Natalya's first observation vs UHE

Tried both. similar setup, similar overall properties.
UHE is stronger but could still use more DMG and is stronger than Natalya’s.
The traps are fine because they drop and can explode on hit from any primary skill with the right rune… While I can see more potential for different elemental builds, it is below UHE and what Natalya’s used to have in DMG.
While it’s only my opinion, it needs Rain of Vengeamce back in with it to be effective as it is definitely NOT a competitive build IMO only.

Be sure to use the Lightning Rod rune, it makes a world of difference. Just by setting up Strafe w/ Lightning Rod, you’ll find dramatic improvement in damage. I went from struggling in GR130 to demolishing GR140 in 10 min. Give it a whirl.

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Nats with Strafe works, but I find it kinda boring. That’s almost certainly a product of us coming off a Strafe heavy season. Probably strafed out.

I think if I played Nats it would be with some other skill just for the sake of variety

After some testing with the lightning rune and the proper items with 2.3k paragon, it just feels like another strafe build. Furthermore, it feels significantly less powerful running GR 110-120 than the shadow strafe build with way less paragon from last season. It’s nice to have infinite discipline with the 2p Nat’s bonus, but this nothing for damage.

You won’t have full strafe uptime without seethe vengeance, and you won’t have full vengeance uptime without dawn on one of your equipped weapons. The other weapon is taken up by demon demise and you have chanon bolter in the cube, so this build has zero customization possible in weapon slots.

You are capped at 10 traps and even then the chain explosion (6p bonus) seems weak.

GOD set was a delivery system for primary skills. Shadow strafe (S27) was a delivery system for impales. The new Nat’s is a delivery system for spike traps. In all cases you are not actually pressing the skills of interest manually. If this is how DH design will be, then it’s boring. You just hold down the strafe button and fish for the greatest GR map trash density, which can be said for the vast majority of pushing builds.

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While I agree with the dullness of the Strafebuild, this particular statement isn’t accurate.

The build is quite strong, I’m not yet sure how strong because there are still MANY of areas to explore. Like for instance, you can play this build with Rapid Fire, Elemental Arrow, etc…

I recommend putting more time into it — but know that it is not exclusive to Strafe.

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That’s good to know because I don’t want another S27 repeat of “here you can now strafe out your hatred spender instead of casting it”.

What Natalya? Are we talking about the GoD play-alike here? Kappa

So true… I’m trying to outdo Strafe, but I feel the 10 trap limit and attack speed requirements will prevent it.

Just a reminder that a 6k paragon is at top 8 leaderboard DH using pure nat set, no N6GoD4. I disregard the guy in top 4 coz he has 20k paragon.

I do not begrudge anyone playing as much as they like whether they have 6,10 or 20K Paragons.

I attempted to base my comments on 3K-5K. I probably should have said that because that is the more likely score for someone who plays a full season and one character only a lot of hours in the day. The lightning tip was good.
It could styill do with more damage and my comment on RoV was based on that it only had bonuses in this set previously.

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I stopped with a legit setup beating GR143 with a few augments, I will go at it again tomorrow – i’m 6700 paragon. The set mechanics work fine, but Strafe feels dry.

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That’s very good. We have two strafe builds with GoD and Shadow. I think it is a shame we need to use strafe again when Natalya’s was the only featured RoV build. It would be good if they reinserted it prior to season start. I can only ask?

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Personally UE Multishot will always have a special place in my heart as one of the first actual builds I ever managed to push with, although not very high at the time, it was my first effort.

As such the buff is fantastic, but I would still like to see it a little higher.

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I have full Strafe uptime. Hatred never drops below 90%.

In Non-Season PTR without Altar powers – I’m testing Nat w/Strafe Drifting Shadows without Dawn. Using the Crimson+Aughilds build

Hatred Regen - Chest, Demon Demise, Nat Crossbow
RCR - Shoulders, Glove, Zodiac ring, Nat Crossbow

Topaz in helm.

Using Bat Companion - full Hatred with constant strafe, it never gets below 90%
Without Bat Companion - it drains pretty quick

I’m plan to test how much RCR/and or Hatred regen I can drop with this setup.


To the DEVs:

I don’t think we need another strafe build when we have the same playstyle with GoD.

Nat Strafe is pretty tanky running Gloom and Healing Vapors - I was fine dodging affixes at GR140 from 4 elites that I dragged together even with Waller.

Ya you have permanent shadow power with Nat’s infinite discipline, which equates to shadow strafe in S27, except you can only select one rune this time. Overall, not a big change in gameplay versus shadow strafe since you are limited to 10 traps deployed.

I just cant get the damage to pass 125! P1500, 2.8m sheet dps, all ancients, all caldesaan, lvl 100+ gems. I can facetank at 140 np, but i cant do enough damage to kill the first elite pack. Even if i cheat with S2!

have you tried god4 nats6? its what pushed me beyond 125, para was 840.
Used natalyas slayer, TDD, and OE in the cube.

N6G4 with Compass Rose and Travelers pledge is just… unbelievably tanky. Mine is pushing close to 4Billion toughness. It goes even higher tho. And was clearing 140’s with it.

This could have been married into GoD6.

Can anyone share an actual strategy apart from body pulling to create density?

I feel there is nothing compelling here except putting the gear together and picking how to run it.

I don’t see the point to this build other than … let’s run strafe on whichever set currently has the highest damage.

The only thing I do differently is that I’ll strafe completely through the density (because of the tankiness) instead of skirting around it like GoD.

I hope a DH player will volunteer some ideas to rework the playstyle. I have no clue how to make it better.

My only suggestion is on the 2-piece –

Natalya’s Vengeance (2-piece bonus):
Hitting an enemy summons a Spike Trap

Change to → Hitting an enemy WITH A GENERATOR summons a spike trap

That would change the playstyle.