Ros Datamining: Demon Hunter Skill Changes


Following yesterday’s Barbaric blast, here are all the RoS Datamining: Demon Hunter Skill changes, as datamined from the latest test version of Reaper of Souls.

Demon Hunter Skills

Skills and Rune Effects not listed are unchanged from the previous DMed info from Reaper of Souls, and may be quite different from what you see today in D3V. Refer to the previous Demon Hunter skill DM post for earlier changes. The mandatory disclaimer: these are taken from a work in progress pre-beta version of RoS and things may be quite different in the final game.


New Demon Hunter Skills

One new Demon Hunter skill was added in this patch. It sounds a bit like a DH version of Wrath of the Berserker, and should make happy people like me who have long though the Demon Hunter needed a better burst damage skill for efficient boss disposal. (Except, of course, that we’re Diablo 3 fans and thus can never be made happy.)

DiabloWikiVengeance is Mine
Turn into the physical embodiment of Vengeance for 15 seconds.
Side Guns: Gain 4 additional piercing shots for 100% weapon damage each on every attack. (Previously 2 additional shots to the left and right.)
Homing Rockets: Shoot 4 rockets at nearby enemies for 50% weapon damage each on every attack. (Previously damage was 75%.)
Cooldown: 90 seconds

  • DiabloWikiFrom the Shadows: Summon allies from the shadows that attack and Stun your enemies for 2 seconds.
  • DiabloWikiTraining Drone: A mechanical contraption orbits you, dealing 460% weapon damage per second to enemies around you. (Damage up from 150%)
  • DiabloWikiPersonal Mortar: Launch 2 grenades at random enemies outside melee range every second for 200% weapon damage each.
  • DiabloWikiStimulants: Heal for 6% of maximum life each second. (Healing down from 10% of max life.)
  • DiabloWikiSeethe: Gain 25 Hatred per second. (Renamed from Hatred. Previously gained 18 Hatred per second.)

  • Shadow Wall was in the previous RoS datamining and was unchanged in this patch. Listed here since it’s new (not found in D3V).

    DiabloWikiShadow Wall
    Summon a wall impassable by enemies between two pillars for 6 seconds. Enemies near the pillars are Slowed by 60%.
    Cooldown: 10 seconds

  • DiabloWikiGreat Wall: Increase the maximum width of the wall by 50%.
  • DiabloWikiBuffer Zone: Enemies between you and the wall are knocked back past the wall when you summon it.
  • DiabloWikiWall of Pain: Rather than an impassable wall, summon a shadow wall that Slows the movement speed of enemies by 60% and causes them to take 15% additional damage.
  • DiabloWikiElectric Fence: Rather than an impassable wall, create an electric field that discharges 1 second after an enemy enters it, stunning all enemies near the field for 3 seconds.
  • DiabloWikiSpeed Gate: Gain 30% movement speed for 3 seconds when you pass through the wall.
  • Click through for new Demon Hunter passive skills, plus all the other skills with changes. Not as massive an array of buffs as we saw in the first RoS datamining, but there are quite a few skills and rune effects with new damage buffs.


    New Demon Hunter Passives

    There are two new DiabloWikiDemon Hunter passive skills listed for the DH in this patch, but they just have lore entries, not effects. The previous RoS patch added three DH passives and I’ve listed Awareness and Takeoff below just for easier reference.

    DiabloWikiAmbush
  • Effect: Unknown.
  • Lore: “The art of surprise is difficult, but rewarding to master.” –Mynton, Demon Hunter

  • DiabloWikiAwareness
  • Effect: Unknown.
  • Lore: “Everything is a test. Study your surroundings well, and you will pass.” –Josen, Master Hunter

  • DiabloWikiSingle Out
  • Effect: Gain 20% Critical Hit Chance against enemies who are more than 20 yards away from any other enemies.
  • Lore: Wield your focus like a weapon. (Added in this patch.)

  • DiabloWikiAwareness
  • Gain 4% Dodge Chance every second. This bonus is reset 1 second after you successfully dodge an attack. (Unchanged in this patch.)

  • DiabloWikiTakeoff
  • Gain 20% movement speed increase for every second you remain stationary, stacking up to 3 times. This bonus is reset 5 seconds after you move. (Unchanged in this patch.)

  • Demon Hunter Active Skills

    Skills and rune effects not listed did not receive any changes in this patch, but may be quite different from how they are currently in D3V. The Demon Hunter is in line for numerous substantial damage buffs in RoS, and this patch scaled a few of those back, but added and increased many others. Which doesn’t mean the Demon Hunter is a better class on the whole, since other game changes might impact that, but hey… bigger numbers!

    Primary Skills

    DiabloWikiHungering Arrow
    Fire a magically imbued arrow that seeks out enemies for 125% weapon damage and has a 35% chance to pierce through them. (Damage was previously 115%)
    Generates: 3 Hatred


    DiabloWikiEntangling Shot
    Imbue an arrow with shadow energy that deals 140% weapon damage and entangles up to 2 enemies, slowing their movement by 60% for 2 seconds. (Damage up from 90%)
    Generates: 3 Hatred

    Shock Collar[/wiki]: Strike enemies with electrified chains that deal an additional 80% weapon damage as Lightning over 2 seconds. (Damage up from 70%)

  • DiabloWikiBounty Hunter: Increase the Slow amount to 80%.

  • DiabloWikiBola Shot
    No changes in this patch.


    DiabloWikiGrenades
    Gas Grenades[/wiki]: Throw a gas grenade that explodes for 160% weapon damage as Poison and leaves a cloud that deals an additional 95% weapon damage as Poison over 3 seconds to enemies who stand in the area. (Previously 3 grenades dealing 95% damage, cloud damage up from 75%)

  • DiabloWikiCluster Grenades: Throw cluster grenades that deal 185% weapon damage as Fire over a 36 yard radius. (Damage up from 112%)
  • DiabloWikiGrenade Cache: Throw out 3 grenades that explode for 160% weapon damage as Fire each. (Previously 5 grenades for 95% damage)

  • Secondary Skills

    DiabloWikiImpale
    Throw a knife that impales an enemy for 620% weapon damage. (Damage up from 360%)
    Cost: 20 Hatred

  • DiabloWikiImpact : The impact causes Knockback and has a 40% chance to Stun for 1.5 seconds. (Stun chance down from 65%)
  • DiabloWikiGrievous Wounds: Critical Hits deal 130% additional damage. (Damage up from 100%)

  • DiabloWikiRapid Fire
    Rapidly fire for 525% weapon damage as Physical. (Damage up from 438%)
    Cost: 20 Hatred initially, and an additional 6 Hatred while channeling.

  • DiabloWikiBombardment: Rapidly fire grenades that explode for 837% weapon damage as Fire to all enemies within a 11 yard radius. (Damage up from 745%)

  • DiabloWikiChakram
    Fire a swirling Chakram that deals 380% weapon damage as Physical to enemies along its path. (Damage up from 200%)
    Cost: 10 Hatred

  • DiabloWikiTwin Chakrams: A second Chakram mirrors the first. Each Chakram deals 340% weapon damage as Physical. (Damage up from 130%)
  • DiabloWikiBoomerang: The Chakram path turns into a loop, dealing 400% weapon damage as Lightning to enemies along its path. (Damage up from 240%)
  • DiabloWikiSerpentine: The Chakram follows a slow curve, dealing 500% weapon damage as Poison to enemies along the path. (Damage up from 270%)
  • DiabloWikiRazor Disk: The Chakram spirals out from the targeted location dealing 340% weapon damage as Arcane to enemies along the path. (Damage up from 220%)
  • DiabloWikiShuriken Cloud: Surround yourself with a cloud of spinning Chakrams, dealing 200% weapon damage per second as Physical to nearby enemies. Lasts 120 seconds. (Damage up from 50%)

  • DiabloWikiElemental Arrow
    Shoot a fire arrow that deals 300% weapon damage as Fire to all enemies it passes through. (Damage up from 155%)
    Cost: 10 Hatred

  • DiabloWikiFrost Arrow: Shoot a frost arrow that hits an enemy for 330% weapon damage as Cold then splits into up to 10 additional frost arrows. Enemies hit have their movement speed slowed by 60% for 1 second. (Damage up from 170%)
  • DiabloWikiBall Lightning: Shoot a ball of lightning that electrocutes enemies along its path for 300% weapon damage as Lightning. (Damage up from 155%)
  • DiabloWikiScreaming Skull: Shoot a fiery skull for 300% weapon damage as Fire that has a 40% chance to Fear affected enemies for 1 seconds. (Damage up from 155%, duration down from 1.5 seconds)
  • DiabloWikiNether Tentacles: Shoot a shadow tentacle that deals 300% weapon damage to enemies along its path and returns 0.4% of your maximum Life for each enemy hit. (Damage up from 155%, healing up from 0.2%)
  • DiabloWikiLightning Bolts: Shoot an electrified bolt for 300% weapon damage as Lightning that Stuns enemies for 1 seconds on a Critical Hit. (Damage up from 155%, duration down from 1.5 seconds)

  • Defensive Skills

    DiabloWikiCaltrops
    No changes in this patch.


    DiabloWikiSmoke Screen
  • DiabloWikiHealing Vapors: Regenerate 15% Life while invisible. (Regeneration up from 10%)
  • DiabloWikiSpecial Recipe: Remove the Discipline cost but add a 12 second cooldown. (Cooldown reduced from 14 seconds)
  • DiabloWikiDisplacement: Gain 100% movement speed while invisible. (Movement speed increased from 60%)

  • DiabloWikiShadow Power
    Draw in the power of the shadows, gaining 1651 Life per Hit for 5 seconds. (Life per Hit increased from 826)
    Cost: 14 Discipline

  • DiabloWikiNight Bane: Slow the movement speed of enemies within 30 yards by 80% for 5 seconds. (Slow effect up from 60%, duration up from 3 seconds)
  • DiabloWikiGloom: Reduce damage taken by 15% while Shadow Power is active. (Reduction was formerly 25%)
  • DiabloWikiBlood Moon: Increase Life per Hit gain to 3303. (Up from 1239)

  • Hunting Skills

    DiabloWikiVault
    No changes in this patch.


    DiabloWikiPreparation
  • DiabloWikiBattle Scars: Gain 35% Life when using Preparation. (Healing down from 60%)

  • DiabloWikiCompanion
    No changes in this patch.


    DiabloWikiMarked for Death
  • DiabloWikiMortal Enemy: Attacks that you and your allies make against the marked enemy generate resources: Demon Hunter: 3 Hatred, Barbarian: 2 Fury, Crusader: 2 Wrath, Monk: 3 Spirit, Witch Doctor: 33 Mana (formerly 16 mana), Wizard: 4 Arcane Power.

  • Devices Skills

    DiabloWikiEvasive Fire
    No changes in this patch.


    DiabloWikiFan of Knives
    Throw knives out in a spiral around you, dealing 500% weapon damage to all enemies within 20 yards. Your knives will also Slow the movement of enemies by 60]% for 1 seconds. (Damage up from 320%, duration down from 2 seconds)
    Cooldown: 8 seconds

  • DiabloWikiAssassin’s Knives: Also throw long-range knives that deal 500% weapon damage to 5 additional enemies. (Damage up from 70%)
  • DiabloWikiFan of Daggers: Enemies hit are knocked back and Stunned 1.5 seconds. (Stun effect is newly-added.)
  • DiabloWikiPinpoint Accuracy: Increase cooldown to 12 seconds and increase damage to 1650% weapon damage. (Previously “doubled” the damage)
  • DiabloWikiBladed Armor: Gain 65]% additional armor for 4 seconds. (Up from 30%)

  • DiabloWikiSpike Trap
    No changes in this patch.


    DiabloWikiSentry
    Summon a turret that fires at nearby enemies for 240% weapon damage. Lasts 30 seconds. / You may have 2 turrets active at a time. (Damage up from 175%)
    Cost: 30 Hatred
    Cooldown: 6 seconds.

  • DiabloWikiChain of Torment: Create a chain between you and the Sentry and between each Sentry that deals 280% weapon damage every second to each enemy it touches. (Damage up from 125%)
  • DiabloWikiSpitfire Turret: The turret will also fire homing rockets at random nearby enemies for 100% weapon damage as Fire. (Damage up from 30%)
  • DiabloWikiAid Station: The turret heals nearby allies for 1% of their maximum Life per second. (Healing down from 2%)

  • Archery Skills

    DiabloWikiStrafe
    Shoot at random nearby enemies for 315% weapon damage while moving at 75% of normal movement speed. (Damage up from 280%)
    Cost: 12 Hatred

  • DiabloWikiDemolition: Throw out bouncy grenades that explode for 290% weapon damage to enemies within 16 yards. (Damage up from 240%)
  • DiabloWikiEmberstrafe: Leave a trail of fire in your wake that deals 80% weapon damage as Fire over 2 seconds. (Damage down from 160%)
  • DiabloWikiRocket Storm: In addition to regular firing, fire off homing rockets for 90% weapon damage as Fire. (Damage down from 140%)
  • DiabloWikiStinging Steel: Throw out knives rather than arrows that deal an extra 130% damage on Critical Hits. (Damage up from 100%)

  • DiabloWikiMultishot
    Fire a massive volley of arrows dealing 330% weapon damage to all enemies in the area. (Damage up from 220%)
    Cost: 25 Hatred

  • DiabloWikiFull Broadside: Increase the damage of Multishot to 420% weapon damage. (Damage up from 286%)
  • DiabloWikiBurst Fire: Each time you fire, generate a shock pulse that damages nearby enemies within 12 yards for 160% weapon damage as Arcane. (Damage down from 200%)
  • DiabloWikiArsenal: Every time you fire, launch 3 rockets at nearby enemies that each deal 140% weapon damage as Fire. (Damage down from 200%)
  • DiabloWikiFire at Will: Reduce the Hatred cost to 18. Multishot’s damage turns into Lightning. (Hatred cost reduction up from 15)

  • DiabloWikiCluster Arrow
    Fire a cluster arrow that explodes for 550% weapon damage as Fire into a series of 4 additional grenades that each explode for 220% weapon damage as Fire. (Damage of cluster arrow up from 300%, damage of grenades up from 135%)
    Cost: 40 Hatred

  • DiabloWikiLoaded for Bear: Increase the damage of the explosion at the impact location to 770% weapon damage as Fire. (Damage up from 405%)
  • DiabloWikiShooting Stars: Instead of releasing grenades, release up to 3 rockets at nearby enemies that each deal 400% weapon damage as Physical. (Damage up from 300%)
  • DiabloWikiCluster Bombs: Launch a cluster through the air, dropping grenades in a straight line that each explode for 800% weapon damage as Fire. (Damage up from 280%)
  • DiabloWikiMaelstrom: Instead of releasing bombs, release up to 5 shadow tendrils at nearby enemies that each deal 220% weapon damage as Physical. You gain 1% Life per enemy hit. (Damage down from 225%)
  • DiabloWikiDazzling Arrow: Enemies hit by the grenades have a 75% chance to be stunned for 2 seconds. Cluster Arrow’s damage turns into Lightning. (Damage type changed from Physical)

  • DiabloWikiRain of Vengeance
    Fire a massive volley of arrows at a large area. Arrows fall from the sky dealing 1800% weapon damage over 5 seconds to all enemies in the area. (Damage up from 715%)
    Cooldown: 30 seconds

  • DiabloWikiShade: Fire a massive volley of arrows at a large area. Arrows fall from the sky dealing 3600% weapon damage over 5 seconds to all enemies in the area. (Renamed from DiabloWikiBeastly Bombs. Previously summoned 20 Shadow Beasts that dealt 245% damage each)
  • DiabloWikiDark Cloud: Launch a volley of guided arrows that rain down on enemies for 4000% weapon damage over 8 seconds. (Damage up from 792%, duration down from 12 seconds)
  • DiabloWikiAnathema: Summon a Shadow Beast that drops grenades from the sky dealing 6000% weapon damage over 8 seconds. (Damage up from 3300%, duration down from 15 seconds)
  • DiabloWikiFlying Strike: Call a group of 8 Shadow Beasts to plummet from the sky at a targeted location dealing 480% weapon damage each and stunning enemies for 2 seconds. (Damage up from 100%)
  • DiabloWikiStampede: Summon a wave of 10 Shadow Beasts to tear across the ground, knocking back enemies and dealing 520% weapon damage each. (Damage up from 120%)
  • With every new piece of datamined info I get more eager for the RoS beta. Just being able to get in there and test out all these changes is going to be awesome. I can’t imagine we’ll see that much balance, with so many huge changes to most of the skills, all the new items and properties, new monsters, and other general game changes, but it’ll be fun to play with all the new moving parts.

    Related to this article
    You're not logged in. Register or login to post a comment.

    9 thoughts on “Ros Datamining: Demon Hunter Skill Changes

    1. Damage buffs across the board, basically. Still curious as to why Rapid Fire: Bombardment is getting buffed further, I thought it was already the best RF rune. In vanilla, that is.

      Great to see Elemental Arrow significantly buffed; really wanted to play my DH like a D2 frost amazon but that kind of fell flat.

      • Bombardment is actually getting a bit of a nerf, since the damage bonus it gives over the base skill is lower in the above than it currently is in game. It’s currently multiplying the base damage by 1.7 (745/438), from the above figures it’ll only be multiplying by ~1.6 (837/525).

    2. I can’t believe how much they are nerfing Battle Scars! from 60% down to 35%. That’s just not right!

    3. darn it, was hoping Blizzard were going to introduce a Heavy Machine gun skill to the Demon Hunter in RoS… woah imagine how epic would it be if you could bust out a Minigun that’s like, larger than your character, and be all like, ‘dadadadadadadadadada!’ like even maybe dual wield two SMGs zomg….ahhh well, prolly next expansion.

    4. only one is bother me is skill icon of “Vengeance is Mine”.
      it’s male DH, not main character. looks like copy and paste of some wallpaper.

    5. DH was too much of a sorcerer before, and now it’s even more. It should be a physical/mechanical and projectile-based class, not a spell-based. Seems the only one left who is not a wizard is the barbarian.

    6. From all Rain of Vengeance runes they replaced the one I was using (Beastly Bombs). At least DH is not my favorite 🙂

    7. I hope the Razor Disk is WIP, b/c it doing less damage than the base Chakram is sad. Razor Disk is just too much fun in open spaces like Battlefields or Oasis. Also, I wish Spike Traps were like their old beta version, DoT meat grinders. Right now they’re just reconfigured Bola Shots. For a class w/ so many snares, there are hardly any area DoTs.

      And my problem w/ the Hunter, which is true in most RPGs, is that they really are mages w/ a bow. Similar to how a Trapsin was basically another type of Sorceress. Traps are neat little twist that could differentiate the Hunter, but there just aren’t enough of them and they don’t do a bunch of weird, different things. Caltrops? Grasp of the Dead. Sentry? Hydra. Shadow Wall seems interesting, if not a knock off of Zombie Wall (which really needs a total rework). But there should be more and different types of traps, sentries, grenades, and other physical contraptions that do things that Wizards and Doctors can’t do.

      • Like what? The problem is, at the end of the day, everything comes down to doing damage. It might be direct damage, it might be a little thing that pops up and does damage on your behalf, it might slow the enemies down so you can do more damage to them, it might keep you alive longer so you can do more damage. Functionally, there isn’t really any difference between, say, a fireball with MP and a pistol with 9mm ammo. They shoot out things that damage the enemy and run on a resource. It’s basically just the aesthetic that make things seem different (and maybe the pistol has to be reloaded every so many shots, but I guess that just boils down to a lower DPS on average).

        I suppose the main thing is how the resource works, playing a mage in a DnD game feels very different from a lot of other RPGs because you don’t have MP or an equivalent, you teach yourself individual spells that are used up entirely once cast (until you sleep again). But then I suppose the analogue would be someone using grenades exclusively rather than a pistol.

        Finally, I guess you could also look at having DH traps have a ridiculous amount of synergy. So you have one trap that spills oil all over the ground and makes enemies slip over (effectively a slow effect) but then you have another trap that’s a fiery proximity trap – if it goes off near to the oil, the whole thing goes up in flames. That really plays into this idea of an expert hunter rigging up a whole area to take out as many demons as possible. The problem with that is either each trap is a little underpowered on its own or it’s incredibly OP when you learn all the synergies.

    Comments are closed.