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new combat routine for DH, poss monk in new patch?

Syn-Ack

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I am just curious how itll work in new patch, I know I currently use a customized m6 .cs for my dh made by another person so it drops sentries as a priority over attacks. Basically if you enter a rift full hatred into a pack of mobs, itll drop a sentry and cast CA once, then drop another sentry, then fire normal arrows til sentry is up again(assuming nothing is dead yet and it can't move on) It works extremely well in rifts, since all it does is lay sentries with priority and only fire CA's when it has spare hatred.

Just curious what people think about changing for the new patch, how the combat routine will look? I have played some on PTR, and sentries are the obvious way to get more damage even though they don't shoot spenders on their own breakpoints anymore only the ones triggered by a player. AND they do not stack up to how many sentries you can actually put down, This is one of the more annoying things imo. If you have sentry thats 2 max, rucksack +2, CE +1 = 5. But you only ever have a maximum sentry ability count of 2, but after the second sentry is down and its CD refreshes you can drop a 3rd, 4th, 5th which takes time so more CDR = good.

I don't understand the routines enough to make my own, I can see what they do and what does what for the most part. I am just curious about this for the new patch, because personally it seems like for botting as a DH its bad but way more actual-player friendly. Anyway on basic t6 stuff with ancient 2h xbow(arcane barb 3.3k dps) and cindercoat ~38% fire with 4-5 sentries I was able to get 500-700m CA crits and thank god for cindercoat because its still expensive as hell to drop sentries + drop CA. I found multishot to be extremely useful for normal trash and much cheaper(200m crits I was getting with this with 3-4+ down). An Ancient Kridershot will be the obvious weapon of choice if someone can get it, due to EA generators. If it weren't for the HUGE damage/stat gap I would be using a kridershot come new patch over a crafted ancient weapon but the dmg is too big.

Anyway how about monks? I played this a bit more extensively switching between tzo's and leorics. Tzo's was the best choice for me in T6 or grift 35 and under, The downside of Tzo's is you still have to apply EP to stuff and get up close even though you can cast Wave of Light from afar. I did this WITHOUT gungdo bracers, and its still very viable you just see the chain reaction of screen explosions less I assume. But for the most part I would tap 2-3 trash targets with EP and then drop 1 wave and watch it 1shot then explode everything. The new WoL build once you have the staff alone is extremely powerful, Add in tzo's +skill dmg% and its even stronger. 200m crits are no problem. 3pc innas spamming SW to keep taeguk up is great only downside is how short 3 seconds is so its easy to lose 70 stacks back to 0 in a instant.

Maybe I am just rambling on, But I was curious if anyone else had ideas about the changes and how trinity combat routines will be updated or only customized versions? released by independent authors to work with certain builds IE WoL wuko set changes.
 
I did get a chance to run the bot for a bit on PTR and was surprised to find the default trinity DH routine do just fine. I do think there will be room for optimizations though. The bot doesn't do well with avoidance for example running back and forth at a safe range outside of danger; with the new DH you would want the bot to instead be shooting as much as possible so that the sentries shoot.
 
ye optimizations for DH would be really nice if the new patch comes :)
 
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