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Hatred

611 bytes added, 12:06, 18 February 2013
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==Hatred/Discipline Passivesfrom Items==Passive skills and Numerous items can boost the Demon Hunter's resources in regen rate or the background, without requiring any active interventionpool size of Hatred and Discipline.These include:
'''Hatred from items: '''
* [[Natalya's Wrath]]item set offers +2 Discipline regen per second with 4 items equipped.
 
==Hatred/Discipline from Passives==
Many Skills and Items can boost the Hatred and Discipline pools and regen rates. Some of the most powerful passives include:
==Hatred/Discipline Active Skills==
==Hatred/Discipline from Actives==
 
Rune effects for numerous skills boost resource gain or lower resource cost, so look carefully when selecting your skills. A few that make larger changes include:
'''Hatred Generators: ['''[Hungering Arrow]], [[Bola Shot]], [[Entangling Shot]], [[Grenades]], and [[Evasive Fire]] all generate some points of Hatred per use. (Their rune effects have some special wrinkles as well.) Faster Note that faster attack rate will allow these to generate is very useful as it allows more Hatred more quicklyattacks in a shorter period of time.
[[Bat Companion]]:
* The Bat acts as a buff that boost Hatred regeneration by 3 per second. This is a mandatory skill to run with a number of high Hatred cost [[build]]s.
Many other skills have variations on resource cost in the rune effects, so look over the options carefully while playing. For instance, [[Multishot]] is a powerful attack that costs a lot of Hatred per use. However one rune effect (: [[Fire at Will]])cuts the Hatred cost by 50%half, and is by far the most popular rune effect in that particular this skill.)
Many other skills have variations on resource cost in the rune effects, so look over the options carefully while playing.
==Demon Hunter Resource Development==
The Demon Hunter was the last class to be revealed and was still under construction well into 2012. When first seen at Blizzcon 2011, the DH used mana for all skills, much like any of the classes in Diablo 2. Even then the developers had an idea of the sort of resource system they wanted to harness to the character.
==Developer Quotes==
The basic system was first described in February 2011 during interviews with [[Christian Lichtner]] and [[Jason Bender]].[http://www.gameplanet.co.nz/pc/games/156898.Diablo-III/features/136557.20110218.Diablo-IIIs-Jason-Bender-Christian-Lichtner/page1/]
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