In Season 21, the Gears of DreadlandsSet was added to the game. At the same time many Generator-related items were buffed or reworked in order to make the new set playable.
However, Demon Hunter already had a Generator set — Unhallowed Essence, and in terms of power it's not far behind GoD. So for every successful GoD build there's an almost as strong UE build lurking in the shadows. This is one of them, the long lost brother of GoD Hungering Arrow DH.
The build focuses on Hungering Arrow to deal damage, however, since there's no Strafe, it plays nothing like the GoD HA build. It's best to describe this build as a cross between GoD HA and UE Multishot. From the former we take all the items (minus the set), and from the latter—skills and playstyle.
GoD DH wins in almost every single scenario: in solo push it's about 5-7 tiers stronger and it's a lot better in XP farming and torments. UE HA build is not particularly great at anything but it has a shot at beating Multishot on the Unhallowed Essence leaderboard!
Great Mobility ✔ Strong Season Starter ✔ Rewards Good Gameplay ✔ Great Single Target Damage ✔
❌ Very Squishy ❌ Difficult to Play ❌ Sensitive to Fishing ❌ Very Bad at Speedfarming
Unhallowed Essenceset provides huge damage bonuses: x1.6 through the (4) Bonus, and up to x302 through the (6) Bonus, for a total of x483 damage with your Hungering Arrow. The set gives you 60% damage reduction and plenty of Discipline, which lets you spam Vault.
Bastions of Will provide 125% increased damage.
The Ninth Cirri Satchel is the key item of the build, adding 100% pierce chance to Hungering Arrow as well as an up to 600% multiplicative damage increase.
Hunter's Wrath is another high-value DPS item, providing a 30% Attack Speed bonus to your Primaries as well as another 200% multiplicative damage bonus.
Dawn helps you reach permanent Vengeance uptime.
Depth Diggers provide another 100% damage increase to Hungering Arrow.
Wraps of Clarity reduce incoming damage by 50%.
Convention of Elements provides up to 200% increased damage during the Cold cycle. Another option in this slot is Elusive Ring, use it if you cannot survive otherwise.
Echoing Fury in the cube provides up to 75% increased Attack Speed. Alternatively you can cube Fortress Ballista for more defense.
Season 24 Ethereals
Ethereals are powerful rare weapons that can only be found during Season 24. They have incredible stats, a random Legendary power, and a free passive for your class. Read our Ethereal Mechanics Guide for full details on how they work and our Ethereal Farming Guide to learn how to acquire them. What you should prioritize on them is the following:
TheLegendary Power This build requires Dawn and Echoing Fury to be functional. We need our Ethereal to roll one of these powers so we can cube the other. We also want a good roll on our Legendary power if it has a range.
TheEtherealItself There are 3 different weapons available to us, each with its own benefits:
Buriza-Do Kyanon - This is an insane Ethereal for damage and has great synergy with the build due to the freeze effect that improves survivability.
Doomslinger - This is the second best option as long as you can't find a suitable crossbow.
Windforce - This can't be used for this build as it only buffs Archery Skills.
The EtherealStat Rolls Each Ethereal comes with its own fixed set of powerful affixes. While some have a static value, many have a wide stat range. This means the difference between good and bad rolls is significant and something you should look for.
A Useful Passive This is just icing on the cake because a fifth passive is not going to make or break your build. You're better off hunting for the things above. Check out the Passives section down below to see which ones you're looking for.
Global Stat Priorities
The most important for almost any DH build is reaching permanent Vengeance uptime. This is achievable through the 65% Cooldown Reduction effect provided by Dawn and having 37% Cooldown Reduction on your character. What you will always use is the Flawless Royal Diamond in your Helmet slot, 10% from Paragon Points and 8% on your Shoulders. The rest will typically be rolled on your Weapon, Gloves or Quiver. If your Dawn has less than 64-63% on the legendary affix, you should consider adding a 4th Cooldown item to make up for it, as any lower will leave you with a significant gap.
For Attack Speed we aim for the 12/18 frames Breakpoint achievable with 7% roll on the Weapon, 26% on the gear and Enchantress' Focused Mind. Aside from that, Maximum Discipline is the best stat you can have, which is a secondary roll on Hand Crossbows, Quivers and Cloaks. Make sure you get as much as possible, but don't worry too much about one or two missing points.
Other than that, you want to stack damage stats wherever possible, especially Critical Hit Chance & Damage, Damage Range, Cold Damage, Hungering Arrow Damage, and lastly Area Damage (typically in this priority). For your defensive stats you just need to focus on increasing the raw toughness value. Since your Recovery is mostly based on percentage of your maximum life due to Simplicity's Strength, there's no reason to prioritize mitigation over health. You should always use Flawless Royal Diamond in your Chest and Pants sockets.
Assembling the Build
1. Do the Challenge Rift for the materials to cubeLegendary Powers. You can complete this once a week for additional resources and we always update the guide for you!
2. Gather the full Unhallowed Essence set. Each piece can be gambled from Kadala for Bloodshards. Do not salvage any duplicate pieces you find! Instead convert them to another part of the set with Recipe 4 in Kanai's Cube. If you have extra materials you can use Recipe 3 to craft the remaining pieces, but this is expensive and not recommended for new players.
1. Dexterity 2. Vitality 3. All Resistance 4. Armor
Focus Elusive Ring (Cubed) Convention of Elements (Cubed)
1. Socket 2. Critical Hit Chance 3. Critical Hit Damage 4. Damage Range 5. Area Damage
1. Socket 2. Critical Hit Chance 3. Critical Hit Damage 4. Damage Range 5. Area Damage
Wraps of Clarity
1. Cold Damage 2. Critical Hit Chance 3. Dexterity 4. Vitality 5. All Resistance
Squirt's Necklace The Ess of Johan
1. Socket 2. Critical Hit Damage 3. Cold Damage 4. Critical Hit Chance 5. Cooldown Reduction
1. Hungering Arrow damage 2. Dexterity 3. Vitality 4. Life % 5. All Resistance
Bottomless Potion of Kulle-Aid
For breaking walls to pull enemies and increase DPS
Simplicity's Strength is the strongest DPS gem for Primary-based builds. It provides 100% multiplicative damage buff and also a ton of recovery.
Bane of the Trapped is the most commonly used DPS gem, providing 60% multiplicative damage increase that can be easily activated with Multishot Wind Chill.
Zei's Stone of Vengeance provides up to 80% damage against far away targets. Esoteric Alteration can be used instead if you want more toughness.
Hungering Arrow Devouring Arrow is your main damage skill. All other runes deal an order of magnitude less damage vs multiple enemies, so Cold is the only way to go.
Multishot Wind Chill is used to activate Bastions of Will damage bonus and to apply slow for Cull the Weak, Bane of the Trapped and Numbing Traps. And it also gives 8% Critical Hit Chance for free!
Preparation Invigoration is a must have for +20 Maximum Discipline, which translates to 25% DPS increase, thanks to Unhallowed Essence(6) Bonus.
Vengeance Dark Heart provides 40% extra damage and 50% damage reduction.
Vault Tumble helps with mobility. We can use this skill a lot, thanks to Unhallowed Essence(2) Bonus.
The last skill slot is usually occupied by Wolf Companion or Smoke Screen Special Recipe to try and retain some Squirt's Necklace stacks during the rift.
Cull the Weak is the strongest DPS Demon Hunter passive, providing a 20% multiplicative damage boost.
Numbing Traps is a very strong defensive passive that can be used in almost any variation of this build, as Hungering Arrow Devouring Arrow as well as Multishot Wind Chill proc it by default.
Awareness, helps you out in tough times and saves you a death.
Ambush is used in most variations of the build for a bit of extra damage.
You can trade some defensive passives for offensive ones, if you feel comfortable with your toughness. Good choices here are Steady Aim, Single Out and Archery.
1. Movement Speed
1. Critical Hit Damage
1. All Resistance
1. Area Damage
2. Critical Hit Chance
2. Life %
2. Resource Cost Reduction
3. Cooldown Reduction
3. Life per Hit
4. Maximum Hatred
4. Attack Speed
4. Life Regeneration
4. Pickup Radius
1 Add a bit of Vitality if you feel too squishy (a total of 800,000 Life is recommended).
Patch 2.7.0 revamped the follower system giving all 3 hirelings new powers and the emanate system. The first thing you should do is read our complete follower guide and remember the key takeaways:
The emanation system allows followers to share certain legendary and set powers with you. The most important ones are: The Flavor of Time, Nemesis Bracers, Avarice Band, Sage’s Journey and Cain’s Destiny. Click the guide above for the full list.
Follower’s powers are based on their mainstat (maxed at 25,000, but they have a 2.5x multiplier so you only need 10,000). This means we stack Intelligence on the Enchantress, Dexterity on the Scoundrel and Strength on the Templar.
Followers share 20% of their Experience, Magic and Gold Find stats with you.
Legendary gems do not work on followers, except Esoteric Alteration and Mutilation Guard.
Enforcer can be equipped on the player to keep followers alive even without an immortality relic. The 90% damage reduction counts for them, too.
Cooldown Reduction does not work for any follower skill except the Templar’s Heal.
Followers never deal significant damage; you’re on your own to clear the content.
With these in mind, let’s get into our recommendations for this build.
GR Pushing Enchantress
For Greater Rift Pushing we recommend this Enchantress setup for the Slow from Temporal Pulse, Cold Damage from Amplification, Damage Reduction and Armor from Powered Shield, and the Attack Speed from Focused Mind.
Since we have the immortality relic, we do not need to stack survivability on our Enchantress.
Intelligence> Attack Speed.
The Flavor of Time: For double duration on Pylons.
Nemesis Bracers: For more progression from Elites.
Oculus Ring: For 85% increased damage.
Unity: For 50% damage reduction if you're also wearing one.
Ice Climbers: To make your follower immune to Freeze and Immobilize effects.
Mempo of Twilight and Cain's Destiny: For more Attack Speed.
The build is overall fairly easy to play.
Spam Hungering Arrow all the time, kill everything.
Make sure to keep your Discipline high, as your set's damage bonus scales with current Discipline, not with Maximum Discipline.
Keep up Vengeance at all times (use once every 20 sec) and activate Preparation to refill your Discipline when you run low.
Make sure to use Multishot at least once every 3 seconds to keep up the Bastions of Will buff and the Chill for Bane of the Trapped and Cull the Weak.
When fighting enemies, try to stay at a distance to avoid getting hit and to keep up Unhallowed Essence(4) Bonus and maximize the damage buff from Zei's Stone of Vengeance.
Use your high mobility to reposition yourself frequently and fire your Hungering Arrows into the density.
Try to keep up your Squirt's Necklace as much as possible. Alternatively, when this is too difficult, Ess of Johan is a suitable replacement.
Looks easy on paper but the problem with that build is that it's very squishy. So you need to do all of the above while dodging most of the enemies' attacks.
The build is super squishy and not at all suited for Hardcore. Its one saving grace is that you have permanent immunity to Crowd Control effects and high mobility to get out of dangerous situations. Replace Convention of Elements with Elusive Ring and always run Awareness!
The Ninth Cirri Satchel nerf in Season 23 made this build completely horrible when it comes to farming or group play, so there are no other variants. The only use this build has is pushing Unhallowed Essence Leaderboards, where it can compete with UE Multishot DH.
Hungering Arrow Devouring Arrow
Due to The Ninth Cirri Satchel this skill will pierce up to 4 times, but is not guaranteed to do so when no enemies are in its path.
The maximum travel distance is 120 yards total or 90 yards distance from the starting point.
The arrow will periodically turn around and seek out a new nearby target.
The Devouring Arrow rune adds a 70% damage increase stacking additively with itself that is multiplicative to the base damage (First hit = 100%, second hit = 170%, third hit = 240%, fourth hit = 310%, fifth hit = 380%).
Devouring Arrow momentarily Chills the enemy hit with no duration, applying the Numbing Traps debuff. This Chill happens after the damage and does not activate Cull the Weak or Bane of the Trapped.
Unhallowed Essence(6) Bonus means your damage is increased by 350% per point of Discipline you currently have.
This bonus adds up as one separate damage multiplier — you won't get a multiplicative bonus for every point.
At 86 Discipline, missing 1 point means a DPS loss of ~1.2% (increasing slightly the less you have).
Unhallowed Essence(4) Bonus is a separate 1.6 damage multiplier and stacks multiplicatively with the (6) Bonus.
Reach the necessary Cooldown Reduction for permanent Vengeance (37% with a perfect Dawn).
Keep up buffs (Multishot Wind Chill, Bastions of Will) at all times.
Keep your Discipline high as it directly scales your damage output.
Avoid wasting your time on single enemies or elites that don't die — your strength is AoE dps.
Guide by Northwar with revisions & updates by wudijo.
Unhallowed Essence Demon Hunter is always lurking in the shadows, watching...