Rating 0 Glass UE DH (60+ Speedfarm) Seasonal Solo BBCode Link Edit Delete

Skills Evasive Fire Focus Evasive Fire Generate: 4 Hatred



Shoot a spread of bolts that hits the primary enemy for 200% weapon damage and two additional enemies for 100% weapon damage.



If an enemy is in front of you at close range, you will backflip away 5 yards. Focus Instead of backflipping, increase Hatred generated to 7.



Evasive Fire's damage turns into Cold.

Multishot Arsenal Multishot Cost: 25 Hatred



Fire a massive volley of arrows dealing 360% weapon damage to all enemies in the area. Arsenal Every time you fire, launch 3 rockets at nearby enemies that each deal 300% weapon damage as Fire.

Preparation Invigoration Preparation Cooldown: 45 seconds



Instantly restore 30 Discipline. Invigoration Passive: Permanently increase maximum Discipline by 20.

Vault Trail of Cinders Vault Cost: 8 Discipline



Tumble acrobatically 35 yards. Trail of Cinders Leave a trail of fire in your wake that deals 300% weapon damage as Fire over 3 seconds.

Vengeance Seethe Vengeance Cooldown: 90 seconds



Turn into the physical embodiment of Vengeance for 20 seconds.



Side Guns: Gain 4 additional piercing shots for 60% weapon damage each on every attack.

Homing Rockets: Shoot 2 rockets at nearby enemies for 80% weapon damage each on every attack.

Vengeance: Gain 40% increased damage. Seethe Gain 10 Hatred per second.

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.

Ballistics Ballistics Increase damage of rockets by 100%.



In addition, you have a 20% chance to fire a homing rocket for 150% weapon damage when you attack.

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.

Thrill of the Hunt Thrill of the Hunt Enemies hit by your Hatred spenders are Slowed by 80% for 2 seconds.

Cull the Weak Cull the Weak Increase damage against Slowed or Chilled enemies by 20%.



Kanai's Cube

Dawn Legendary Hand Crossbow Primary Stats + (533–652) – (639–810) Holy Damage +330–524 Dexterity +3 Random Magic Properties Secondary Stats Reduce the cooldown of Vengeance by 50–65 % . Dawn

Cindercoat Legendary Chest Armor Primary Stats Fire skills deal 5–10 % more damage. +3 Random Magic Properties Secondary Stats Reduces the resource cost of Fire skills by 23–30 % . One of 3 Magic Properties (varies) +85–108 Dexterity +85–108 Strength +85–108 Intelligence Cindercoat

Convention of Elements Legendary Ring Primary Stats Critical Hit Chance Increased by 4.5–6.0 % +2 Random Magic Properties Secondary Stats Gain 150–200 % increased damage to a single element for 4 seconds. This effect rotates through the elements available to your class in the following order: Arcane, Cold, Fire, Holy, Lightning, Physical, Poison. Empty Socket One of 3 Magic Properties (varies) +220–349 Dexterity +220–349 Strength +220–349 Intelligence Convention of Elements



TL;DR--

34 Disc from gear, max cdr on shoulders and quiver, AD on anything that can roll AD except gloves, where you can go AD or AS. Diamond in helm, emerald in all other slots. Roll away toughness, where we're going, we don't need it.

I. Stats and Gearing

So we're going to run the full Unhallowed Essence set due to the fact that we're not rolling with a Leoric's. If you can't get the full set for whatever reason, it's alright to use Cindercoat as your chest, toss Visage into the cube for your armor set, then pick up a Leoric's in cube as well. Just be aware you're losing some damage. You could also equip Magefist and cube Cindercoat, or any real combination of these three.

For stats, you're going to prioritize obtaining 84 Discipline. This requires 2 +11's and a +12, or any combination thereafter that gives you 34 Discipline from your gear. This is going to be a very substantial portion of your damage, and should be your number one priority.

Second, you're going to try to get perfect CDR rolls on your shoulders and quiver. This is your only source of CDR on gear and paired with CDR from your max level diamond in your helm as well as your maxed CDR in Paragon, you'll have enough CDR to maintain a very high (but not 100%) Veng uptime. The half second of downtime is negligible, since we don't run Visage of Gunes. However, it will hurt your Hatred generation if you can't get around 33%.

Moving on from that, ensure your Yang's has a decent base roll on damage. The premise of this build is to one shot as much crap as possible on the screen so it's not smacking you in the face. Also-- it's a speed build, so..

A quick note on your Hellfire: It can have any of the passives listed above. Run Ambush if you replace any of the 4 that I've listed. Steady Aim would be competitive if we weren't one shotting things, but as it stands, that +40% damage is great for off screen kills.

You don't HAVE to run Nemesis bracers if you want the extra sustain, but that defeats the purpose of this build. The Nemesis bracers help you clear a lot faster because of the additional Elites that it spawns. Warzechian Armguards are also an option because of the amount of crap we consistently destroy, but I've found that my travel time with Vault(Trail of Cinders) is blatantly better.

II. Skill Choices

So everything's pretty standard here. I took Vault with Trail of Cinders here because it's consistently better in conjunction with Cindercoat. If you don't have Cindercoat, take Tumble instead.

III. Legendary Gems

Legendary gems are also very standard. We run Bane of the Powerful instead of Bane of the Stricken because frankly-- it's got higher uptime for most of the rift and the Rift Guardian dies before Bane of the Stricken becomes relevant anyway.

Paragon Priorities

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

Paragon priorities are pretty standard. Movement speed to max in conjunction with boots, then primary stat. Maximum Resource would be good if we took more than a full resource bar to kill anything.

CDR is important to max first for proper Veng uptime. IAS can be good for mobility, but I've found that I don't need it, and the extra CHD/CHC helps immensely in clearing with 1-2 Multishots.