05-18-2012, 02:26 PM
Leading up to the open beta I intended on Wizard being my first character. After playing all the classes in the beta though, I fell in love with DH (rather unexpectedly, DH was actually the last class I intended to play). The ranged damage, CC and mobility make a killer combination that I expect to dominate in PvP. I'm only level 23 but here's my quick opinion on the skills I've been using thus far:
Hungering Arrow: Wow. WOW. I predict the damage on this will be lowered as soon as they release a patch. Like Elric said, you can pretty much clear a zone without seeing what you're hitting. This only applies in open areas however, once you're in a dungeon you can't rely on it nearly as much.
Rapid Fire: I feel like a mobile turret with this skill. Drop a caltrop, Vault back and spray-and-pray. Done. It does chew through Hatred pretty quick but I find I can wipe out an average pack without firing a single Hungering Shot. Boss packs require a little effort to regen Hatred.
Caltrop: As long as I'm soloing, I don't see myself using any other skill here. It's simply too powerful and low cost to ever give up. I tried the immobilize rune but went back to the increased slow. Drop one of these in a chokepoint and open fire with Rapid Fire. Awesome.
Vault: I love this combined with Caltrop. Especially with the 2sec movement speed passive. You can use it to escape, collect health orbs, or even force TP your merc to your position if they're in danger.
Fan of Knives: Don't use this much at all. Seems useful though, whereas Evasive Shot seems totally pointless.
Multi Shot: Awesome. Was especially useful against the little spiders in A2. I think I had a 15-kill shot at one point. Absolutely CHEWS through Hatred though (as it should).
I've really prioritized survivability with my build so far. I'm aiming to complete Normal without dying, kind of like a dry run before trying HC. So far so good! I'm really excited to play in a party though. I'm drooling over the damage potential of this class if you're allowed to just sit back and shoot. I haven't looked through all the runes but there were several that popped out at me as purely end-game, group based runes.
Hungering Arrow: Wow. WOW. I predict the damage on this will be lowered as soon as they release a patch. Like Elric said, you can pretty much clear a zone without seeing what you're hitting. This only applies in open areas however, once you're in a dungeon you can't rely on it nearly as much.
Rapid Fire: I feel like a mobile turret with this skill. Drop a caltrop, Vault back and spray-and-pray. Done. It does chew through Hatred pretty quick but I find I can wipe out an average pack without firing a single Hungering Shot. Boss packs require a little effort to regen Hatred.
Caltrop: As long as I'm soloing, I don't see myself using any other skill here. It's simply too powerful and low cost to ever give up. I tried the immobilize rune but went back to the increased slow. Drop one of these in a chokepoint and open fire with Rapid Fire. Awesome.
Vault: I love this combined with Caltrop. Especially with the 2sec movement speed passive. You can use it to escape, collect health orbs, or even force TP your merc to your position if they're in danger.
Fan of Knives: Don't use this much at all. Seems useful though, whereas Evasive Shot seems totally pointless.
Multi Shot: Awesome. Was especially useful against the little spiders in A2. I think I had a 15-kill shot at one point. Absolutely CHEWS through Hatred though (as it should).
I've really prioritized survivability with my build so far. I'm aiming to complete Normal without dying, kind of like a dry run before trying HC. So far so good! I'm really excited to play in a party though. I'm drooling over the damage potential of this class if you're allowed to just sit back and shoot. I haven't looked through all the runes but there were several that popped out at me as purely end-game, group based runes.
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Muad'Dib - Children of Dune
Muad'Dib - Children of Dune