Rating +1 Demon Hunter zDPS Pure Support GR 90+ Regular Hybrid BBCode Link Edit Delete

Skills Entangling Shot Chain Gang Entangling Shot Generate: 4 Hatred



Imbue an arrow with shadow energy that deals 200% weapon damage to the primary enemy and entangles up to 2 enemies, slowing their movement by 60% for 2 seconds.



When Entangling Shot hits an enemy, the Slow effect on all entangled enemies is refreshed. Chain Gang Entangle and Slow up to 4 enemies with each shot.

Multishot Wind Chill Multishot Cost: 25 Hatred



Fire a massive volley of arrows dealing 360% weapon damage to all enemies in the area. Wind Chill Enemies hit are Chilled and have 8% increased chance to be Critically Hit for 3 seconds.

Companion Wolf Companion Companion Cooldown: 30 seconds



Active: Your raven deals an additional 500% damage on its next attack.



Passive: Summons a raven companion that pecks at enemies for 100% of your weapon damage as Physical. Wolf Companion Active: Your wolf howls, granting you and your allies within 60 yards 15% increased damage for 10 seconds.



Passive: Summons a wolf companion that attacks enemies in front of him for 150% of your weapon damage as Physical.

Vault Rattling Roll Vault Cost: 8 Discipline



Tumble acrobatically 35 yards. Rattling Roll Enemies you vault through are knocked away and Stunned for 1.5 seconds.

Spike Trap Echoing Blast Spike Trap Cost: 15 Hatred



Lay a trap that remains dormant until another Hatred spender is used to detonate the trap. When detonated, the trap and all other traps will explode in a chain reaction for 1160% weapon damage as Fire to all enemies within 8 yards of each trap.



You can have a maximum of 4 Spike Traps active at one time. Echoing Blast Increase to 2020% weapon damage as Cold.



On detonation, the blast slows any targets hit by 60% for 3 seconds.

Marked for Death Contagion Marked for Death Cost: 3 Discipline



Mark an enemy. The marked enemy takes 15% additional damage for the next 30 seconds. Contagion When the enemy is killed, the mark spreads to the closest 3 enemies within 30 yards. This effect can chain repeatedly.

Blood Vengeance Blood Vengeance Your maximum Hatred is increased by 25. In addition, gain 30 Hatred and 3 Discipline when you are healed by a health globe.

Numbing Traps Numbing Traps Enemies you Slow, Chill, or hit with Fan of Knives, Spike Trap, Caltrops, Grenades, and Sentry fire have their damage reduced by 25% for 5 seconds.

Awareness Awareness When you receive fatal damage, you instead vanish for 2 seconds and regenerate 50% of maximum Life.



This effect may occur once every 60 seconds.

Perfectionist Perfectionist Reduce the Discipline cost of all skills by 10%. Increase your Armor and resistance to all damage types by 10%.



Discipline is used to fuel many of your tactical and defensive skills.



Kanai's Cube

Odyssey's End Legendary Bow Primary Stats +626–750 Dexterity +3 Random Magic Properties Secondary Stats Enemies snared by your Entangling Shot take 20–25 % increased damage from all sources. One of 7 Magic Properties (varies) +(981–1199)–(1175–1490) Arcane Damage +(981–1199)–(1175–1490) Poison Damage +(981–1199)–(1175–1490) Lightning Damage +(981–1199)–(1175–1490) Holy Damage +(981–1199)–(1175–1490) Cold Damage +(981–1199)–(1175–1490) Fire Damage +(981–1199)–(1175–1490) Damage Odyssey's End

Strongarm Bracers Legendary Bracers Primary Stats +220–349 Vitality Critical Hit Chance Increased by 4.5–6.0 % +2 Random Magic Properties Secondary Stats Enemies hit by knockbacks suffer 20–30 % increased damage for 6 seconds. One of 3 Magic Properties (varies) +220–349 Dexterity +220–349 Strength +220–349 Intelligence Strongarm Bracers

Obsidian Ring of the Zodiac Legendary Ring Primary Stats Attack Speed Increased by 4.0–5.0 % Critical Hit Chance Increased by 4.5–6.0 % Reduces cooldown of all skills by 4.0–7.0 % . Reduces all resource costs by 5.0–7.0 % . +1 Random Magic Properties Secondary Stats Ignores Durability Loss Reduce the remaining cooldown of one of your skills by 1 seconds when you hit with a resource-spending attack. Obsidian Ring of the Zodiac



Hello Everyone!

What's that, zDPS DEMON HUNTER? YES! YES ! YES!

It's a thing! Demon Hunters actually offer quite a bit of utility for group play, with a certain new item really putting DH Toughness through the roof, allowing it to survive in high level Greater Rifts.

This build is meant to be a pure support role, although Demon Hunter can also function in supporting with globes as well. A few notes here:



Damage Multipliers:

Wolf Companion gives party a 30% damage increase.

Vault: Rattling Roll and Spike Trap: Echoing Blast cause Stuns, proccing 30% Damage Increase to Stunned Mobs.

Odyssey's End causes enemies snared by Entangling Shot to take 25% increased damage.

Enemies stunned by Spike Trap: Echoing Blast cause enemies to take 30% increased damage.

Marked for Death from Calamity gives 20% Damage Increase.

Marked for Death: Contagion gives 20% Damage Increase. (YES, it stacks with Calamity!)

Oculus Ring gives a range of 70-85% Damage Increase when procced.

Gem of Effacious Toxin gives 10% Damage Increase. (If you choose to use.)

Multishot: Wind Chill slows enemies, in combination with Iceblink giving enemies a 25% increased chance to be Critically Hit.

Total Potential Damage Increase = 225% - 250% Damage Increase, 25% Increased Chance to be Critically Hit.

Damage Reduction:

Numbing Traps causes enemies standing in Spike Trap to deal 25% less damage.

**POTENTIAL SKILL SWAP** -> Drop Entangling Shot & Odysseys End, Equip Meticulous Bolts & Elemental Arrow, Drop Multishot: Wind Chill and use Sentry: Guardian Turret for an aditional 25% Damage Reduction. This means you will need to rely on globes for Elemental Arrow output however.

Total Potential Damage Reduction = 25%-50%

As you can see, Demon Hunters bring a lot of utility, and work best in place of a Witch Doctor (keeping a Globe Monk/Barb for supports.)

This is the build I have been using to run Greater Rift 85's with groups! Times averaging between 7-10 Mins per run.



Oh, and no melee reduction buff? Toughness? Yeah ... NOT A PROBLEM!

**If you obtain Hellfire Amulet use Tactical Advantage in order to add movement speed to your toolkit.**

Paragon Priorities

Core Movement Speed Vitality Primary Stat Maximum Resource Offense Cooldown Reduction Attack Speed Critical Hit Chance Critical Hit Damage Defense Resist All Life Armor Life Regeneration Utility Resource Cost Reduction Life on Hit Area Damage Gold Find