need on cd and only 1 sentry on trashmobs i need more how can i fix that ?

thx
 
hi i use trinity 2.1.9 and questtools 2.1.22 it works good but companien only on elite i need on cd and only 1 sentry on trashmobs i need more how can i fix that ?
thx
open DH.cs with notepad, find and replace
// Use Wolf Howl
if (hasWolf && CombatBase.CanCast(SNOPower.X1_DemonHunter_Compani on, CombatBase.CanCastFlags.NoTimer) && CurrentTarget.RadiusDistance < 25f)
{
return new TrinityPower(SNOPower.X1_DemonHunter_Companion);
}
 
ok thx :)

is this relevant ?

// Companion active attack on elite
if (CanCast(SNOPower.X1_DemonHunter_Companion) && CurrentTarget.IsEliteRareUnique &&
Player.SecondaryResource >= 10)
{
return new TrinityPower(SNOPower.X1_DemonHunter_Companion);
}
 
Everything appears to be working semi smoothly so far, thank you for this. I am using the trinity 2.1.9 version and I have to run T5 on my seasons DH because T6 the bot is still casting CA in between sentry drops but not spamming it and other abilities like before. He just ran a T5 rift no problem at all, I gothis boon gem on too which just got him a easy 15mil gold for the rift. I will try and make a sep folder and update to the latest version of riftbot/trinity and see how it goes there, if its even smoother or the same.

edit - what I mean is, when it comes up to monsters or elite pack, it will drop a sentry. shoot 1 or 2 cluster arrows. drop another sentry, then shoot EA or normal attacks til sentry is up again. So technically its working fine, Those CA shots are doing decent damage to help out even though theybring me down to little hatred it is still enough to sentry.
 
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The logic Sentry Build not use all skill, put Sentry and kite mobs avoid aoe. If you do not have Kridershot!

Well... yes and no... I already used your modified dh.cs before and I am still using it with earlier versions of trinity and quest tools. The thing is with those old versions my bot shoot elemental arrows and auto attack from time to time after placing sentry on the ground, it is super good, but... with latest db updates and your scripts it simple does not ;).
 
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