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Hunter V1.01 Author: FenrisWulf
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Hunter ('h&n-t&r),
n.
1 a : a person who hunts game b : a dog used or trained for hunting c : a horse
used or adapted for use in hunting with hounds; especially : a fast strong horse
trained for cross-country work and jumping
2 : one that searches for something
3 : a pocket watch with a hinged protective cover
4 : a Druid, highly skilled in
the use of Bows, who trains in the art of Summoning.
Melodramatic Intro
The Amazons were the first to
see the great potential of the bow. Looking with disdain upon the blissfully
ignorant cavemen who used these springy stringed weapons to bash their prey upon
the head, these warrior women crafted sharp pointed sticks and learned to fire
these projectiles with great accuracy and lethality. Soon, the Amazons were
Queens of their element, and baffled the menfolk with such deadly parlor tricks
as Guided Arrow and Multishot. In a striking microcosm of real life, the females
flaunted their superiority while the men stood around confused, shouted a bit,
and eventually went out for a few rounds of beer.
Still, where there are Queens,
there must be Knights, thus the Paladins strapped on their wrist-guards, notched
up their bows, and began spreading the sharp, feathered word of Zakarum. Though
not naturally blessed with any bow-specific skills, these Rangers made great use
of their hallowed Auras, driving themselves Fanatically to heights of power,
speed, and accuracy, or imbuing their attacks with the Shocking power of their
faith. Relentless in his religious fervor for the missionary crusade, a Ranger
is guaranteed to make his opponent feel more holy…or at least, more full of
holes.
Where does the Hunter fit into
this tableau? His Auras lack the potency of the Paladin’s, yet they have their
place: Oak Sage gives him the durability of the Forest, more than doubling his
life and allowing him to walk (relatively) fearlessly through the claws of
danger; Heart of Wolverine grants him the vicious power of the Beasts, making
his arrows inhumanly accurate and deadly; and Spirit of Barbs fills the air
around him with jagged Thorns, causing any who approach him to sorely regret it.
Moreover, the "kick" that these Auras lack is made up in full by the
creatures of the Woods that the Hunter can summon to his side: the ethereal
Spirit Wolves, the enraged Dire Wolves, the unstoppable Grizzly Bear. As with
the Ranger, the Hunter does not approach the sheer destructive power of the
Amazon, and goes so far as to present a challenge: your arrows do not guide
themselves, nor split into hundreds and fill the screen; you must aim your
shots, learn to retreat, place your minions to distract bloodthirsty monsters
from your throat…in other words, play with intelligence and strategy. If this
is not your cup of tea, then perhaps another class would suit you better;
however, if this at all intrigues you, then I can assure you, the Hunter is
viable, versatile, and, to quote Scorch from his Ranger guide, "as fun as
flying monkeys."
(disclaimer: this build was not
invented by the author of this guide; he simply made one, and wanted to tell
others about it. Equal credit goes to Gawgan, who went through the same process,
but didn’t create his guide quite as quickly.)
Stats
Strength: As much as needed for
armor/bow
Dexterity: Many points here; at least 200+
Vitality: Also a sink for spare points; 200+ again
Energy: Base
Dexterity increases damage and
AR, Vitality boosts your hit points and gives you more stamina; which one of
them you choose to pump higher is simply a matter of preference. Strength
contributes nothing to this build except the ability to carry heavier items; it
will not affect damage in any way. Energy can be left at base because Summoning
doesn’t require spamming; you’ll have plenty of mana once you get a few
levels under your belt.
Returning to the Dex vs.
Vitality issue: there are two extremes that you can also explore with the
Hunter, instead of the middle of the road 200+/200+ described in this guide: Max
Dex or Max Vit.
The former is similar to the
Glass Cannon Amazon build: deadly, but fragile. This involves a minimal
investment in Vitality (as high as 100, as low as base), with everything else in
Dexterity. While your damage will increase, you will have to play far more
carefully than normal; however, a skilled Hunter can go through the entire game
practically untouched by enemy attacks (through strategic deployment of Summons
and general wariness in style of play), so it is entirely possible.
Instead of focusing on damage,
the latter focuses on safety. With only enough Dexterity to equip your bow, you
suddenly have a huge allotment of points to stick in Vitality. Find yourself
mobbed? Plenty of time to save and exit. Lag death? A thing of the past. For
those who play Hardcore, this may appeal to you; however, it is probably not
necessary in Softcore, where, as death is hardly such a big deal, you’d be
better off with a more balanced stat point placement, or, for more experienced
players, the Glass Cannon build.
Skills
Check the Arreat Summit
(http://www.battle.net/diablo2exp) and Chippydip's Skill Calculator (http://www.cs.hmc.edu/~cbradfor/diablo2/skills.html)
for detailed skill information.
Spirits
Oak Sage: slvl 20, including
+skills
Heart of Wolverine: slvl 20, including +skills
Spirit of Barbs: 1 point for fun, more if desired
In 1.09, the three Spirits are
affected by a bug that causes them to give no bonuses past lvl 20; a lvl 20 OS
is just as effective as a lvl 35 OS. If this bug is fixed in 1.10, then you may
consider choosing one of the Spirits to focus on; however, you will probably
have more than enough points to throw around.
Oak Sage or Heart of Wolverine?
Good question! The life bonus from Oak is great, as it greatly boosts both your
and your summons’ life expectancies. Still, Heart of Wolverine will make your
pets into vicious little killing machines, ready to rend the forces of Baal limb
from limb. As with the Grizzly/Dire Wolf debate, it’s really a matter of
preference; both will work, and you have both at your disposal (nice if you
party with Druids a lot, so you can turn on one spirit if another guy is using
the other). One small note, though: you can get a far greater damage bonus from
the Might Mercenary (NM Act II Offensive Merc) than from HoW, while you can’t
get the Oak bonus from anywhere else.
Like Auras, Spirits can be stacked, but with a fairly high rate of mana
depletion. Each Aura takes approximately 3 seconds to stick, and will last
around 8 seconds after Unsummoning or switching Spirits. Therefore, switching
between two Spirits every 3-5 seconds will keep both of them active, and can be
a great benefit to both you and your party.
Now, on to the subject of Oak
healing. It may be cheap in dueling, but in PvM, we just call it "a good
strategy". When you unsummon your Oak Sage and the aura wears off, your
maximum HPs will drop down to the appropriate level, but the actual amount of
HPs you have will not change. However, when you recast the Sage and the aura
reactivates, your maximum HPs will shoot up, and your actual HPs will scale
accordingly. Example: if you have a 2000 HP globe with Oak Sage, but you only
have 700 HPs of it filled, unsummoning Oak will leave you at 700 HPs, but out of
a maximum of 889. Then, when you resummon Oak, your maximum will go up to 2000
again, but your actual HPs will go up along with it, to 1575. If applied
correctly with Aura stacking (Oak wears off and then is almost immediately
reactivated), then you may never need to use a Healing potion again.
Summons
Raven: 1-20 points, as desired.
Summon Spirit Wolf: 1-20
points, as desired (passive AR and DR bonuses)
Summon Dire Wolf: Maxed (passive life bonuses)
Summon Grizzly: Maxed (passive damage bonuses)
Maxing Dire Wolves and Grizzly
is absolutely necessary. Spirit Wolves provide an attack and defense rating
bonus to your pets, but you can live without that (the Grizzly seems to have ITD,
and Dire Wolves just seem to be fairly accurate in general); Ravens are nice to
have, but you don’t necessarily need 20 points in them. The main point is
that, while both of these skills can be useful, you can also do without a heavy
investment in either. You can bolster these two skills with spare points if you
feel like it, but if you’d like to boost other skills, leave them low and let
+skills take them to a more acceptable level.
Dire Wolves or Grizzly? Perhaps
even Spirit Wolves? Once more, good questions. If you have all of your Summons
at slvl 20, they’ll look something like this (Normal/Nightmare/Hell values, if
applicable):
Spirit Wolves (slvl 20): +240%
AR, +240% DR
35/53/71 base HPs
41-44 base damage, +4-4 per
level
198/203/207 base DR, +7 per
level
303 base AR, +12 per level
Dire Wolves (slvl 20): +240%
Life
57/86/114 base HPs
69-74 base damage, +6-6 per
level
179/187/196 base DR, +4 per
level
302 base AR, +8 per level
Grizzly (slvl 20): +120%
Enhanced Damage
142/214/285 base HPs
300-330 base damage, +20-20 per
level
196 base DR
300 base AR
When you take into account
passive bonuses, the stats will be:
Spirit Wolf (individual):
119/180/241 HPs, 90-96 damage, 673/690/703 DR, 1030 AR
Spirit Wolves (pack of 5):
595/900/1205 HPs, 450-480 total damage
Dire Wolf (individual):
193/292/387 HPs, 151-162 damage (302-324 when Enraged), 608/635/666 DR, 1026 AR
Dire Wolves (pack of 3):
579/876/1161 HPs, 453-486 total damage (906-972 when Enraged)
Grizzly: 482/727/969 HPs,
660-726 damage, 666 DR, 1020 AR, Stuns, has Knockback and ITD.
Numerically, the pack of Dire
Wolves beats out the single Grizzly and the pack of Spirit Wolves. However, you
may find that you bring out the Grizzly more often, because a) Dire Wolves,
individually, can be taken out fairly quickly, collapsing the Pack benefit, and
b) Grizzlies focus all of their damage on a single target, while Dire Wolves
spread it over three. Still, Dire Wolves and Spirit Wolves can break packs apart
and form more of a shield than a solitary Grizzly, and with smaller monsters
(Flayers, spawned monsters) or annoying casters such as the Hierophants of Act
III, it may be to your benefit to engage more enemies at once. Because you’ll
have both Dire Wolves and Grizzly maxed anyway, bring out either at different
times and see which one you like most. Spirit Wolves, as you can see, can be
quite effective, too.
To the best of our knowledge,
Spirits work off of the base values for Summons, not the values augmented by
passive bonuses.
Vines
Poison Creeper: 1-20 points, as
desired.
Carrion Vine: 1 point
Solar Creeper: 0-1 points
Carrion Vine is exceptionally
helpful, healing a percentage of YOUR life every time it eats a corpse;
everything you kill turns into a mini-rejuvenation potion. However, you usually
don’t need more than a point in it; severe diminishing returns start up around
lvl 10, and you should be able to get nearly that high through +skills with only
a point. You will almost never run low on mana, except very early on, but Solar
Creeper is a much easier way of disposing of corpses than Carrion Vine (since no
corpse will be eaten if you have a full globe, but it’s easy to deplete your
mana). This is extremely useful against Nihlathak and his incredibly painful
Corpse Explosions.
Poison Creeper is an amazing
offensive weapon throughout Normal and Nightmare, and can serve to augment your
tanking abilities (by adding another target) and PI elimination even in Hell.
Though the damage is low, Poison Creeper leaves a large mat, allowing it to
affect many creatures at once; you can also cover the entire ground with a
poisonous undergrowth by recasting the Poison Creeper on multiple enemies. It’s
a variant style of play, but can be very fun, if you care to try.
Elemental
Arctic Blast: 1 point (prereq)
Cyclone Armor: 1-20 points
Though it doesn’t block all
that much elemental damage at low levels, Cyclone Armor can help immensely if
you’re running around with low resistances. Having +skills will obviously make
it worthwhile.
Spare points can go into other Elemental Skills (suggested: Volcano, though
Fissure and Armageddon may work, too; look around for information on the
Huntermentalist), but you may want to just keep them laying around for when you
need them; there’s some pride in maintaining a Pure Summoner status. Cyclone
Armor is the exception; though it’s Elemental, it definitely deserves at least
1 point, as a Hunter can easily find himself hurting for resists if he focuses
on an IAS track.
Equipment
The Hunter is very similar to
the Ranger in terms of equipment, and is looking for the same sorts of mods (see
Scorch’s
Ranger guide). These include IAS, Knockback, Poison, Cold (or Freezes
Target), Pierce, and perhaps Slow (though Slow is currently a bit bugged, and
can cause desynchronization between you and the server). Crushing blow,
especially paired with Explosive Arrow weapons such as Kuko Shakaku and Demon
Machine, can be very helpful against high-life monsters or in 8 player games,
and Deadly Strike greatly increases your killing power in all situations.
Otherwise, +skills is very important, to get your Grizzly/Wolves doing as much
damage and having as much life as possible. Follow this with +stats, +life,
resists, and probably life leech at the end. Unfortunately, as you won’t be
doing a great amount of physical damage yourself, leech is somewhat neutered; if
you don’t have room for it, then don’t worry about it. Replenish Life is a
good substitute for leech.
A note on Poison: I know that
many people don’t like to use excessive amounts of Poison. However, even if
you can just get a little bit, it will stop monsters from healing themselves,
and if you get more, then you’ll be able to slowly chip away at monsters
without having to focus exclusively on them; this is great for large groups,
where you’re spreading your arrows over as many monsters as possible, but need
to damage all of them. Poison is especially effective on ranged weapons, since
the duration is additive instead of averaged.
Weapon:
Kuko Skakaku is an absolutely wonderful bow; the Explosive Arrows and Piercing,
combined with Slow, Poison, and Cold Damage, works wonders with large crowds,
and also allows you to worry less about AR, since Explosive Arrows automatically
hit (unfortunately, you can’t leech off the explosions, but that’s why we
have the Carrion Vine). Goldstrike Arch also works very well, giving a nice AR
bonus, good damage, and the fun bonus of casting a Fist of the Heavens every
once in a while. Witchwild String gives a great amount of Deadly Strike, adds to
Resistances, and has a chance to cast Amplify Damage, which really helps your
Summons and Minions dish out the damage (but remember, Magic Arrows don't
autohit). At lower levels, Riphook is another extremely useful bow, and at much
lower levels...well, anything you can get your hands on. Gem-socketed Bows
(Topazes, Rubies, Sapphires) work well for some time, and you can upgrade to
better quality gems as they come along. Keep gambling for Rare Bows, as well.
Eaglehorn would be a great end
bow, as would a Cruel Bow of Something (gogo gadget Alacrity! Or Evisceration!),
if you get lucky through cubing a lot of perfect gems. Bows to consider for
cubing would be the Blade Bow and the Great Bow, as they are the fastest elite
bows and have good avg damage; the Blade Bow has lower reqs. Obviously,
Windforce deserves some mention, too. You can still do quite well in Hell with
the high-end Exceptional Unique bows, though, so don’t worry overmuch about
spending a lot. For an in-depth analysis of many of the "best" bows
and crossbows, check
this article, compiled in the Amazon FAQ.
Now, while the Buriza-do Kyanon
is an extremely powerful weapon, you are a Hunter, and don’t use mechanical
abominations such as crossbows. You are unburdened by the tools of civilization,
and prefer the feel of a good, honest bow in your hands. Bows are faster in any
case…
…but then again, many
crossbows can serve the Hunter well, most notably the Demon Machine and the
Buriza-do Kyanon. Don’t feel guilty about using one if the opportunity
presents itself; just don’t tell me about it. :)
A very useful idea, from morgan&coke,
is to have the Unique Bearded Axe, Spellsteel, on your weapon switch. Spellsteel
gives charges of the Sorceress skill Teleport, and so if you have Teleport
selected on Spellsteel’s weapon tab, then at any sign of trouble, you can
switch weapons, right-click away from the mob, and escape unscathed. Teleporting
will also regroup your summons and your mercenary around you. For those of you
who only really use one bow, definitely give this tactic some thought. Staffs
can also spawn with Charges of Teleport.
Armor:
Crow Caw works very well, with the IAS, FHR, Dex, and Open Wounds. Twitchthroe
is also a great armor; gives more IAS and FHR, and has nice Dex and Str bonuses
as well. Another good option would be to get a nice socketed armor (Jeweler’s
Armor of the Whale, anyone?) and pimp it out with dual mod IAS jewels. This
would give you much more IAS than is available on either of the two unique
armors, and also allow you to customize the other bonuses, depending on the
quality of IAS jewels you can find. Spirit Forge, with 2 dual mod IAS jewels,
can also work, as it gives a very nice life bonus. For the Crushing Blow addicts
out there, Rattlecage gives 25% of it, and also has 40% Hit Causes Monsters to
Flee, which can help in heavy crowd situations (the armor lacks any other useful
bonuses, though).
Helm:
Jalal's Mane is optimal (AR, +2 skills, FHR, Res); Stealskull is a good option,
too, for the leech and IAS. You can also find very nice mods on Guillaume’s
Face, of the Orphan’s Call Set—30% FHR, 15% Deadly Strike, and 35% Crushing
Blow—but it lacks +skills and IAS. The best helm I can imagine, though, would
be a rare Pelt of some sort, with +2 Druid skills, Resists, +life, +stats, +% AR
per level, and then +3 Grizzly, +3 Dire Wolves, and +3 other skill. That would
be awesome. Just about as awesome, for the amazing customizability, would be a
three-socket Druid Pelt of some sort (either an ordinary gray or, preferably, a
Jeweler's Pelt with some Suffix) with +3 Grizzly, +3 Dire Wolves, and +3 other
skill; this would allow you to use nice dual mod IAS jewels or any other
socketable item to compensate for any area in which your Hunter is lacking.
Belt:
Goldwrap is good solely for the IAS, while Razortail gives Piercing and Dex. In
my opinion, Nosferatu's Coil is superior to both, giving 10% IAS, 5% LL, +15 Str,
and 10% Slow.
Gloves:
Lavagouts, Magnus’ Skin, Sander’s Taboo, and Laying of Hands are all
options, for the 20% IAS and various other useful mods. Bloodfist gives less IAS
(10%), but also adds 40 life and will give you another Faster Hit Recovery frame
break when paired with Jalal’s. Cleglaw’s are very nice starting out, with
the Slow and Knockback. Sigon’s, when paired with the boots, is incredibly
nice as well; see below for stats. However, perhaps the best option would be
crafted Hit Power Gloves (Perfect Sapphire, Magic Jewel, Ort Rune, and Magic
Chain Gloves/Heavy Bracers/Vambraces), which will automatically give Knockback,
and may end up with jolly mods such as 20% IAS, Resists, Leech, and +dex. Of
course, you could also get lucky on crafted Blood Gloves (Perfect Ruby, Magic
Jewel, Nef Rune, and Magic Heavy Gloves/Sharkskin Gloves/Vampirebone Gloves),
which get 1-3% Leech, 5-10% Crushing Blow, and +10-20 life automatically, and
could then pick up 20% IAS, more Leech, and other nice mods. No Knockback,
though.
Boots:
Gore Riders give the nice offensive mods of Open Wounds, Deadly Strike, and
Crushing Blow, while Sander’s Ripraps boost dex and str, and have 40% faster
r/w. Goblin Toes can be used simply for the 25% Crushing Blow. Don’t forget
Crafting, either; Blood Boots (Magic Light Plated Boots/Battle Boots/Mirrored
Boots, Eth Rune, Perfect Ruby, Magic Jewel) automatically get the mods of 5-10
Replenish Life, 1-3% Life Leech, and 10-20 Life, very helpful on a Hunter; the
only problem is getting a Faster R/W suffix on there, as well. Sets can be nice,
too; together with the Gloves, Sigon’s Boots give 30% IAS, 20% Faster R/W, 40%
Cold Resist, +70 AR, +10 Str, and 10% Leech.
Amulet:
Highlord's would be very cool, for the +skills, Deadly Strike, Lightning Damage,
and IAS. Cat's Eye is only slightly less cool, with IAS, Dex, and faster r/w.
Angelic Wings is acceptable, too; see below.
Rings:
Definitely one Raven Frost, unless you're using an Explosive Bow (which
eliminates AR problems; the Cannot Be Frozen is still helpful). A Bul-Kathos
would be awesome for the other, or a crafted Blood Ring. An option, if you’re
looking for more AR, would be an Angelic Halo, coupled with an Angelic Wings,
giving a great AR bonus (+12 per level), +10 dex, +75 life, and some Replenish.
Charms:
Lots of elemental/min-max damage modifiers, poison charms, and Summoning Charms.
Mercenary
I think the main choice would
be between an Act I Cold/Fire Rogue, Act II Holy Freeze Merc (NM Defensive), Act
II Might Merc (NM Offensive), or Act III Cold Mage. The Cold Rogue, HF Merc, and
Cold Mage all make monsters easier to hit by slowing down or freezing them, and
a well-equipped Cold/Fire Rogue or Cold Mage can be invaluable as a PI killer
(you can activate the Lightning Hose attack on any Act 1 Rogue by equipping her
with +3 skills). On the other hand, the Might Merc makes you and your summons
far more effective, and can engage the enemies while you stand back and snipe at
them. I’ve found the Might Merc to work exceptionally well, but the other
three are no doubt good options as well.
Final Strategies
IAS
IAS
is great, but it’s not necessarily a "more is better" type of deal.
Socket your gear carefully, so that you pass frame breaks and don’t overkill
with the IAS. Check out the calculator at http://diablo2.ingame.de/tips/calcs/weaponspeed.php?lang=english,
and plan your equipment accordingly. Though the referenced calculator may not be
exactly correct with the Shifted form speeds, it’s right on with the Normal
attacks.
For those of you who don’t
understand the calc, here’s a table. The left-most column is total IAS, which
is the sum of the IAS on your weapon and the IAS on your other gear. Each of the
other columns gives fpa (frames per attack) values according to the WSM at the
column header (ie, column 2 is for [-10] speed bows, column 3 for [0] speed,
etc.). Cells where the fpa value has an asterix (*) by it indicate that the
frame break is actually 5 IAS earlier, eg, 10* in the 80 IAS row would mean that
the frame break is 75 IAS for 10 fpa.
Selected crossbow IAS breaks
Buriza-do Kyanon:
80% (initial IAS on BDK): 14
frames
95%: 13 frames
140%: 12 frames
215%: 11 frames (maximum speed)
Demon Machine
0%: 12 frames
10%: 11 frames (maximum speed)
Prebuffing
Both Spirits and Vines can be
prebuffed (cast with +skills gear, then switch to normal gear) quite
effectively. As long as the Spirit Aura doesn’t wear off, recasting the
Spirit, even at a lower level, will maintain the same prebuffed bonus.
Recasting
When you run up and see a group
of enemies bearing down on you, cast your Grizzly directly in front of them. I
don’t care if you’ve gotten sentimentally attached to that lumbering ball of
fur trailing several screens behind you; just RECAST! True, you lose all
benefits of buffing your Summons with alternate gear, but you keep the hordes at
a distance so that you can leisurely pick them off, and your bear can have a
nice meal.
LEBs
The safest place to be when
fighting a LEB is very far away. This can be achieved by getting a click-lock on
him and using some sort of Knockback item. He’ll be pushed off the screen, so
the Charged Bolts won’t touch you. However, you can actually stay fairly safe
directly behind your Grizzly as well. He’ll soak up the Charged Bolts for some
time, which means you and your ultra low resistances won’t have to deal with
them.
Bosses
Baal and Diablo are annoying;
they can dispatch with your summons very, very quickly using their elemental
attacks, leaving you essentially defenseless. I think that I had help on Diablo
for Norm and NM, but I’ve always soloed Baal. What I’ve had to resort to in
all difficulties was getting a click-lock on Baal, and then just holding down
the attack button. He’ll teleport all over the place, and arrows will keep
heading his way; usually he doesn’t get too close, which means he won’t be
able to take advantage of that critical hit move that drains half your life and
mana. If you get hit by stray elemental attacks, use potions as necessary, just
don’t lose your lock on him unless he teleports right next to you. It will
take several minutes and many arrows to deal with him.
When casting your Summons
against Act Bosses, always cast them on the opposite side of the boss from you.
This will hopefully distract the boss and prevent you from getting hit with some
of the nastier directed Elemental attacks: Hoarfrost (Baal), Mana Rift (Baal),
Firestorm (Diablo), and Lightning Hose (Diablo).
Arrows
Always carry one or two extra
quivers of arrows in your inventory when you go out to fight. And pick up all
the arrows you see if you think that you’re at all running low. True, it means
that you might miss out if any nice items drop, because your inventory will be
full of arrows. It’s better, though, than running out when surrounded by
Minotaurs/Cows/Big Ugly Dangerous monsters and having to frantically search for
arrows then.
Corridors
Enclosed spaces with very tight
corridors (Maggot Lair is a prime example) suck. Just keep your bear in front of
you.
Shift-click
For firing, I try to
shift-click at all times. If you don’t, then you run the risk of clicking on
the area in the middle of a group of monsters where no monsters are, and then
running to that point. In the middle of the monsters. It can get ugly.
Not a tank
Against ranged attackers, try
to dodge. You’re a Hunter, not a tank, sorry.
PIs
These monsters, along with Act
Bosses, will most likely be the ones giving your Hunter the most trouble.
Obviously, your Summons won’t be all that effective against them, and what
else do you have? What you can do, though:
- Invest in an Elemental Skill.
Volcano will work great, except against the PIFIs.
- Carry Poison Charms, and keep
a Poison bow on hand; 6 Tals work fine.
- Carry other Elemental Charms,
socket Elemental damage in gear, use a weapon with Elemental damage. I’m
personally carrying Kuko for this purpose, but a Lightning/Fire Jewel, Ort, or
Ral socketed bow will work, too. Always be on the look out for that Shocking Bow
of Storms, too.
- Use Summons to distract. They
won’t hurt the monster, true, but at least he won’t be hurting you.
In any case, it's a hell of a
lot of fun to play, and it's something a bit beyond the pale in terms of the
BNet characters you usually see. I would definitely advise that you give it a
shot. :)
Useful references
Diabloii.net Druid Forum (http://forums.rpgforums.net/forumdisplay.php?s=&forumid=29)
Scorch’s Ranger Guide (http://www.diabloii.net/strategy/x-guides/scorch-ranger.shtml)
BobTheMadCow’s Elummoner
Guide (http://www.diabloii.net/strategy/x-guides/elummoner.php)
Diabloii.net Main (http://www.diabloii.net)
Arreat Summit (http://www.battle.net/diablo2exp)
Diablo2.de Speed Calculator (http://diablo2.ingame.de/tips/calcs/weaponspeed.php?lang=english)
Bow/Xbow Comparison (http://www.diabloii.net/strategy/x-articles/bowcomparison.shtml)
Chippydip’s Skill Calculator
(http://www.cs.hmc.edu/~cbradfor/diablo2/skills.html)
Druid IAS Table (http://www.stanford.edu/~seanm514/bowtable.jpg)
Thanks to
Fobarr, Kirsty, BillyM, morgan&coke,
Baranor, kidragon, and others I can't recall for their critiques and
suggestions.
morgan&coke for reminding
me to get this finished, coming up with bunches of good ideas, and knowing as
much about Hunters as me.
kryptz (Dark3ric) for being
awesome in general, and helping me develop this guy.
Scorch for having produced a
great Ranger guide.
Gawgan, who developed a Hunter
at the same time as this guide came out.
The Druid Forum at diabloii.net.
You guys kick ass.
And…um, you! Yes, you!
Thanks. :)
Any suggestions are welcome.
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