In season 21 Gears of Dreadlands set 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. Hovewer, 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.
If you directly compare the two Hungering Arrow builds you get the following picture:
About 20% more DPS
About 35% more recovery
More mobility, can deal damage while moving
Greater flexibility in skill choices
A lot easier to play
Better group scaling
Better control over damage
As you can see, GoD DH wins in almost every single scenario: in solo push it's about 2-3 tiers stronger and it's a lot better in XP farming and torments. The only place where it loses is group trash killing, but there both Hungering Arrow builds are outclassed by other builds such as Bone Spear Necromancer and Spirit Barrage WD. Not to mention the giant lags caused by Hungering Arrow in 4man. For these reasons, UE HA build currently sees absolutely no play, but in event of GoD nerf, it can very well become the new #1 DH build.
Great mobility ✔ Rewards skilled play ✔ Strong season starter ✔ Incredible AoE damage ✔
❌ Very squishy ❌ Difficult to play ❌ Pushing is quite RNG-heavy ❌ Problems with single targets
Unhallowed Essenceset provides huge damage bonuses: x1.6 through the 4-piece, and up to x302 through the 6-piece, 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.
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. This item alone is stronger than almost any other single legendary in the game, as the infinite pierces amount to another multiplier of x2-30 in AoE situations. The infinite pierces are what's responsible for the build being so good in High Tier pushing.
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.
Bastions of Will set increases all damage by 125%.
Dawn helps you reach permanent Vengeance uptime.
Depth Diggers provide another 100% damage increase to Hungering Arrow.
Echoing Fury provides up to 75% increased Attack Speed.
Global Stat Priorities
Especially 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% rolled 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.
This build gets plenty of Attack Speed from Quiver and Echoing Fury, so stacking it on gear, outside of multiplicative 7% IAS on Weapon, is not recommended. If you have 18%+ Quiver and are willing to run Enchantress, one 7% roll on Gloves will bring you to the 12 frames breakpoint.
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 Crit stats, 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.
1. Hungering Arrow damage 2. Dexterity 3. Vitality 4. Life % 5. All Resistance
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.
The third gem depends on what you are doing: Bane of the Stricken in solo push, Pain Enhancer in 4man as trash killer, Zei's Stone of Vengeance in solo speedfarming.
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 free. It's usually occupied by a damage or toughness buff such as Wolf Companion, Boar Companion, Caltrops Bait the Trap or Fan of Knives Bladed Armor.
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
4. Life per Hit
4. Maximum Hatred
4. Attack Speed
4. Life per Second
3. Pickup Radius
* Add vitality in paragon until you have at least 800k life or until you feel safe enough to push.
The Templar is recommended for this build due to his melee range and aggressive AI. When there's a monster in range he will always stand still and fight it, making him very predictable and easy to play around.
For the Skills pick Heal, Loyalty, Onslaught and Inspire. All the alternatives, except Intimidate, include AoE hard-CC, which makes mobs harder to manipulate.
We use the CC build for our Templar. This build does little in the rift, but helps tremendously on the Rift Guardian fight, interrupting abilities left and right. For stats, focus on Attack Speed to proc more CC, and then get some Cooldown Reduction for more Heals. The items are:
Enchanting Favor to make follower immortal
Oculus Ring for 85% multiplicative damage boost
Wyrdward for 35% chance to stun
Azurewrath for 25% chance to freeze. Reroll Damage Range to Lightning to proc Wyrdward
The Ess of Johan to pull mobs together
Any shield with Chance to Stun on Hit secondary roll
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.
Use your high mobility to reposition yourself frequently and fire your Hungering Arrows into the density.
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!
Unhallowed Essence is couple of tiers behind Gears of Dreadlands when it comes to solo pushing, but you can still reach high ranks on the leaderboards if you play it well.
Concept Solo push version goes for maximum damage, using Bastions of Will set, Wolf Companion, and Convention of Elements. For toughness we pick up Wraps of Clarity and Numbing Traps.
This build is extremely squishy, but it has decent recovery and it's also a ranged build with very fast attack speed, and it has access to the sacred art of stutter-stepping.
This is where the fun begins!
This technique lets you move and attack at the same time, albeit at reduced speed. You can interrupt the Hungering Arrow casting animation by a move command and spend some time moving before your next Hungering Arrow is ready to be fired. Luckily, you don't have to do any frame-perfect inputs. It's enough to issue a move command immediately after using Hungering Arrow, then your character will start moving as early as possible. And the other way around, if you cast Hungering Arrow before it's ready, that command will also get buffered and the Hungering Arrow will be fired later. To make your life easier, you can try binding your Force Move to mouse wheel and then you can hold down Hungering Arrow button and scroll at the same time, while rhythmically moving your mouse between where you want to shoot and where you want to go. But ultimately, the best way to do stutter stepping is the hard way: you need to issue a separate move command after every attack. Unfortunately, it's extremely difficult to do it well with high (and inconsistent) Attack Speed that you get from Echoing Fury.
Stutter-stepping is necessary to stay alive in high Greater Rifts and the difference between doing and not doing it can be as large as 5 tiers. Good luck! (:
Other than stutter-stepping, the gameplay is exactly as described above. Make sure to play around your Convention of Elements. Use Multishot right before your Cold rotation to refresh Bastions of Will buff and apply the Chill. This way you will be free to only spam Hungering Arrow during your nuke window.
In Season 22, you can add Odyssey's End and change Wolf Companion to Entangling Shot Heavy Burden. This will give you access to 150% additive damage buff and it will only cost you one dog! However, the build becomes a lot harder to play: you need to spend about 10 seconds to apply the chain to all the monsters and then now you have to weave in an Entangling Shot every 3.5s. If you mess that up, you need to spend 10 more seconds not dealing any damage. But if you manage to do it well, you get about 50% DPS out of that setup, making it almost 3 tiers stronger.
Setups If you don't want to bother with all that Odyssey's End stuff, you can cube Elusive Ring instead and just play a comfortable high toughness version. Here you also have an option of switching to Vengeance Side Cannons, trading half of your toughness for insane sustain, if you prefer that.
We use The Flavor of Time as our amulet but The Ess of Johan is another great choice. Due to how well Hungering Arrow scales with monster density, the pull effect can complete with both double Pylons and an extra primary affix! This trade will make the build more consistent, but ultimately, in a rift with good mobtypes and both Power Pylon and Conduit Pylon, The Flavor of Time will be better.
Group Trash Killer
This build can also be used as a trash killer in 4man groups, but it's quite laggy and not particularly powerful.
Concept In for 4-man we use Squirt's Necklace for double damage and we cube the Elusive Ring to protect the buff. We replace Bane of the Stricken with Pain Enhancer for crazy Attack Speed.
Gameplay In 4man the gameplay is very simple. You sit in Inner Sanctuary, spam Hungering Arrow, and sometimes cast Multishot to refresh the debuff. Use Wolf Companion on your Cold rotation of Convention of Elements.
You need to pay attention to your Unhallowed Essence(4) Bonus. It expires in 8 seconds when there are mobs next to you, so you should periodically dip out of the pull to refresh the buff.
Setups If you are struggling to keep Squirt's Necklace buff, replace Convention of Elements with Stone Gauntlets.
Solo Greater Rift Speeds
Concept We pick up The Ess of Johan, which will let us instantly obliterate packs of enemies when the pulling effect procs. Nemesis Bracers help us reach 100% progress faster. In speeds we can fit in Captain Crimson's Trimmings by cubing Ring of Royal Grandeur and Hunter's Wrath. This set gives us some toughness to compensate for the loss of Wraps of Clarity, and it also increases our damage by 40%. We also get Tactical Advantage for more mobility.
Gameplay There's nothing special you have to do in speedruns. Spam Hungering Arrow, keep up the buffs and Vault forward. Pay attention to your Discipline, if you run out you will deal no damage! When you click a Pylon, always Vault away immediately after, otherwise you risk getting (sometimes fatally) smacked.
Setups If you are good at dodging, you can experiment with Squirt's Necklace in combination with Molten Wildebeest's Gizzard (in place of Zei). On the other hand, if you want more toughness, swap Nemesis Bracers to Wraps of Clarity.
guide will come out when GoD is nerfed (:
Hungering Arrow Devouring Arrow
Due to The Ninth Cirri Satchel, this skill can pierce an infinite amount of times.
The maximum travel distance is 120 yards 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 an (with itself) additively stacking 70% damage increase that as a whole is multiplicative to the base damage (e.g. first hit = 100%, second hit = 170%, third hit = 240%, fourth hit = 310%, ...).
When slowed down by Missile Dampening, the arrow will grow in intensity very fast and melt everything in seconds (about x10-x20 damage boost)
Devouring Arrow momentarily Chills the enemy hit, applying Numbing Traps debuff. This Chill happens after the damage and does not activate Cull the Weak or Bane of the Trapped.
Hungering Arrow damage is increased by 350% per point of Discipline you currently have.
This bonus adds up as one big 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).
4-piece damage bonus is a separate 1.6 multiplier and stacks multiplicatively with 6-piece 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
UE Hungering Arrow Demon Hunter is always lurking in the shadows, watching...