“The demon hunters. Vengeful harbingers of righteous doom who bring swift judgment and death to the hellish creatures daring enough to trespass on the mortal lands of Sanctuary. Skilled archers, assassins, and trackers, demon hunters are perfectly honed instruments set to scour demons from the world. The fact that every last one of them has a deep and personal motivation to do so only sharpens their deadly purpose.”
Diablo 3’s
Demon Hunter is the spiritual offspring of Diablo 2’s Assassin and Amazon
classes. Combining the ranged, weapon-based attacks of the Amazon with the
Assassin’s traps and acrobatics, the Demon Hunter specializes in tactical
ranged combat. In addition to spells like Spike Trap and Rapid Fire, the Demon
Hunter employs shadow magic, giving the Demon Hunter a certain level of
badassery archer-type classes often lack.
As far as
the Demon Hunter’s primary skills go, I spent most of the beta using either
Hungering Arrow or Entangling Shot.
Hungering Arrow’s proc effect made it particularly cool, since the arrow
would jump to other targets, essentially creating a chain lightning effect with
arrows. While Hungering Arrow’s primary purpose was to do damage without
utility, Entangling Shot was at the other end of the spectrum.
It did
rather poor damage, but placed a slow on the primary target and the one closest
to it. The rune effect made it even more powerful, causing 4 targets to be
slowed. Both spells fulfilled their purpose perfectly, but I found myself using
Hungering Arrow in conjunction with Caltrops, since the slow effects from
Entangling Shot and Caltrops didn’t stack.
For
secondary offensive spells, the Demon Hunter had access to Impale and Rapid
Fire. Impale did significant damage, and when runed added a 65% chance to stun
the target hit by the spell. This made Impale extremely potent, especially
since the rune didn’t sacrifice any damage for the effect. Rapid Fire was a bit
more fun to use, since it’s essentially a minigun of arrows. The spell is
channeled, though, meaning I spent a lot of time standing still, whereas
Impale’s instant cast made it much easier for me to stay on the move.
For defensive
spells, I spent most of my time using Caltrops (slow trap) and Vault, which let
me jump a pretty great distance. The two spells worked well together, since
Caltrops and Vault both have a pretty low Discipline cost. I would lay
Caltrops, and when enemies got too close I would jump away and lay another,
basically ensuring enemies never caught up to me. I wasn’t particularly excited
by Smoke Screen, since when playing solo on Normal difficulty I never needed
the invisibility to escape from anything.
My experience
with the Demon Hunter definitely exposed me to the synergy between her
abilities. The fact that three Caltrops can be placed at once is an example of
the tactical choices available to the class, and the Demon Hunter’s damage
output was among the highest that I experienced.
I’m not
usually interested in ranged classes, but I spent more time playing the Demon
Hunter than any other class in the beta. The class seems particularly well
suited for people who want to play alone, since her utility allows the Demon
Hunter to control more of the battlefield than the other classes, with the
exception of certain Witch Doctor abilities. However, the Demon Hunter has slow
and control worked into many more of her abilities than the Witch Doctor,
giving her many more options in multiple builds. When all my friends are
offline, I’ll most likely be playing the Demon Hunter, and who knows if the
strategic nature of the class will rope me in more than I expect.
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