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Datamined Demon Hunter Skills and their Rune effects

Discussion in 'Diablo 3 Beta Forum' started by HardRock, Sep 7, 2011.

  1. HardRock

    HardRock Diabloii.Net Member

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    Datamined Demon Hunter Skills and their Rune effects

    Bola Shot​


    Base skill: Shoot out an explosive bola that wraps itself around its target. After [{Script Formula 11}] second, the bola explodes dealing [{Script Formula 0} * 100]% weapon damage as Fire to the target and an additional [({Script Formula 14}) * 100]% weapon damage as Fire to all other targets within {Script Formula 5} yards. Cost: {Resource Cost} Hatred

    Crimson Rune: Volatile Explosives - Increase the explosion radius to {Script Formula 20} yards.

    Indigo Rune: Acid Strike - Shoot {Script Formula 24} poison bolas that deal [{Script Formula 9}*100]% weapon damage each. The bolas no longer explode for area damage to nearby targets.

    Obsidian Rune: Thunder Ball - When the bola explodes it deals [{Script Formula 0} * 100]% weapon damage as lightning, and has a [{Script Formula 28} * 100]% chance to stun the target for [{Script Formula 29}|1|] seconds.

    Golden Rune: Bitter Pill - After the bola explodes, you have a [{Script Formula 31} * 100]% chance to gain {Script Formula 32} Discipline.

    Alabaster Rune: Imminent Doom - Augments the bola to deal [{Script Formula 9}*100]% weapon damage as Arcane to the target and an additional [{Script Formula 6}*100]% weapon damage to all other targets within {Script Formula 20} yards, but increases the explosion delay to {Script Formula 4} seconds.

    Caltrops​


    Base skill: Lay a trap of caltrops on the ground that activates when an enemy approaches. Once sprung, the caltrops slow the movement of enemies within {Script Formula 0} yards by [{Script Formula 6} * 100]%. This trap lasts {Script Formula 2} seconds. Cost: {Script Formula 8} Discipline

    Crimson Rune: Jagged Spikes - Enemies in the area also take [{Script Formula 20}*100]% weapon damage per second.

    Indigo Rune: Hooked Spines - Increase the slow amount to [{Script Formula 3} * 100]%.

    Obsidian Rune: Torturous Ground - Enemies in the area deal [{Script Formula 24}*100]% less damage.

    Golden Rune: Punji Stakes - Reduce the cost to [{Script Formula 7}|1|] Discipline.

    Alabaster Rune: Come and Get It - Become empowered while standing in the area of effect, gaining an additional [{Script Formula 28}*100]% chance to critical hit with all attacks.

    Chakram​


    Base skill: Fire a swirling Chakram that does {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] physical damage to enemies along its path. Cost: {Resource Cost} Hatred

    Crimson Rune: Twin Chakrams - A second Chakram mirrors the first. Each Chakram deals {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] physical damage.

    Indigo Rune: Boomerang - The Chakram path turns into a loop, dealing {Script Formula 4} - [{Script Formula 4} + {Script Formula 5}] Lightning damage to enemies along the path.

    Obsidian Rune: Serpentine - The Chakram follows a slow curve, dealing {Script Formula 7} - [{Script Formula 7} + {Script Formula 8}] Poison damage to enemies along the path.

    Golden Rune: Razor Disk - The Chakram spirals out from the targeted location dealing {Script Formula 10} - [{Script Formula 10} + {Script Formula 11}] Arcane damage to enemies along the path.

    Alabaster Rune: Shuriken Cloud - Surround yourself in spinning Chakrams for {Script Formula 12} seconds, dealing {Script Formula 13} - [{Script Formula 13} + {Script Formula 14}] physical damage per second to anybody nearby.

    Cluster Arrow​


    Base skill: Fire a Cluster grenade that explodes for [{Script Formula 0}*100]% weapon damage into a series of additional miniature bombs that explode for [{Script Formula 5}*100]% weapon damage each. Cost: {Resource Cost} Hatred

    Crimson Rune: Loaded for Bear - Increases the damage of the explosion at the impact location to [{Script Formula 0}*100]%.

    Indigo Rune: Shooting Stars - Instead of releasing grenades, shoots up to {Script Formula 9} rockets at nearby enemies dealing [{Script Formula 19}*100]% weapon damage each.

    Obsidian Rune: Cluster Bombs - Launch the cluster through the air, dropping a series of bombs in a straight line that explode for [{Script Formula 8}*100]% weapon damage each.

    Golden Rune: Maelstrom - Instead of releasing grenades, the cluster releases Shadow energy that deals [{Script Formula 19}*100]% weapon damage to nearby enemies. You will gain [{Script Formula 18}*100]% of the damage done as Life.

    Alabaster Rune: Dazzling Arrow - Enemies hit by grenades have a [{Script Formula 12}*100]% chance to be stunned for [{Script Formula 13}|1|] seconds.

    Companion​


    Base skill: Summon a raven companion. Your raven companion will periodically peck at enemies for {Script Formula 18} - [{Script Formula 18} + {Script Formula 19}] damage. Cost: {Resource Cost} Discipline

    Crimson Rune: Spider Companion - Summons a spider instead of a raven. The spiders's attacks also slows the movement of targets by [{Script Formula 12}*100]% for {Script Formula 8} - [{Script Formula 8}+{Script Formula 13}] seconds.

    Indigo Rune: Boar Companion - Summon a boar instead of a raven. The boar strikes multiple enemies with every swing for {Script Formula 20} - [{Script Formula 20} + {Script Formula 21}] damage.

    Obsidian Rune: Wolf Companion - Summon a powerful but temporary wolf ally rather than a long-term raven companion. The wolf will fight with you for {Script Formula 9} seconds and attacks enemies for {Script Formula 22} - [{Script Formula 22} + {Script Formula 23}] damage.

    Golden Rune: Bat Companion - Summons a bat instead of a raven. The bat grants you [{Script Formula 10}|1|] Hatred per second.

    Alabaster Rune: Ferret Companion - Summons ferrets instead of a raven. The ferrets collect gold for you and increase gold found on monsters by [{Script Formula 11}*100]%.

    Elemental Arrow​


    Base skill: Shoot an elemental charged arrow that deals [{Script Formula 0} * 100]% weapon damage as Fire damage to all targets it passes through. Cost: {Resource Cost} Hatred

    Crimson Rune: Frost Arrow - Turns into a frost arrow that explodes out conal damage from the back of the first target hit for [{Script Formula 12}*100]% of weapon damage.

    Indigo Rune: Ball Lightning - Fire a lightning arrow that electrocutes nearby enemies as it passes by for [{Script Formula 26}*100]% of weapon damage.

    Obsidian Rune: Screaming Skull - Grants a [{Script Formula 5}*100]% chance to shoot a skull that will fear affected enemies for {Script Formula 6}-[{Script Formula 6}+{Script Formula 7}] seconds.

    Golden Rune: Nether Tentacles - Shoot tentacles that deal [{Script Formula 32}*100]% weapon damage and return [{Script Formula 33}*100]% of damage dealt as Life for you.

    Alabaster Rune: Lightning Bolts - Fire giant bolts of lightning that stun enemies for [{Script Formula 38}|1|] seconds when they critically hit.

    Entangling Shot​


    Base skill: Release a sticky adhesive that deals [{Script Formula 5} * 100]% weapon damage and entangles up to {Script Formula 14} enemies, slowing their movement by [{Script Formula 0} * 100]% for {Script Formula 9} seconds. Cost: {Script Formula 1} Hatred

    Crimson Rune: Heavy Burden - Increase the movement slow duration to {Script Formula 4} seconds.

    Indigo Rune: Chain Gang - Hit up to {Script Formula 3} targets.

    Obsidian Rune: Electrified Chain{/c_gold} Strike with electrical chains that do an additional {Script Formula 8} damage over {Script Formula 4} seconds.

    Golden Rune: Justice is Served{/c_gold} Reduce cost to [{Script Formula 2}|1|] Hatred.

    Alabaster Rune: Bounty Hunter{/c_gold} Gain [{Script Formula 11} * 100]% of the damage dealt as Life.

    Fan of Knives​


    Base skill: Throw knives out in a spiral around you, doing {Script Formula 22} - [{Script Formula 22} + {Script Formula 23}] physical damage to all enemies within {Script Formula 19} yards of you. Your knives will also slow the movement of enemies by [{Script Formula 20} * 100}]% for {Script Formula 5} seconds. Cost: {Resource Cost} Hatred

    Crimson Rune: Hail of Knives - Increase the radius to deal {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] physical damage to all enemies within {Script Formula 2} yards.

    Indigo Rune: Knives for a Pro - Throw long-range knives that deal [{Script Formula 16}*100%]% weapon damage to {Script Formula 13} additional targets.

    Obsidian Rune: Fan of Daggers - Imbue your knives with a [{Script Formula 10}*100%]% chance to stun enemies for [{Script Formula 11}|1|] seconds.

    Golden Rune: Crippling Knives - Increase the slow amount to [{Script Formula 6}*100]% for {Script Formula 5} seconds.

    Alabaster Rune: Backlash - Instead of throwing the knives immediately, the knives will release automatically dealing {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] physical damage to all enemies if you are struck in the next {Script Formula 15} seconds.

    Grenades​


    Base skill: Throw out three grenades that explode for {Script Formula 13} - [{Script Formula 13} + {Script Formula 14}] Fire damage. Cost: {Script Formula 19} Hatred

    Crimson Rune: Gas Grenades - Toss poison gas grenades that explode for {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] damage and leaves a cloud that deals an additional {Script Formula 6} damage per second for {Script Formula 7} seconds to enemies who stand in the area.

    Indigo Rune: Cluster Grenades - Throw a large cluster of mini-grenades that deal {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}]{/c-green} Fire damage over an {Script Formula 4} yard radius.

    Obsidian Rune: Fire Bomb - Throw a single large grenade that deals {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] Fire damage and knocks enemies back.

    Golden Rune: Tinkerer - Reduce cost to [{Script Formula 25}|2|] Hatred.

    Alabaster Rune: Stun Grenades - Hurl grenades that have a [{Script Formula 9} * 100]% chance to stun enemies for [{Script Formula 10}|1|] seconds.

    Hungering Arrow​


    Base skill: Fire a magically imbued arrow that seeks out targets for [{Script Formula 0} * 100]% weapon damage and has a [{Script Formula 5} * 100]% chance to pierce through targets. Cost: {Resource Cost} Hatred

    Crimson Rune: Heat Seeker - Light the arrow on fire, dealing [{Script Formula 8}*100%]% additional weapon damage as Fire damage over {Script Formula 13} seconds.

    Indigo Rune: Shatter Shot - If the arrow successfully pierces the first target, the arrow splits into [{Script Formula 9} + 1] arrows.

    Obsidian Rune: Devouring Arrow - Each consecutive pierce increases the damage of the arrow by [{Script Formula 10} * 100]%.

    Golden Rune: Piercing Arrow - Increase the chance for the arrow to pierce to [{Script Formula 5} * 100]%.

    Alabaster Rune: Spray of Teeth - Successful crits cause a burst of bone to explode from the target dealing [{Script Formula 11} * 100]% of weapon damage to enemies in that area.

    Impale​


    Base skill: Fire a massive shot to impale a target for [{Script Formula 10} * 100]% weapon damage. Cost: {Resource Cost} Hatred

    Crimson Rune: Overpenetration - The shot will pierce through all enemies in a straight line for [{Script Formula 0} * 100]% weapon damage.

    Indigo Rune: Impact - Shots knock the target back and stun them for [{Script Formula 6}|2|] seconds.

    Obsidian Rune: Liquid Flame - Fire an explosive shell that deals an additional [{Script Formula 9} * 100]% weapon damage over {Script Formula 8} seconds.

    Golden Rune: Recoil - Every shot releases a shockwave of energy centered on you dealing [{Script Formula 12} * 100]% weapon damage to all enemies within {Script Formula 11} yards.

    Alabaster Rune: Grievous Wounds - Critical hits deal an additional [{Script Formula 13} * 100]% weapon damage.

    Marked for Death​


    Base skill: Marks an enemy. The marked enemy will take [{Script Formula 1} * 100]% additional damage for the next {Script Formula 0} seconds.

    Crimson Rune: Grim Reaper - An additional [{Script Formula 2} * 100]% of damage done to the target is also divided among all enemies within {Script Formula 3} yards.

    Indigo Rune: Contagion - When the target is killed the ability spreads to {Script Formula 6} other nearby targets. This effect can chain repeatedly.

    Obsidian Rune: Valley of Death - Mark an area on the ground {Script Formula 7} yards wide for {Script Formula 9} seconds. Enemies in the area take [{Script Formula 1} * 100]% additional damage.

    Golden Rune: Mortal Enemy - Attacks by the Demon Hunter against the Marked target have a [{Script Formula 13} * 100]% chance to generate {Script Formula 11} Hatred. This effect cannot occur more than once every {Script Formula 12} second.

    Alabaster Rune: Death Toll - [{Script Formula 14} * 100]% of damage done to the marked target heals the attacker.

    Multishot​


    Base skill: Fire a massive volley of arrows dealing [{Script Formula 12}*100]% weapon damage to all enemies in the area. Cost: {Script Formula 13} Hatred

    Crimson Rune: Full Broadside - Increases the damage done to [{Script Formula 0}*100]% weapon damage.

    Indigo Rune: Burst Fire - Everytime you fire, generate a shock pulse that damages all nearby enemies for [{Script Formula 1}*100]% weapon damage.

    Obsidian Rune: Arsenal - Every use also fires {Script Formula 3} rockets at nearby enemies that deal [{Script Formula 6}*100]% weapon damage each.

    Golden Rune: Let'em Have It - Cost reduced to [{Script Formula 14}] Hatred.

    Alabaster Rune: Supression Fire - Every enemy hit grants {Script Formula 9} Discipline. Each volley can gain up to {Script Formula 10} Discipline in this way.

    Preparation​


    Base skill: Instantly restore all Discipline. Cooldown: {Cooldown Time} seconds

    Crimson Rune: Punishment - Removes cooldown. Skill now costs {Resource Cost} Discipline to cast but restores all Hatred instead of all Discipline.

    Indigo Rune: Ready for Anything - When activated, increases your maximum Discipline by {Script Formula 1} for {Script Formula 2} seconds.

    Obsidian Rune: Focused Mind - Instead of replenishing Discipline immediately, you will gain {Script Formula 4} Discipline over {Script Formula 5} seconds.

    Golden Rune: Battle Scars - Also restores [{Script Formula 6}*100]% of your Life when used.

    Alabaster Rune: Backup Plan - Grants a [{Script Formula 7}*100]% chance that the cooldown will not be triggered when used.

    Rain of Arrows​


    Base skill: Fire a massive volley of arrows around you. Arrows fall from the sky for {Script Formula 6} seconds dealing an average of [{Script Formula 10} * {Script Formula 1}*100 / {Script Formula 5}]% weapon damage per second. Cooldown: {Cooldown Time} seconds

    Crimson Rune: Bombing Run - Summon {Script Formula 23} Shadow Beasts to drop bombs on nearby enemies, dealing [{Script Formula 26}*100]% weapon damage each.

    Indigo Rune: Dark Cloud - Launch a massive volley of guided arrows that rain down on enemies for the next {Script Formula 16} seconds for [{Script Formula 0}*100]% weapon damage.

    Obsidian Rune: Anathema - Summon a Shadow Beast that drops grenades from the sky for {Script Formula 30} seconds dealing [{Script Formula 0}*100]% weapon damage.

    Golden Rune: Kamikaze Strike - A group of {Script Formula 14} Shadow Beasts plummet from the sky at a targeted location dealing [{Script Formula 12} * 100]% weapon damage and stunning enemies for {Script Formula 37} seconds.

    Alabaster Rune: Stampede - Summon a wave of {Script Formula 15} Shadow Beasts to tear across the ground, knocking back enemies and dealing [{Script Formula 11} * 100]% weapon damage.

    Rapid Fire​


    Base skill: Rapidly fire a stream of arrows that deal [{Script Formula 0}*100%]% weapon damage each. Cost: [{Resource Cost} / {Script Formula 1} |1|] Hatred per second

    Crimson Rune: Bombardment - Rapidly fire Grenades instead of arrows that do [{Script Formula 6}*100%]% weapon damage to all enemies within {Script Formula 5} yard radius.

    Indigo Rune: High Velocity - Adds an additional [{Script Formula 7}*100%]% pierce chance to the projectiles fired.

    Obsidian Rune: Fire Support - While channeling Rapid Fire launch {Script Formula 16} homing |4missile:missiles; every second that |4deals:deal; [{Script Formula 17}*100%]% weapon damage each to nearby targets.

    Golden Rune: Overcharge - After shooting for {Script Formula 4} seconds, damage from arrows increases to inflict a maximum of [{Script Formula 3}*100]% weapon damage as Fire damage.

    Alabaster Rune: Web Shot - Slows the movement of affected targets by [{Script Formula 8}*100%]% for [{Script Formula 9}|1|] seconds.

    Evasive Fire​


    Base skill: Shoot for [{Script Formula 9} * 100]% of weapon damage. If an enemy is at close range, you will also backflip away {Script Formula 1} yards. Cost: {Resource Cost} Hatred to shoot and an additional {Script Formula 11} Discipline if you backflip.

    Crimson Rune: Hot Shot - Fire exploding bullets that also deal [{Script Formula 20}*100]% weapon damage to all enemies within [{Script Formula 21}|1|] yards of the primary target.

    Indigo Rune: Withering Fire - Fire a spread of bullets that hit up to {Script Formula 24} targets for [{Script Formula 3} * 100]% weapon damage each.

    Obsidian Rune: Backup Plan - Shoot for [{Script Formula 3} * 100]% of weapon damage as Poison damage. Whenever a backflip is triggered, leave a poison bomb behind that explodes for [{Script Formula 28}*100]% of weapon damage as poison in a {Script Formula 29} yard radius after [{Script Formula 30}|1|] seconds.

    Golden Rune: Surge - Shoot for [{Script Formula 9} * 100]% of weapon damage as lightning. Reduces the Discipline cost of the backflip component down to {Script Formula 8}.

    Alabaster Rune: Tumble - Increase the distance of the backflip to {Script Formula 7} yards.

    Sentry​


    Base skill: Drop a turret on the ground. The turret begins firing at nearby enemies for [{Script Formula 2}*100%]% of weapon damage. Lasts {Script Formula 0} seconds. Cost: {Resource Cost} Discipline.

    Crimson Rune: Choke Chain - Create a tether between you and the sentry that does [{Script Formula 6}*100%]% of weapon damage every second to every enemy it touches.

    Indigo Rune: Vigilant Watcher - Increases duration of the turret to {Script Formula 0} seconds.

    Obsidian Rune: Spitfire Turret - The turret will also fire homing missiles every [{Script Formula 12}|1|] seconds aimed at random nearby targets for [{Script Formula 16}*100]% weapon damage.

    Golden Rune: Aid Station - Heals nearby allies for [{Script Formula 11}*100%]% of their maximum Life per second.

    Alabaster Rune: Guardian Turret - The turret also creates a shield that reduces damage taken by allies by [{Script Formula 10}*100%]%.

    Shadow Power

    Base skill: Draw in the power of the shadows, increasing attack speed by [{Script Formula 1}*100]% for [{Script Formula 0}] seconds. Cost: {Script Formula 6} Discipline

    Crimson Rune: Night Bane - While active, gain {Script Formula 3} Hatred per second.

    Indigo Rune: Shadow Glide - While active, gain [{Script Formula 2}*100]% movement speed.

    Obsidian Rune: Gloom - While active, you have a [{Script Formula 4}*100]% increased chance to dodge incoming attacks.

    Golden Rune: Well of Darkness - Reduces Discipline cost to {Resource Cost}.

    Alabaster Rune: Blood Moon - While active, gain [{Script Formula 5}*100]% of all damage as Life.

    Smoke Screen​


    Base skill: Vanish behind a wall of smoke, becoming momentarily invisible for [{Script Formula 14}|1|] seconds. Cost: {Script Formula 13} Discipline

    Crimson Rune: Choking Gas - Leave behind a cloud of gas that deals {Script Formula 5} physical damage per second to enemies in the area for {Script Formula 4} seconds.

    Indigo Rune: Catch Me If You Can - Increase the duration of the effect to [{Script Formula 0}|2|] seconds.

    Obsidian Rune: Breathe Deep - While invisible you also gain {Script Formula 10} Hatred per second.

    Golden Rune: Special Recipe - Reduce the skill cost to [{Script Formula 2}|1|] Discipline.

    Alabaster Rune: Long Gone - Gain [{Script Formula 12} * 100]% run speed when activated.

    Spike Trap​


    Base skill: Lay a trap that arms after [{Script Formula 20}|1|] seconds and triggers when an enemy approaches. The trap does {Script Formula 17} - [{Script Formula 17} + {Script Formula 18}] physical damage all enemies within {Script Formula 7} yards. You can have a maximum of {Script Formula 19} Spike Traps active at one time. Cost: {Resource Cost} Hatred

    Crimson Rune: Long Fuse - Increases the arming time to [{Script Formula 3}|1|] seconds but increases damage to {Script Formula 0}-[{Script Formula 0} + {Script Formula 1}].

    Indigo Rune: Bandolier - Increase the maximum number of traps that can be out simultaneously to {Script Formula 2}.

    Obsidian Rune: Sticky Trap - Plant an explosive on an enemy target rather than on the ground. If the target dies within {Script Formula 4} seconds the trap explodes dealing {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] physical damage to all enemies within {Script Formula 6} yards.

    Golden Rune: Scatter - A single cast of Spike Trap lays all 3 traps at once and increases the damage of the traps to {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] damage.

    Alabaster Rune: Lightning Rod - When the trap is triggered, rather than exploding, it releases a pulse of lightning that will bounce to up to {Script Formula 25} enemies for {Script Formula 17} - [{Script Formula 17} + {Script Formula 18}] Lightning damage.

    Strafe​


    Base skill: Shoot {Script Formula 0} times per second at random nearby enemies while moving at [{Script Formula 7}*100]% of normal movement speed. Every shot deals [{Script Formula 9}*100]% of weapon damage. Cost: {Resource Cost} Hatred per second

    Crimson Rune: Demolition - Throw out bouncy grenades rather than arrows that explode for [{Script Formula 9}*{Script Formula 26}*100]% weapon damage to targets within {Script Formula 25} yards.

    Indigo Rune: Equilibrium - Increase arrows fired to {Script Formula 5} additional arrows per second.

    Obsidian Rune: Rocket Storm - In addition to regular firing, fire off homing rockets that hit for [{Script Formula 31}*100]% of weapon damage.

    Golden Rune: Drifting Shadow - Movement speed increased to [{Script Formula 8}*100]% of normal running speed while strafing.

    Alabaster Rune: Stinging Steel - Throw out knives rather than arrows that do an extra [{Script Formula 17}*100]% more weapon damage on successful critical hits.

    Vault​


    Base skill: Tumble acrobatically {Script Formula 10} yards. Cost: {Resource Cost} Discipline

    Crimson Rune: Trail of Cinders - Ignite with fire dealing [{Script Formula 1} * 100]% weapon damage to everything along your path.

    Indigo Rune: Acrobatics - Increases your Vault distance to {Script Formula 0} yards.

    Obsidian Rune: Covering Fire - As you travel, shoot arrows for [{Script Formula 4} * 100]% weapon damage at nearby targets.

    Golden Rune: Tumble - After using Vault, your next Vault within {Script Formula 9} seconds has its Discipline cost reduced by [{Script Formula 6} * 100]%

    Alabaster Rune: Rattle and Roll - All enemies within {Script Formula 7} yards of your destination are knocked back and stunned for [{Script Formula 8}|1|] seconds.​
     
    Last edited: Sep 7, 2011
  2. rolsenrob

    rolsenrob Diabloii.Net Member

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    Re: Datamined Demon Hunter Skills and their Rune effects

    Thank you! I've been waiting for these. They look and sound spectacular, I can't wait. :p
     
  3. HardRock

    HardRock Diabloii.Net Member

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    Re: Datamined Demon Hunter Skills and their Rune effects

    You're welcome. It took me quite a while to arrange them into a somewhat readable form.


     
  4. yovargas

    yovargas Diabloii.Net Member

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    Re: Datamined Demon Hunter Skills and their Rune effects

    Wow, loooooooooove these. If I was just reading these the DH'd be my hands down favorite. But...rockets, grenades, bullets? The feel of the character is so off to me. They shoulda just made the DH some kinda shadowy mage or something instead of this mish-mash of engineer/range/shadow mage thing they ended up with. Eh, I'm sure I'l get over it cuz I honestly think every damn skill sounds awesome.....err, except maybe Ferrets. ;)

    edit - oh and yes, thank you HR! :)
     
  5. moxjet

    moxjet Diabloii.Net Member

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    Re: Datamined Demon Hunter Skills and their Rune effects

    The demon hunter seems to have a ton of cool offensive attacks but I really feel like it's lacking in utility to keep himself alive. Nothing for resistances, armors, meat shields, nto much in the knock back department, nothing besides quick movement abilities (i.e. vault, evasive fire). I guess how the demon hunter will play around harder enemies and bosses will be shoot and roll, shoot and roll, with a trap going off?

    Just me or does it seem the DH is lacking in diversity compared to the other classes? Seems like a lot of cool active abilities and traps but not enough support.
     
  6. HardRock

    HardRock Diabloii.Net Member

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    Re: Datamined Demon Hunter Skills and their Rune effects

    Forgot to link to the passives. Here they are.
     
  7. JustAnotherOldGeezer

    JustAnotherOldGeezer Diabloii.Net Member

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    Re: Datamined Demon Hunter Skills and their Rune effects

    Marked for Death + Strafe = Boss killer?

    Really cool to finally see some official skills here. Always thought DH was least developed class we've seen.
     
  8. yovargas

    yovargas Diabloii.Net Member

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    Re: Datamined Demon Hunter Skills and their Rune effects

    Reading off the list, the DH does seem more "glass cannon" then the Wiz - lots of big offense, very little defense. I like chars like that :) but again, would've made more sense if they'd made the DH some kinda mage.


     
  9. Mr Man

    Mr Man Diabloii.Net Member

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    Re: Datamined Demon Hunter Skills and their Rune effects

    Looks like preperation with a golden rune will be good for hardcore
     
  10. Silva

    Silva Banned

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    Re: Datamined Demon Hunter Skills and their Rune effects

    Grenade Launcher/Engineer build:

    Cluster Arrow
    Obsidian Rune: Cluster Bombs - Launch the cluster through the air, dropping a series of bombs in a straight line that explode for [{Script Formula 8}*100]% weapon damage each.

    Grenades
    Alabaster Rune: Stun Grenades - Hurl grenades that have a [{Script Formula 9} * 100]% chance to stun enemies for [{Script Formula 10}|1|] seconds.

    Preparation
    Crimson Rune: Punishment - Removes cooldown. Skill now costs {Resource Cost} Discipline to cast but restores all Hatred instead of all Discipline.

    Rain of Arrows
    Obsidian Rune: Anathema - Summon a Shadow Beast that drops grenades from the sky for {Script Formula 30} seconds dealing [{Script Formula 0}*100]% weapon damage.

    Rapid Fire
    Crimson Rune: Bombardment - Rapidly fire Grenades instead of arrows that do [{Script Formula 6}*100%]% weapon damage to all enemies within {Script Formula 5} yard radius.

    Spike Trap
    Obsidian Rune: Sticky Trap - Plant an explosive on an enemy target rather than on the ground. If the target dies within {Script Formula 4} seconds the trap explodes dealing {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] physical damage to all enemies within {Script Formula 6} yards.
     
  11. Srikandi

    Srikandi Diabloii.Net Member

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    Re: Datamined Demon Hunter Skills and their Rune effects

    Well, there are the pets. Not real tanks I guess but they may distract the enemies. And entangling shot for CC.

    She does sound like a very tricky class to play though, and I also dislike the whole engineer aspect; not a big fan of rockets or traps. I just like a bow :p I'll see if I can play her as basically an archer with pet support. Seems like there are passives to support that playstyle.


     
  12. Scorch Hellfire

    Scorch Hellfire Diabloii.Net Member

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    Re: Datamined Demon Hunter Skills and their Rune effects

    So if it's just a chance to shoot the skull then what are you shooting when the skull doesn't trigger? regular elemental arrows? And I wonder why they changed it from molten arrow... it's the same function so doesn't make much sense...

    What also doesn't make sense is how there's so many grenade and rocket launching skills the demon hunters have and yet Sanctuary hasn't developed guns yet? What?... Hell, they even have runes that make them fire bullets (though who knows how they do that from crossbows) and homing missiles... but no actual guns... *facepalm*
     
  13. HardRock

    HardRock Diabloii.Net Member

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    Re: Datamined Demon Hunter Skills and their Rune effects

    That would be my guess.

    Because this way they can change its damage type with runes. How would a skill named Molten Arrow look, if it would deal frost damage?


     
  14. yovargas

    yovargas Diabloii.Net Member

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    Re: Datamined Demon Hunter Skills and their Rune effects

    Yup. They've pretty much given the DH guns, the guns just look small x-bows...


     
  15. Crackseed

    Crackseed <a href="payments.php">IncGamers Site Pal</a><br>D

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    Re: Datamined Demon Hunter Skills and their Rune effects

    Love it all - can't wait :) Thank you for posting this!

    Edit: In regards to the missiles/rockets thing, it's still entirely possible these items/effects are magically generated/powered versions of what we'd consider "technological" weaponry. The grenades/traps shown off so far fit well within the game world and lore, so I expect nothing less of these rune effects and extra gadgets she's got.
     
    Last edited: Sep 8, 2011

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