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Diablo III Demon Hunter Inferno Series Guide I - Gearing Hello and welcome to my demon hunter guide series suited for inferno play. As you most likely already know, game “begins” at inferno difficulty. If you have spent any noticeable amount of time on general chat, you most definitely noticed people saying “If you are not in inferno, your opinion does not matter”. While this may seem as an elitist behavior, it is actually not far from the actual truth. World changes when you enter inferno. This guide is meant for players who are entering inferno, to make their lives a little bit easier. In inferno, in order for your farming to be pleasant, you unfortunately have to outgear the content. This is achieved in two ways, either farming or scrounging AH for affordable items. Before patch 1.0.3, you could not farm Act I and get any worthwhile gear so AH was mandatory. Now you can farm Act I (which is actually pretty enjoyable compared to the rest of the game) and have a chance at the best items the game have to offer. Granted, it is a really miniscule chance, but it is there nonetheless. Well, with intro laid out, it is time to get to the meat of the guide. Actual gearing guide, gameplay guide and farming strategies. As far as demon hunter gear go, you have two options, you either go defensive gear with as much dps as you can get, or you go “glass cannon” build where your main focus is not getting hit at all and do as much damage as possible. Changes in 1.0.3 made it possible to survive with much less hp and resistances than before, so adding some defensive stats in the mix is always a good idea. Stats you want to prioritize are Dexterity, Critical Hit chance and damage with attack speed as a bonus if possible. Dualwield or weapon+quiver” Forget about dualwield. It has the potential to do more dps when you are a virtual billionnaire or multiple lottery winner, but for the most part it will do inferior dps. You should first invest in best weapon you can afford, that gives you most damage. Take note when buying the weapon that you plan on using for a long time is that DPS is not “be all end all”(as in, 1000dps weapon without a socket is inferior to 950 one with a socket). What you are looking for on a weapon is High dps and a socket at the bare minimum, or 60+ crit dmg on weapon if it is without a socket. If on a budget, just get any weapon over 1k dps and you will do fine. Best quality emerald in the socket goes without saying. Also, what i have to mention is that %damage and % attack speed bonus are ALREADY INCLUDED in the weapon DPS figure.
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Page 1: How to Beat Inferno in Diablo 3 for Demon Hunters

Diablo III Demon Hunter Inferno Series Guide

I - Gearing

Hello and welcome to my demon hunter guide series suited for inferno play. As you most likely already

know, game “begins” at inferno difficulty. If you have spent any noticeable amount of time on general

chat, you most definitely noticed people saying “If you are not in inferno, your opinion does not

matter”. While this may seem as an elitist behavior, it is actually not far from the actual truth. World

changes when you enter inferno.

This guide is meant for players who are entering inferno, to make their lives a little bit easier.

In inferno, in order for your farming to be pleasant, you unfortunately have to outgear the content. This

is achieved in two ways, either farming or scrounging AH for affordable items. Before patch 1.0.3, you

could not farm Act I and get any worthwhile gear so AH was mandatory. Now you can farm Act I (which

is actually pretty enjoyable compared to the rest of the game) and have a chance at the best items the

game have to offer. Granted, it is a really miniscule chance, but it is there nonetheless.

Well, with intro laid out, it is time to get to the meat of the guide. Actual gearing guide, gameplay guide

and farming strategies.

As far as demon hunter gear go, you have two options, you either go defensive gear with as much dps as

you can get, or you go “glass cannon” build where your main focus is not getting hit at all and do as

much damage as possible. Changes in 1.0.3 made it possible to survive with much less hp and

resistances than before, so adding some defensive stats in the mix is always a good idea. Stats you want

to prioritize are Dexterity, Critical Hit chance and damage with attack speed as a bonus if possible.

“Dualwield or weapon+quiver” Forget about dualwield. It has the potential to do more dps when you

are a virtual billionnaire or multiple lottery winner, but for the most part it will do inferior dps.

You should first invest in best weapon you can afford, that gives you most damage. Take note when

buying the weapon that you plan on using for a long time is that DPS is not “be all end all”(as in,

1000dps weapon without a socket is inferior to 950 one with a socket).

What you are looking for on a weapon is High dps and a socket at the bare minimum, or 60+ crit dmg on

weapon if it is without a socket. If on a budget, just get any weapon over 1k dps and you will do fine.

Best quality emerald in the socket goes without saying.

Also, what i have to mention is that %damage and % attack speed bonus are ALREADY INCLUDED in the

weapon DPS figure.

Page 2: How to Beat Inferno in Diablo 3 for Demon Hunters

Then i would advise you to go glass cannon route because it is MUCH CHEAPER than “defensive” gear.

Learn to play by not getting hit and when you can take more than 2 hits, you will be virtually unkillable.

After the weapon, i would go for pure dex items, like shoulder/belt/legs. On these i prefer to get max

dex and vit as i can get (blue items for these slots are really good) for as low price as possible. Only thing

that really matters on these items are DEX and VIT for start.

Of course, you can go for defensive stats, or utility stats if you have the money for it.

After that, get boots with 12% movement speed and as much dex as possible on them. Again, vit is good,

resists are good but expensive as hell. Movement speed is CRITICAL for glass cannon DH’s. Also, get

+max discipline on Chest and Quiver, it will make your life MUCH easier.

Now, what about rest of the items? Well, they require a lot of AH searching to get deals and if you have

patience, by all means, search for them whenever you can. Stats you are looking for, again, are high DEX,

crit % chance, crit % damage and possibly % attack speed (if is in addition, it was severely nerfed).

Pieces that can potentially give you most dps are gloves and amulet followed by rings.

If you do not know it yet, Natalya’s Set is extremely good for demon hunters (doh), but skin-off-your-

back expensive.

II - Hatred Generators:

Number one choice in hatred generator for new farmers(or really, almost anyone) is :

Hungering Arrow

I will go into more detail on this skill than any other. It just deals the most damage out of all hatred-

generating skills and rivals most hatred spenders as well.

Runes that are most useful for this monster of a skill are :

Devouring Arrow

My personal favourite because it gives the biggest damage numbers and is the strongest single-target

rune for Hungering arrow. 70% damage after each pierce coupled with seeking properties of the arrow

is insane.

Puncturing arrow

Gives you 15% better piercing chance, which in turn amounts to more damage. Smarter people than me

did the math and hungering arrow amounted to more damage. But, it certainly is not a large margin and

more pierces = more crits = more fun !

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Spray of Teeth

Is an AoE rune. Needless to say, since it activates on critical hit, its value is dependant on your crit

chance. It gained popularity after 1.0.3 as a reliable trash mob killer due to nether tentacles being

severely nerfed.

What makes Hungering arrow the best hatred generator? It is simple, DAMAGE. This skill is hardest

hitting generator that demon hunters have in their arsenal. Not to say that it actually seeks targets, so

you can shoot in the general direction of a monster and it will hit it. It is most user friendly skill that i

have seen in a long time.

The arrow has a pretty sick range as well, one of its uses is to fire it into distance(off screen) and if you

hear that it hit something, you can reposition accordingly. I use it for this all the time. Fire off a shot and

start moving towards it, if it hits, move back and fire more.

Next viable hatred generator is:

Entangling Shot

This skill gives you most control out of all hatred generators due to slowing effect. One thing to point out

is that Elite/Champion packs have innate resistance to slow which means they get slowed less. In any

case they DO get slowed, that is why entangling shot still retains its viability. Also, it is good to mention

that it synergizes with passive skill Cull the Weak(15% more damage on slowed monsters)

Viable runes are

Chain Gang

Makes entangling shot hit 4 targets. Simple, effective, cool!

Justice is Served

Raises hatred generation to 6 per shot, good for using hatred spenders more.

Bounty Hunter

Gives 6% of damage as life. Useful against reflect damage monsters only, still useful if you can actually

survive 1-2 hits in the area you are farming.

Also viable :

Evasive Fire

This hatred generating skill along with its damage brings a defensive backflip if a monster is very close to

you at a cost of discipline if you backflip. There is only one viable rune for it in my opinion and that is:

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Covering Fire

This rune makes evasive fire shoot at 3 enemies at the same time. Really useful for clearing trash mobs.

You get to hit three monsters at the same time and if any one of them gets too close, you backflip!

The biggest disadvantage of evasive fire is its low range. You need to be fairly close to monsters, you

cannot shoot off screen etc.

III - Hatred Spenders

There is not a clear winner in this group since Nether Tentacles were ( in my opinion justifyably so )

severely nerfed not to hit a target more than once. I will just add that they should have given nether

tentacles higher life steal to compensate but that is just me.

Anyway, lets move on to the list of newly viable hatred spenders.

First on the list is single target monster:

Impale

Strongest single target hatred spender. At 25 hatred per knife, it deals massive damage to a single

monster and is more or less hatred efficient for its damage. There are three runes for impale that i

would consider using.

Chemical Burn

This rune gives your impales added 125 % damage over 2 sec. Two seconds are not much considering

you will be using this on high-hp targets that do not go down in one or two shots. Pretty solid choice if

you are lacking in critical % chance, since it gives you reliable damage.

Overpenetration

“Skill Shot rune” Called like that because of the positional requirement to do most damage. It will pierce

through your enemies and hit anything in its way, potentially doing double or triple or quadruple

damage in total. The downside of this rune is that is really really hard to position yourself to make the

most use of it. I would rather take one of the other two runes, but that is just me. All i am saying is that

this rune is not a bad choice.

Grievous Wounds

My favourite impale rune. It deals HUGE damage on critical hits which ,coupled with sharpshooter

passive skill, occur pretty often. Of course, the more critical chance you have equals more value to the

rune. If you are sitting on reasonably high (30+) critical hit chance, take this rune and you will never look

back.

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Next spender in line is Xena’s favourite.

Chakram

I am including chakram here as a “good” skill because it potentially can do absolutely huge damage. The

downside of chakram is that is extremely annoying and hard to use properly. Whenever it hits a wall, it

dissappears! If you can think you can master the art of chakram-throwing, by all means try it out.

I personally have tried using it and went back to other skills.

I would suggest only 2 runes as viable for chakrams and those are.

Twin Chakrams

Double the excitement! Double chakrams look cool, are fun to use and they annihilate large groups of

monsters in an open area. They are double prone to hitting the walls though, so watch where you aim.

Razor Disk

If you have played Diablo 2 as a paladin, you know that this as “Blessed Hammer”. It does not deal that

much damage but is still useful because you can throw it at the exact spot you want to, and it will start

spiraling outward. Some people say that this is the new nether tentacle. In any case, try it out and see if

it works for you.

Most used up until patch 1.0.3, and most likely still one of the best options is:

Elemental Arrow

What makes elemental arrow so good is its low hatred cost. This means skill is spammable in most

situations. There are couple of viable runes for this one.

Frost Arrow

Makes your elemental arrow slow targets. Does small aoe and it flies fast. It is a good rune if you couple

it with Cull the Weak passive skill. It really has a small area of effect so targetting is kinda tricky to use it

to maximum effectiveness.

Ball Lightning

This skill is a watered down version of Nether Tentacles(how they used to work). Its flight speed is slow

and it has a pretty big aoe radius so it is ideal for groups of monsters. However, every hit will do 50% of

its intended damage but in return it will hit most of the targets twice. I did not find it that useful since i

still remember what Nether Tentacles used to do and it is just not it.

Page 6: How to Beat Inferno in Diablo 3 for Demon Hunters

Screaming Skull

Now, this rune is pretty viable, i used it on multiple occasions myself. It will give you more time to do

damage by making monsters run away from you. It flies fast and it does not have large aoe radius but for

elite packs it is really really good since in most cases you can catch multiple monsters in the skull. What

you want to do with this skill is to find a narrow passage and lure monsters there.

For the end i would just like to mention that i found Nether Tentacles rune extremely useful even post

patch. It may be that i just got used to it and that i know how and where to shoot them but to the day i

still use this rune for my farming runs.

Spike Trap

This specific hatred spender require some preparation and synergizes with caltrops the best. There are

several runes i would consider when using spike trap. Also, worth to mention, spike trap is hard

countered by Shielding or Invulnerable Minions affix.

Bandolier

This rune makes you able to place a maximum of six traps at any given time. Not really worth it in the

heat of combat, but it is excellent for a careful planner. You can stack them on top of each other and if

you have sharpshooter stacked to max, they will deal HUGE damage.

It is a good rune for spike trap but what i dont like is that it takes too long to set up and recover hatred

in orded to get maximum usage from it.

Long Fuse

I like this one, simply because if you use it with caltrops, 2sec arming time does not pose a problem.

Still, if you are used to it exploding normally, you will need to adjust to new arming time and place them

accordingly.

I do not consider any other rune for spike trap really useful, i mean they all have some merit to them but

i am listing here what are my “best” runes for new inferno farmers.

Next skill is my personal favourite up to inferno, or when i outgear farming location:

Multishot

I would like to say that out of all Demon Hunter skills, i love multishot the most. It is the most fun skill to

use(in my opinion). It deals damage instantly, it has a huge aoe radius(some would disagree) and it is

really fun to use. I used multishot from when i got it all the way until Act 1 inferno.

What is the problem in inferno is that multishot relies on killing monsters in 1-2 hits, everything more

and it is a problem since either melee monsters come too close or ranged monsters get to shoot at you.

In any case, multishot is a great skill if your gear is up to par.

Page 7: How to Beat Inferno in Diablo 3 for Demon Hunters

Runes that i consider viable in both of these are:

Fire at Will

In my opinion, absolutely best rune for multishot. It halves the hatred cost, making you able to shoot 5

of them in succession on 100 hatred. Nothing more about it, that is just so simple and sweet.

Suppression Fire

This rune will regenerate discipline, depending on how many monsters you hit with it. Its main usage is

to recover discipline you spent on Smoke Screen. If you manage to hit 7 monsters with each salvo, you

just got a free SS out of it.

Full Broadside

Not really worth it in terms of efficiency, but this rune might enable your Multishots to one-shot or two-

shot targets. I usually take this rune when i am at the below the line of overgearing content i am

farming. Since for me, main usage of multishot is to 2shot targets, when this rune makes me accomplish

that, i take it.

Next skill is really only viable with one rune, and even then you might like it or not.

Cluster Arrow

First off, the hatred cost on this skill is outrageous. Fifty Hatred cost makes you able to fire off only 2 of

them in succession. As such, there is only one viable rune for this skill and that is the rune which makes

those 2 shots COUNT.

Loaded for Bear

This rune increases the damage to whooping 290%. This means that you fire off almost 6 times your

weapon damage in 2 shots. However, this is only at the impact location, your cluster “grenades” will still

hit for their normal damage. Since cluster arrow flies pretty fast and the range is not really that great,

and you have only two shots off the bat, targetting is of utmost importance.

IV - Passive Skills

All the skills will be reviewed from their usefulness in Glass Cannon(low survival, high damage) Demon

Hunter build.

In this particular build i prefer to go pure dps on passive skills and utility/damage on active ones. I will

give you my preferred ones and alternatives to them.

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Demon Hunter Passive Skills (my preference).

Sharpshooter:

The most debated skill in demon hunter arsenal, this skill gives you 3% crit chance every second until

you land a critical hit. The thing to note here is that full critical chance bonus lasts for one second AFTER

you make a crit, after which it resets.

Sharpshooter is extremely valuable passive and gives A LOT of dps to lower geared characters. It will

begin to lose value when your base crit chance excedees 30%, but i would have it always on, since

however you want to look at it, Sharpshooter is a crit increase passive.

Only one more thing to know is that your sharpshooter will not reset if you destroy anything in the

environment.

Steady Aim:

Second Demon Hunter DPS passive is Steady Aim. It gives you 20% damage if you are 10 yards away

from monsters(where you should always be).

Nothing much to say about this passive except that it is AWESOME and you should have it.

Archery:

This is the third DPS increase passive in demon hunter arsenal. No matter what kind of weapon you

have, it will give you damage boost. This is the slot that you will set on your bars and forget about ever

switching it to anything else. It is THAT good.

Demon Hunter Passive Skills (viable options).

Tactical Advantage:

Mobility increase passive. 60% movement speed after you use Smoke Screen is really really good. It can

even increase your dps by giving you more dps time, so it is highly recommended as a passive.

However, it does not actually do anything for your actual dps, so until you are killing monsters at a fast

pace, stick with dps increasing passives. Once you feel you are killing packs rather fast, you can switch to

Tactical Advantage for the utility it brings.

Cull The Weak:

Dps increase passive, but “situational”. It will give you 15% damage increase on slowed monsters which

is really good, but the downside is that you dont get anything if the monsters are not slowed.

I would rather have a passive that is not conditional in nature, it gives me more flexibility in choosing

skills. That does not mean that i disregard cull the weak. It is a strong passive and if you build your active

skills around it, it can outdamage sharpshooter.

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Night Slayer:

Discipline regen. Every crit will have a chance to regen 1 discipline. The chance is not really good but it is

not bad either.

Night slayer is a passive that will give you more utility and more freedom in spamming discipline skills. It

becomes more useful the more crit you have. I personally am not a big fan of it since it is not that

reliable and it does not give you more damage. But dont think the passive weak, it is just situational and

therefore not my first choice for a passive skill.

Hot Pursuit:

This passive gives you 15% movement speed which coupled with 10% ms boots gets you at movement

speed cap(which is 25%) when on full hatred.

The deal with this passive is that if you do not use hatred spender, it is on 100% of the time. This gives

you huge survivability since you can outrun most melee monsters in the game. It also gives you potential

dps by offering you more time to shoot by requiring you to move less. I do not take this one personally

because i still enjoy using hatred spending skills.

Those were the skills i would recommend you to consider for your build. Other skills are far more

situational and,compared to previously mentioned ones, give less damage or utility or just plainly

suck(looking at you “Brooding”).

V - Hunting Skills

Hunting and Defensive lines are the only 2 that have all really useful skills.So, lets begin with the first

skill :

Vault

The main usage of Vault is to get away from bad spots or to reposition yourself in order to do damage

more effectively. Vault is usually coupled with Tactical Advantage passive skill, which gives you extra

movement speed after you vault.

There are few drawbacks to the actual skill. First, your vault does not go off instantly, it has a small delay

which, by my opinion, is pretty annoying and can get you killed. It is much better to react to a tossed

spear or fireball by using SS. Vault you use when you want to get the hell out of somewhere.

Second drawback is that you can be hit while vaulting from one location to another. It has happened to

me on numerous occassions.

Even with those drawbacks, i consider vault pretty useful skill since everything that adds mobility to a

mobility-based class is good. Runes to consider for vault are :

Page 10: How to Beat Inferno in Diablo 3 for Demon Hunters

Tumble

With this rune, you can get off two vaults in succession for a total cost of 12 discipline, instead of 16. It is

kinda useful, but i found out that main usage of this rune is to get to places quicker. I personally used it

before on goldfarming runs to make them faster.

If your gamestyle is not centered around vault and using it frequently, i would suggest avoiding this

rune. But if you want to get to places quicker, or skip trash mobs, it is amazing.

Acrobatics

This rune removes the discipline cost of vault, making it free! It however comes with a 15sec cooldown.

Is the trade off worth it? In my opinion, no. If i have vault on my action bar, i want to use it whenever i

feel like it, i do not like the cooldown restricting me in that.

Now, when i have said that, why is this rune useful then? In most of the cases, you need to vault once(or

not at all) per champion/elite pack. That is why it is so good, since it does not cost you anything. If you

find yourself needing to vault more, choose Tumble.

Next skill is more or less mandatory for every Demon Hunter out there.

Preparation

Simple, yet so beautiful skill. Discipline is Demon Hunters bloodline and running empty mid-fight means

almost certain death. That is where preparation comes in, instantly refilling it to maximum and allowing

you to pull more tricks on your enemies. There are only two runes for it that i consider viable.

Focused Mind

This rune makes your discipline not fill up instantly, but it will regenerate 45 total discipline. That means

you get a free SS out of it. Now, this rune is only useful if your discipline maximum is under 45. Also,

with this rune, you will use your preparation wisely, not when you are empty but when you are at about

half and you know you will need more discipline shortly.

I used this rune for a long time before switching to my new favourite rune for it:

Backup Plan

This rune is absolutely amazing. Yes, it has 30% chance to trigger and it might not trigger when you need

it the most, but it will make your life sooo much easier when it does. You will love the added benefits

when it triggers. I had as much as five consecutive backup plan procs.

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Next skill on the list is :

Companion

Useful skill, but only for two reasons. Raven and Ferret.

Raven gives you hatred regen which is really useful, coupled with templar you will passively

regenerate quite a bit of hatred. Ferret for goldfarming runs. Simple.

All other companions just plainly suck.

Last skill from the hunting line is:

Marked for Death

This skill gives you more damage done on opponents and as such is best used in groups. But, it also has

some single player utility as well. Runes for this skill all give the same benefit, 12% to damage so i wont

really go into detail on them, just pick whichever you think will give you most staying time on monsters.

Only rune i would single out is:

Mortal Enemy

This rune has a twist to it, it gives you 3 hatred per attack. It was mostly used with Nether Tentacles,

since they used to hit the same target multiple times. Even now, if you are using a skill that hits multiple

times, or you have fast attack speed, this rune will give you back your spent hatred in no time.

VI - Defensive Skills

I will leave out Smoke Screen because when i started to write about it, i realized it needs a separate part

on its own.

Caltrops

You get this skill at level 4, start using it then and if you fall in love with it, you will never remove it from

your bars again. At least i did not. The amazing slowing utility coupled with several runes that are simply

awesome makes this skill a real contender for your action bar space. Several runes make this skill viable

in any situation.

Page 12: How to Beat Inferno in Diablo 3 for Demon Hunters

Torturous Ground

Adds a root effect to your caltrops. Duration of the root is not really 2 seconds for any elite or champion

pack but it is enough to stop them in their tracks for a bit, to make you either gain ground or position

yourself better, or even give you that one impale more to finish them off. This rune is absolutely

amazing and it will save your life on more than one occasion.

I personally love this rune and use it always. You can kite melee mobs while firing pot shots almost

indefinitely with this one.

Jagged Spikes

This rune got a “nerf” last patch, but it is still pretty viable. What you do with this is couple it with spike

trap and lay as many caltrops as you can on one spot. Whatever stumbles into that “Deathtrap”

is...dead. Pretty cool rune to use but personally i never liked the trapper approach so it is not for me.

Dont let that discourage you, it is really viable rune and if you like careful and planned approach to

combat, it is perfect for you.

Carved Stakes

This rune gets its viability by making you able to place literally a field of caltrops that your enemies need

to cross. If you have Natalya’s set, if you are on 0 discipline, you could place a caltrop every 2 seconds !

Other than that, i dont find it really viable since if you do not prepare a field of them, they just do not

slow enough.

Bait the Trap

If you find yourself not in need of slowing enemies, but for means of dispatching them faster, coupled

with some slowing utility, this rune is for you. 10% crit chance while standing on a trap is kind of a big

deal. You can always move away from it, place another one and keep the bonus. You can even set up a

caltrop line for you to back off and shoot from.

Personally, my gripe with this one is the same with carved stakes. It does not slow enough.

Now, the “I hate you reflect damage” and “tank” skill.

Shadow Power

This skill has such cool animation, it is a damn shame that we can not get it as a passive, even if it was

5% lifesteal. But beside the cool animation, it has its uses, namely in defeating “Reflect Damage” affix,

which more or less all demon hunters hate.

Yes, you can get a life on hit weapon and some armor with that particular stat, but we are trying to farm

up to that point, which is the purpose of these guides. Shadow Power will make your life as a Demon

Hunter easier.

Page 13: How to Beat Inferno in Diablo 3 for Demon Hunters

Of course, basic functionality of Shadow power is not that great, but with a specific rune, it becomes

really really useful. The only rune i would ever consider using on shadow power is :

Gloom

Damage reduction on a lifestealing skill. Yes please! 65% damage reduction, coupled with 20% lifesteal,

is absolutely amazing. Not to say that with shadow power on, you can more or less take a hit from

practically anything. With some gear, you can actually tank elite or champion packs while you have

shadow power on.

Also, reflect damage will not do anything to you as long as Shadow Power is active. Since i personally

HATE reflect damage packs, shadow power is just frikkin awesome.

VII - Smoke Screen

I considered placing smoke screen in my defensive skills part, but as i wrote on, it came to me that it

should have its own part.

So, lets see why this monster of a skill is considered bread and butter for Demon Hunters everywhere.

Smoke Screen (SS)

First off, i will go into this skill with great detail. But before i begin, know this:

You NEED the Lingering Fog rune.

All other runes are plainly speaking, crap. It does not sound much, 0.5 seconds, but in practice those .5

seconds are invaluable.

Smoke screen makes you able to farm content you are not really prepared for yet. It lets you out of tight

spots, it lets you survive EVERYTHING while it is up. Main usage of smoke screen is to avoid death, not

dps, so use it when you have to, do not spam it.

If you adapt yourself to this kind of thinking, you will get much more mileage out of it. Worst thing that

can happen is that you used up your 3 smoke screens for dps and then get “jailed” and a frost orb pops

beneath you.

There is a smoke screen tactic for almost every affix, i will give few examples. For vortex packs, you wait

until you get pulled to use it so you can get away. For molten you need it to cross the fire, jailer=get out

of jail free card. What you need to remember is that in most cases, Smoke Screen is used reactively, so

your reflexes need to be sharp.

In some cases, you use smoke screen before a monster even comes to you. Example of this is when you

are fighting an elite pack which is at the end of your screen. If your follower is dead and you use smoke

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screen when they are pretty far away, they will start to walk towards their original location and, if you

positioned yourself correctly, away from you. This gives you time to fire off more shots.

What i do with packs that are not that easy to kite is to keep them at the edge of view and use smoke

screens in succession while firing off shots. Hopefully, that will let me kill at least few minions or few

champions in those 5-6 seconds. What you want to accomplish here is to kill at least one

minion/champion per SS cycle, so you could retreat after and let your discipline regenerate, while not

having to worry about them getting to full.

Also, you can use SS while running away, if you keep running and use three smoke screens one after

another, you can escape everything but fast monsters.

SS is really useful against reflect damage packs. As long as SS is up, you will not take any damage from

the reflect damage affix. It gets a bit tricky with Devouring Arrow since you have no control when and

how it will pierce.

I love to use it with Impale for example, but in order to manage 3 impales during Smoke Screen, you

have to cast it while first impale is flying towards the target, somewhere mid way.

As i have mentioned before, you need good reflexes to use this skill to full potential. Teleporter monster

just appears in your face, you need to press that SS button straight away or it is almost certain death.

The trick to lowering the reaction time here is to anticipate what monsters will do. That comes with

some practice. For example, teleporter monsters have a range from which they can teleport from. If

they are far away, you do not need to be tense and ready to press the button. When they come to their

actual “casting range”, then you need to be on the edge since at any moment they can teleport to you.

What i would like to mention that is a bit contradictory to my previous statement is : Dont be stingy

with SS.

What i mean by that? I mean that you do not want to save your SS for when you will absolutely need it,

use it every time you think you will die. With practice and experience, you will see when you used it for

no reason and you will stop using it when there is no need.

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VIII - Honorable Mentions

I would like to start this guide with a skill that just barely did not make the cut ( and some of you will

hate me for that )

Rain of Vengeance

Biggest reason of me not putting RoV in other guides is that it can not really be defined as any of those.

It is not a hatred spender, it is not a defensive skill since it deals damage and so on.

The skill in its base form damages everything around you. Now, if it was a barb or monk skill, it would be

godlike, but since demon hunters generally avoid melee or anywhere close, it falls short.

Runes are what makes this skill good. I will list only two that i found rather useful.

Stampede

This rune transforms your rain into a bull-rush stampede. Knockback works on every monster there is

and it is really good since it gives you all that time that monsters are knocked back as stand-still-and-

shoot time. It sounds amazing, and in some cases it is. It absolutely destroys melee packs. Imagine a line

of caltrops and these beasts pushing them into it over and over again.

Why i dont like is because of the cooldown on it, i would rather have something that i can use over and

over again when i need it.

Flying Strike

Similar in functionality as Stampede, flying strike will instead stun enemies for 2 seconds. What i did not

like about this rune is that i need to specify a location for them to fall, some times i would miss and

expecting monsters to be stunned, i get my ass handed to me. Or in bigger places, they somehow

manage to avoid it altogether.

All in all, pretty nifty runes, if you need just a bit of OOMPH in order to kill packs, these will give you

that.

Next two skills are not really worth it in solo play, but they do hold some merit to them. I welcome you

to experiment with them. Who knows, maybe you will find them a lot more useful than what i think.

Sentry

Our own homemade turret. What it translates is free damage. If you plan on fighting in one area, either

by circling around it or making a chokepoint, this skill will net you a lot of damage overall. The problem is

that damage is not burst damage which is all too important in inferno, but sustained damage.

Sentry comes with few nifty runes to further enhance its usefulness.

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Spitfire Turret will give you more free dps in form of 8% weapon damage rockets !

Vigilant Watcher is a duration boost of 10 seconds. More uptime=more damage.

Chain of Torment is player’s version of Fire chains. I havent really used this once, does not sound all that

good to me.

Aid Station I can see being useful in groups, since for me 1% life/sec sounds pretty damn useless. But, if

you find yourself in need of a healer constantly, you might want to give this rune a try.

Guardian Turret range is just horrible. Benefit is great, 15% damage reduction is nothing to scoff at. But

the damn small range seems more useful for a melee class than for a Demon Hunter.

And the last skill i will review is :

Fan of Knives

It is a shame this skill does not get much use. I predict this will be GREAT skill in the future when survival

gear becomes cheaper and more common, but for now it is just not worth it. For 20 hatred, 320%

damage sounds insane. The trick is 10 yard range. You need to be in the thick of things in order to get

maximum damage out of it. And there is where you will die...

I would consider only 2 runes out of all and those are:

Hail of Knives

This rune doubles your effective range on this skill, making you able to be a bit further away from

enemies. Problem is that 20 yards is still too low. If you can manage to constantly be on razor’s edge and

survive, you will love this rune.

Fan of Daggers

Gives your knives a chance to stun targets. That chance is also pretty high. Almost always, you will get

that stun off in 3 casts and you will likely get it in 1 or 2. There are situations that you really cannot

escape something getting in your face. In those situations Fan of Daggers can help you survive and do

good damage while doing so.

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IX - Farming Act 1 I presume you have either read previous parts of this e-book or you have geared yourself appropriately

for the difficulty you need to farm. While i did not give any specific numbers , i will now tell you what

DPS you should have in order to farm efficient.

All information on farming here assumes a Glass Cannon demon hunter build (miniscule survival with

huge dps).

Before i start Act 1 guide, to mention the most important thing now for farming.

After getting 5 stacks of Nephalem Valor(NV), Elite and Champion packs have a

guaranteed ADDITIONAL rare(yellow) item.

Act 1 : DPS required : At least 20-30k, if you are below 20 farming will not be efficient.

First Inferno act starts easy as ever, normal monsters are slow, very few of them have range attacks and

is pretty straightforward for a demon hunter. Before the 1.0.3 patch, the most profitable way was to go

warden and butcher runs. After the patch, warden is still worth killing but butcher can be a problem for

most new farmers, so i recommend skipping him entirely, especially with this specific style(glass

cannon).

Butcher WILL oneshot you from time to time, sometimes even on multiple tries.

With new repair costs, dying is penalized pretty harsh so you should avoid butcher unless you are 100%

sure you can kill him fast enough, so you do not die from bad fire spawns.

I recommend starting your farming run on “The Cursed Hold” quest as you will have access to both

warden and butcher, while having most waypoints available to you. Next, you should farm 5 stacks of

NV and proceed to actually get guaranteed loot.

You start at Halls of Agony lvl2 waypoint and work your way to The Cursed Hold. You should have at

least one elite on the way, most likely 2 of them.

On the way to cursed hold you have a chance for event which will give you one more stack. In the

cursed hold itself, there can be anywhere from 1-3 elites. Do not break the doors to Cells as it will force

you to fight trash mobs. If you have 5 stacks after clearing it, go kill warden.

After warden(or before, if no 5NV) i would recommend you to go scout other areas for Elite/champion

packs. The way i do it is check the area immediately around every waypoint, killing as least trash

monsters in the process. If there is not an elite close by, i go on next waypoint.

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You can basically check everywhere and it would not be a waste of time. However, i find that it is better

to start a new run whenever you clear all high-density elite spots. Depending on how fast you kill trash,

it may be more profitable to clear more or less everything.

The Festering Woods waypoint is a great place for elites and you should scout the entire area there.

Warrior’s Rest and Crypt of the Ancients contain one elite each.

In any area, Dungeons and portals will yield few elites so they are worth going in to. I would advise you

to skip the places with annoying monsters, like goatmen spearmen and burrowing leapers. Perfect

example are the Fields of Misery.

Why i would skip those is that they can spawn with affixes that may make it impossible for you to kill

them and they can cause you a lot of deaths. It is always better to stick with monsters you can reliably

kill with as little deaths as possible.

Remember, Farming is about EFFICIENCY. I can not tell you what is perfect for your character, i can only

give you guidelines how to go about things. You will have to find the route you are most comfortable

clearing in the least amount of time.

If you would like to explore other venues of interest, maybe build something yourself, you should visit

my Husky Air Compressor page for better understanding of air compressors. I found them useful for all

kinds of stuff, inflating tires for one. Also, if you are in need of furniture, i have a site that covers that as

well, which is The Dump Furniture