Item Sets Rework Part 3 - Demon Hunter

The Complete Series

Part 1 - Introduction
Part 2 - Witch Doctor
Part 3 - Demon Hunter
Part 4 - coming soon
Part 5 - coming soon
Part 6 - coming soon
Part 7 - coming soon
Part 8 - coming soon

The introduction covers in detail the reasons for reworking class item sets as well as how the rework was approached. In summary, each set features a set of skills, where each skill fulfills a specific role according the following pattern:

  1. Primary: AoE skill that is the primary focus of set/legendary multipliers
  2. Secondary: skill that deals about twice the DPS of the primary skill to single targets
  3. DR: the primary skill that is incorporated into a persistent damage reduction effect
  4. CC: support skill that is well-suited for use with the primary skill
  5. Mobility: the usual (Vault)
  6. Wildcard: player preference

This means that each build is generally based around running 2 primary attack skills and 1 perma-buff skill. This way, not every demon hunter needs to run Vegeance and stack CDR. Each builds gets a comparable effect in a way that brings a greater variety to the class.

I won’t be formatting the rework in terms of each individual set bonus. Rather, I will consider how the build functions as a whole (with full item loadout). Let’s get into it!

Natalya’s Vengeance

Primary skill: Sentry
Resource cost: 0
Cooldown: 0 seconds

Limit 5 sentries active at a time. Granted 400% increased damage. Always fires cluster arrows rather than bolts (not just when the DH fires cluster arrows). No charges or charge cooldown, allowing them to be positioned at will.

Secondary skill: Cluster Arrow
Resource cost: 0

The set doesn’t require a specific single-target skill as traps are naturally more effective when focus firing. This is the primary skill for all damage multipliers for the set, but the bonus sentry damage ensures that the sentries are the bulk of the damage output.

DR skill: Smoke Screen
Resource cost: 0
Cooldown: 8 seconds

Now lasts for 2 seconds. Passively grants 75% non-Physical damage reduction and 100% of projectiles pass through you harmlessly. Thematically, a smoke screen makes her a difficult target to hit, hence the passive effects. However, she remains fully vulnerable to melee attacks. The activatable invulnerability remains for utility and quality of life.

DR skill: Caltrops
Resource cost: 6 discipline

Grants 50% dodge for 5 seconds when cast. Enemies that are slowed deal 50% less damage to the demon hunter. This is the demon hunter’s defensive tool against melee attacks (along with plain old running).

CC skill: Spike Trap
Resource cost: 0
Cooldown: 10 seconds

Taunts enemies with 34 yards (in case you don’t know, the taunt effect causes enemies to walk towards the center of the trap). After 3 seconds, the trap explodes, rooting all enemies hit for 3 seconds. No more charges nor the ability to have more than one out at a time (they self-detonate anyways).

Playstyle
This is a pure trapper build a la the Diablo 2 assassin. Consequently, the Natalya and Marauder sets have essentially been swapped. It’s somewhat of a passive playstyle where the player tries to find optimal positioning for the traps to be most effective. While the traps deal damage, the demon hunter spends their time avoiding and evading enemies. Spike trap is utilized for CC rather than damage, luring enemies into the kill zones that she has set up with her sentries. Smoke screen was chosen as a defensive ability as an homage to the D2 assassin’s Fade skill.

The Shadow’s Mantle

Primary skill: Chakram
Resource cost: 0
Cooldown: 2 seconds

Gains the effect of the Shuriken Cloud rune that also passively grants 30% melee damage reduction.

Secondary skill: Impale
Resource cost: 0

A natural fit for a single target ability. Ideal against rift guardian and stragglers. No longer pierces targets nor sends out multiple projectiles. Instead, it will now only hit the enemy being targeted, clipping through any targets in between.

DR skill: Fan of Knives
Resource cost: 0
Cooldown: 10 seconds

Passively grants 80% damage reduction. Getting hit will automatically cast an un-runed fan of knives (no more than once per second). Actively using the skill roots all enemies hit for 3 seconds and allows the demon hunter to move unhindered through enemies. Does not receive any significant damage multipliers.

CC skill: Bolas
Resource cost: 0
Cooldown: 10 seconds

Explodes instantly, pulls in all enemies within 24 yards, and slows them by 60% for one second. Rune effects can no longer stun or freeze.

Playstyle
This set’s current playstyle and extremely hamfisted due to its limited kit. It’s almost too good as an elite sniper, while it struggles versus density and under-tuned content (where it becomes resource starved). This rework adds some depth to the set by incorporating chakram for AoE. It lays out hard-hitting projectiles that persist on the battlefield for a bit that hits targets multiple times. By adding a short cooldown, it allows the demon hunter to kite around, sending off blades in criss-crossing paths. Fan of knives provides the primary form of damage reduction, adds some utility, and ties together the bladed theme of the set. Triple bolas for CC adds set up for chakram by clumping up enemies into overlapping zones.

Embodiment of the Marauder

Primary skill: Elemental Arrow
Resource cost: 0

Frost arrow that splits into 10 additional frost arrows when hitting an enemy.

Secondary skill: Hungering Arrow
Resource cost: 0

Arrow is guaranteed to pierce 2 times. Deals about twice the DPS of elemental arrow

DR skill: Shadow Power
Resource cost: 0
Cooldown: 30 seconds

Also grants 70% damage reduction and the skill’s effects are permanently active. Activating shadow power increases your life per hit by 400% for 8 seconds.

CC skill: Entangling Shot
Cooldown: 3 seconds

Entangles up to 10 enemies and slows their movement speed by 80% for 10 seconds. Every 10 seconds, the chains pull enemies together and the slow duration is refreshed.

Playstyle
This is somewhat of a traditional kiting ranged damage build. It’s differentiated from a multishot build by dealing heavier damage albeit to fewer targets. The requires focusing the proper target to ensure effective spreading of elemental arrow. Entangling shot keeps enemies at bay while shadow power lets you sustain through miscellaneous ranged damage.

Unhallowed Essence

Primary skill: Multishot
Resource cost: 0 (starts at about 50% sustainable uptime before RCR)

Just has the usual straightforward mulipliers, although no longer conditionally hits twice (for more consistent damage output). 20% chance to root targets hit for 1 second.

Secondary skill: Rapid Fire
Resource cost: 0

A natural skill choice for single-targets, deals about twice the DPS of multishot. Can not pierce. Grenade damage is no longer increased for this skill.

DR skill: Vengeance
Resource cost: 0
Cooldown: 20 seconds

Permanently grants 70% damage reduction. Enemies hit by rockets deal 25% reduced damage for 5 seconds.

CC skill: Rain of Vengeance
Resource cost: 0
Cooldown: 16 seconds

Roots any enemies within the area of effect. Lasts 8 seconds. Killing an elite enemy resets the cooldown. Does not receive any damage multipliers.

Playstyle
This is a fairly simple ranged build. Blast everything down with multishot. Clean up the stragglers and gun down rift guardians with rapid fire. The wide area root pairs with the wide area of effect of multishot. The CC revolves around the theme of large volleys of arrows pinning enemies down.

Wrap up

Well that’s it for the current sets. This set rework provides the demon hunter class with a variety of different playstyles, each with its own unique theme. There’s an old-school trapper build that brings a playstyle from Diablo 2 to Diablo 3. There’s a less traditional chakram build that’s strong in melee with several stacking blade-themed effects. Then there’s two ranged builds that offer two variations of the same general archetype.

Tune in soon for the next class!