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Bola - Freezing Strike: More bola shots means more targets to proc the vortex effect of the Leonine Bow. The natural spread of the bolas also helps grab more enemies on screen to clump up groups together. Another bonus is that it is cold damage, something you're looking for already on amulets, bracers and rings. Cluster Arrow - Maelstrom: Another cold spell that shoots out up to 5 rockets at random targets. This takes bonus effect from the Ballistics passive, making the rockets deal twice their damage. Brutal single target and low density champ packs. 1% life gained per enemy hit is also an added bonus for hardcore to keep yourself topped off on life. Sentry - Spitfire or Guardian Turrets: Spitfire, while fire damage, gains the bonus effect of shooting out a random rocket. Again through Ballistics passive, this rocket doubles its damage from the Ballistics damage and is nice added damage for higher torments. Guardian Turrets are used with a focus on group play with melee characters in the group. The sentries are placed directly on champ packs and aid melee players in their survival. Being a hardcore player myself, it also helps to put a sentry down at range so you can stand next to it and gain the benefit to yourself. Smoke Screen - Displacement: I know most Demon Hunters commonly use vault instead of Smoke Screen when they have to choose either/or. While I agree, vault is far superior for mobility, I find that the 100% movement boost from displacement still does a great job for character movement. I find a common butt pucker moment, when I am walled into a tight spot with plenty of elite pack ground effects ready to zap me. In this case, vault will not save you from taking possibly lethal damage nor does it break crowd control abilities like stun, frozen, fear. I combine Smoke Screen with Illusory boots in order to allow myself free passage through waller affixed elite packs, as well as the mobs themselves so that I can have the most ideal positioning for safety since the build requires line of sight because of the constant Bola firing. A lot of times I need to stone foot elite packs and popping smoke allows me to maintain fire while 100% mitigating damage. Elemental Arrow - Frost Arrow: Keeping with the cold build I use Froze Arrow. Using Elemental Arrow will replace you standard turret bolt shots when using the Marauder set, thus making your turrets do more base damage as they wait for the internal cooldown on your Cluster Arrow to come back. This arrow also explodes to hit 10 enemies, chilling them, which aids the Bane of the Trapped legendary gem as well as Cull of the Weak passive bonus. Passives: Ballistics: Since Cluster Arrow - Maelstrom and Spitfire Turrets fire rockets, it seems only fitting to double their damage output. Furthermore, since this build actually fires attacks, I gain the added bonus of 20% of the time firing a homing rocket myself when I attack! Custom Engineering: Increases the duration of placed sentries from 30 to 60 seconds, also gives you 3 sentries (with 2 additional from rucksack) so you can get up to 5 sentries out at once. Cull the Weak: With Elemental Arrow applying a chill effect to every enemy. It seems obvious that you should take advantage of the 20% increased damage to slowed/chilled targets. This is a far more reliable 20% damage boost than steady aim with no range requirement. Awareness: You can't be too safe in hardcore, especially as a Demon Hunter. This allows you to have your moment of derp and take lethal damage and still live to fight another day. If I was running softcore, I would consider swapping this passive out for Tactical Advantage (more mobility on smoke screens), Steady Aim (more damage), Nightstalker (disc procs for more smoke screens) or even Brooding to give massive HP regeneration while standing still firing shots. If you're going for a more group build with Guardian Turrets, I would suggest Numbing Traps as each sentry shot will reduce enemy damage by 25% for 3 seconds. If you're running Ubers, swap in Single Out for 25% bonus damage as most ubers can be kept 20 yards apart. Required: Leonine Bow of Hashir Illusory Boots Not needed, but make the build exponentially more powerful: Strongarm Bracers Marauder's 6 Piece Set (5 pieces with RoRG) Bombadier's Rucksack - More sentries is always better, Emimei's Duffel is an honorary mention if you have trouble finding a rucksack. Blackthorne's Amulet/Belt Ring of Royal Grandeu