Speculation on how N6 will work?

Has there been a general idea of what works best with N6 so far?

Or is it still up in the air because it’s hard to tell what’s bugged or not?

I mean, we think there’s supposed to be a “chain reaction” from Spike Traps but it appears that strafe doesn’t let that happen and so that’s out if that’s intended and not a bug.

I’m sorry I haven’t watched ya’ll’s video of the testing you’ve done but could someone give me a general overview of what proc’s the “chain reactions” like is it only traps you manually set or does it work the sets auto deployment but only with certain skills.

Any information would be appreciated.

Hard to say until we see the final notes. A lot of ppl are complaining its too simple now.

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According to wudijo, you can get between 10% to 30% from it depending on your attack speed.

If you place 10 traps without using a hatred spender, and then you detonate them all without placing new ones, you get the full cascading damage increase from N6. Trying to do this as is is a huge damage gimp over just ignoring that part of N6.

The detonation effect can happen from any traps, manual or auto placed.

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Thanks. (20characters)

Here is some perspective, since all I tested was non-season without S2:

  • Strafe setup without AD was GR146
  • Elemental Arrow with AD and Manual Traps was GR142.

Could I have done GR150 with Strafe? Possibly.

Strafe was boring, Elemental Arrow felt like I was playing something between UE6 Multishot and Hungering Arrow. A cool concept, but it still feels like a spam fest, not planned detonations. I died quite a bit in GR142…

Anyone considering waiting around to confirm 10 deployed traps before detonating is losing out. Every shot taken must produce 10 new traps. And that is EXACTLY the problem with this build.

The chain detonation is not strong enough to make any difference versus the low frames of Strafe, even with tweaked AS.

I think they will do something to boost the chain effect while potentially leaving Strafe as is. They got TERRIBLE data this PTR, but loads of feedback.

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I’m trying something similar to the build you mentioned yesterday, Cavendar.

There’s really no increased movement through vault or some other skill, so mines just walking through the rift, but I really like that Chakram Shuriken Cloud idea you mentioned.

Not really pushing because my gems are rather low, but here’s the set up.

Endless Walk
Crimson’s/Aughild’s
Dawn and the other buffed hand x-bow
Natayla 5 with the set ring

Skills:
Vengeance/Dark Heart
Wolf Companion
Chakram Shuriken Cloud
Fan of Knives/Knives Expert (for ST detonation)
Spike Trap Lightning because well you know
Shadow Power Gloom

Gems:
BotT, the poison gem that I can’t spell worth a damn, Stricken.

I’m not sure what Shuriken Clouds tick rate, but I assume it can stack Stricken but is probably slow.

Pretty much use Chakram to lay traps but don’t always detonate but just for the defense buff of the 4 piece, body pull what I can, wait for EW to get to or close to it’s stacks, detonate, move one.

It’s pretty fun and looks cool. I don’t know what kind of push it can do like you said, but the fun factor is pretty high.

dmkt,

Yeah, I figured pretty much that strafe would be the most efficient at some point but like you said, it can be pretty boring.

And also like you said, with the right set up, it can feel a lot like I play UE, walking through the rift and taking mobs as they come, stopping if there’s a reasonably sized pack to deal with.

I guess I’ll see how the set turns out in the end. I imagine they change a few things like you said.

But again, I’m thinking the set will be pretty fun to play and not all sets, in my estimation, have that going for them.

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This build (Natalya non season) is the most powerful build I have ever seen for DH, having played that character forever. I did 147 (almost no augments) without much trouble although I died a lot. I used the 5 piece Natalya, 2 piece shadow and 2 piece Guardian. There is something unique about in-geom though because any other option that seems better according to attributes (e.g. Dawn) greatly underperforms. My take, Strafe or not if they don’t nerf it as is it will be fun to do 150 solo and perhaps DHs will lead meta groups for a change

Ok how should frase this without sounding rude?

What you tested was a completly broken unintended interaction between S2 and N6.

So it is a completely false picture.

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Guys to be frank I like the strafe interaction.

I see a lot of negative posts about that though.

My wish would be if there could emerge at least one equal non strafe build-s.

Unfortunately I wasn’t able to complete my testing so I only was on strafe.

The next most effective I found after Strafe was Rapid Fire. It gains all the benefits of channeling (you can use the shoulders and Taeguk), it’s cheap–especially with the resource on crit from the altar, it comes with its own chill rune allowing you to use Zei’s and Trapped effectively. It’s more fun than Strafe too as it requires you to think about positioning and aiming.

Chakram and Multishot aren’t bad, but you lose a lot of benefits and you’re no longer able to aim. Multishot is hard because it’s expensive. Impale even with HPS is terrible. I didn’t try it with CA. Using generators is fun because everything is basically free, but you’re restricted to a weaker ST rune.

Yeah, it’s a blast (pun intended). If they would add any sort of damage bonus for delaying the detonation, it might actually be viable too. Doubtful, but we’ll see.

Oh yeah I forgot to ask how using other spenders felt -

Did you have a nice flow to the game? I mean the traveling part.

Also as for prediction no idea. I hope it won’t become clunky.

Or boring, imagine setting out max traps in one cast ala Assassin if they auto detonate. Not sure how fun that would be.

Oh, don’t get me wrong. When I said “boring” I didn’t mean it was necessarily bad.

I liked the strafe thing too and will be just fine if that’s the way to play it. Mixed it with GoD4 and ran grenades to spread the spike traps around. That was fun, I was just saying there might be a more fun way to play it.

I like Strafe though. GoD is about my favorite set and I’m stoked that they brought back giving classes the new sets as Haedrig’s Gift. The skipped a season where it would have been our given set and I was afraid they wouldn’t bring it back because folks complained since there are no set dungeons for the newer sets it’s harder to complete the journey.

But I digress about GoD.

Point is, I like strafe too.

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Of course. It should stay and be decent for speeds like GoD6. I’d hope GoD6 would get a boost too.

The more dangerous manual applications must grant more damage, to feel good my GR142 should probably be a GR148

Ball Lightning was good and kept the traps maxed.

Twin Chakram was okay too, but not as good single target.

I paired Elemental Arrow with Vault Trail of Fire, that skill was awesome.

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Gears isn’t spin-to-win. It’s wind-up-and-go.

Strafe Impale was spin-to-win lol

One of the reasons I didn’t like Strafe Impale so much. Couldn’t work it with the numlock trick like I can GoD. Nothing to really break up the strafe to force the skills to go off when they came off cooldown. Thus it was more button-mashy despite it’s “brain dead” name.

You just num lock vengeance. It’s as easy or hard as you make it. I run the 6 piece shadow set, focus/restraint/squirts. Push cube dawn & COE, xp cube the dagger, Zodiac & use echoing fury. You can just use the impale procs from the seasonal power or you can mix in hard casts also. I think this is the most played build I have ever experienced, lol.

Not arguing with you about it. I just said I didn’t like it, not telling you not to.

I understand perfectly that lots of people liked it. I just said I wasn’t one of them.

I’m glad you had fun though.