Smokescreen, to me, seems to be rather weak for this. I can't give up Vengeance and the spinning turrets for the chance to freeze. That's 2 summons you're missing. My experience with the new cooldowns is that I'm watching my icons and spamming any turret/sentry that comes off cooldown. Playstyle is 4 to 8 yard circles with sentries placed every rotation. Very effective at stalling enemy advance. Three other suggestions: 1 - The traps are too easily seen and avoided. Planting traps under an enemy during combat is superior to attempting to strategically place them in advance. Having the CC 'on demand' is something the enemy is usually not prepared for. 2 - Wearing your wings makes you more obvious, drawing attention. Try no wings and skulking around the edges to blend in. 3 - A rank 2 Spiteful Blood is a huge advantage for this build. It doesn't give away the fact that you can be invulnerable and will be making a comeback. Why? Because Spiteful Blood's telltale shield only shows up at level 3. Many players will mistakenly see you go to zero life and think they've killed you but you will have a surprise for them within a few seconds. Despite it being a 5 star gem, it's somewhat affordable when crafted with Telluric Pearls.
I think you mentioned testing sentries summons in open world farming, but where they shine is dungeon runs. Try this set up: Boar at the Door, Yearling Kiln, Slink Prangs, Journey Abundant, Watcher's Salvation, Vigilance, Fallow Farm, and One's Own Fusillade with 6pc Shepard's and 2pc Shal Baas. In a 4 person group, clear trash mobs with primary + traps and save the summons for mini-bosses and end boss (for Shepard's 6pc bonus). From my testing, this creates the highest damage per second when all five summons are up and the traps debuff is active.
Boar at the door helm is great because the sentries are not taking any damage but there's a crazy difference in damage ... The Mortar one is totally crazy i'm doing almost 4 times the damage of the shadow ones ! this is crazy ! Guess i'll try it in BG and i'll come back to tell what it looks like !
Sry to say, but my BG xp is totally different from what you showcased here. now, as cc is less a factor to bg, it's not dps that makes the difference. its now more the stack of classes with immortality and max survivalbility which makes the win or lose. because you can bring like a ton of dps by sentry, but if the enemy has enough classes with immortalitys, the idol will still move. because either cloth wearer and dh will not stand in the idols...and some classes just dont care about the incomming dps, at least for a period of time...and if those mechanics worn out...they just go away and the sentry did like nothing to hold back the idol from moving. this general inbalance now, was covered by cc before the patch. its the stacking crusis, barbs and especially bk's now, who will mostly now decide about win or lose. this sentry build does not change that issue...kills means nothing if you cant stop idols from moving, or will not move them. so from my point of view, this build is only good grabbing some kills and run away... would be more interesesting, if you could stop or move idols when you face tank classes.
Go watch Auroths summoner DH build and gameplay. You are making this build so ugly to watch, u didnt even bother equiping 6x sheperd, smoke screen with 50% crit chance upon reveal.
I think your missing the point of video here and thinking of this video as if im showing a build video which i am clearly not. i have not shown the builds or talked about it. The entire point of this video is to test the sentry changes that it has recievd and thats about it.
@@GameZoneGaminG47 Great video I appreciate your effort to show us that the 9 second cooldown for your sentry is really 9 second cooldown. I hope to see more of this videos.
This video totally highlights how useless the summon build really is for DH because of how 1 sided it was. To me, I didn't see it being very effective at all. If u were playing against a team of equal skill, or higher, u would've gotten slaughtered. The main difference between a Necro and a DH's summons is: mobility. All of the Necro's summons can automatically run down an enemy, reveal them when they're hidden in bushes, and are way stronger. I don't think I've ever died to a DH in BG that was using a summon build. All u have to do is get out of range. It's ridiculous.
I do agree and i did mentioned in the video that it would of been much harder if the match was balanced. however the entire purpose of having support summon build is to push players back so we can waste time :D
@@GameZoneGaminG47 of course I understand that, but our summons are so lacking. I run a invis build or a hybrid Fallow Farm build for BG. 2 simple fixes that would make a DH's summon build so much more viable: 1) Fallow Farm's strafe clone and the Vengeance summon should be able to move. I could understand Sentries being stationary, but the other 2 have no reason NOT to move. Especially when the Vengeance summon steals our movespeed. 2) extend the casting range on our summon skills. We practically have to be in almost melee range to throw something down. We're most definitely in everyone's CC range. And that's not even putting everyone's invincibility, untargetability, and 7 lives into consideration. P.S. - I don't feel ANY difference with CC. I'm still CC locked to death and Smokescreen immunity still sucks àss.
Smokescreen, to me, seems to be rather weak for this. I can't give up Vengeance and the spinning turrets for the chance to freeze. That's 2 summons you're missing. My experience with the new cooldowns is that I'm watching my icons and spamming any turret/sentry that comes off cooldown. Playstyle is 4 to 8 yard circles with sentries placed every rotation. Very effective at stalling enemy advance.
Three other suggestions:
1 - The traps are too easily seen and avoided. Planting traps under an enemy during combat is superior to attempting to strategically place them in advance. Having the CC 'on demand' is something the enemy is usually not prepared for.
2 - Wearing your wings makes you more obvious, drawing attention. Try no wings and skulking around the edges to blend in.
3 - A rank 2 Spiteful Blood is a huge advantage for this build. It doesn't give away the fact that you can be invulnerable and will be making a comeback. Why? Because Spiteful Blood's telltale shield only shows up at level 3. Many players will mistakenly see you go to zero life and think they've killed you but you will have a surprise for them within a few seconds.
Despite it being a 5 star gem, it's somewhat affordable when crafted with Telluric Pearls.
I think you mentioned testing sentries summons in open world farming, but where they shine is dungeon runs. Try this set up: Boar at the Door, Yearling Kiln, Slink Prangs, Journey Abundant, Watcher's Salvation, Vigilance, Fallow Farm, and One's Own Fusillade with 6pc Shepard's and 2pc Shal Baas. In a 4 person group, clear trash mobs with primary + traps and save the summons for mini-bosses and end boss (for Shepard's 6pc bonus). From my testing, this creates the highest damage per second when all five summons are up and the traps debuff is active.
Definitely interested in this build, but hesitant to try it because it’s so different from the Impale/knock back build I’m used to
Boar at the door helm is great because the sentries are not taking any damage but there's a crazy difference in damage ... The Mortar one is totally crazy i'm doing almost 4 times the damage of the shadow ones ! this is crazy ! Guess i'll try it in BG and i'll come back to tell what it looks like !
I tried a bunch of different combinations with sentry after the patch and while most are OK none were great.
Sry to say, but my BG xp is totally different from what you showcased here.
now, as cc is less a factor to bg, it's not dps that makes the difference.
its now more the stack of classes with immortality and max survivalbility which makes the win or lose.
because you can bring like a ton of dps by sentry, but if the enemy has enough classes with immortalitys, the idol will still move.
because either cloth wearer and dh will not stand in the idols...and some classes just dont care about the incomming dps, at least for a period of time...and if those mechanics worn out...they just go away and the sentry did like nothing to hold back the idol from moving.
this general inbalance now, was covered by cc before the patch.
its the stacking crusis, barbs and especially bk's now, who will mostly now decide about win or lose.
this sentry build does not change that issue...kills means nothing if you cant stop idols from moving, or will not move them.
so from my point of view, this build is only good grabbing some kills and run away...
would be more interesesting, if you could stop or move idols when you face tank classes.
Go watch Auroths summoner DH build and gameplay. You are making this build so ugly to watch, u didnt even bother equiping 6x sheperd, smoke screen with 50% crit chance upon reveal.
I think your missing the point of video here and thinking of this video as if im showing a build video which i am clearly not. i have not shown the builds or talked about it. The entire point of this video is to test the sentry changes that it has recievd and thats about it.
@@GameZoneGaminG47 Great video I appreciate your effort to show us that the 9 second cooldown for your sentry is really 9 second cooldown. I hope to see more of this videos.
This video totally highlights how useless the summon build really is for DH because of how 1 sided it was. To me, I didn't see it being very effective at all. If u were playing against a team of equal skill, or higher, u would've gotten slaughtered.
The main difference between a Necro and a DH's summons is: mobility. All of the Necro's summons can automatically run down an enemy, reveal them when they're hidden in bushes, and are way stronger. I don't think I've ever died to a DH in BG that was using a summon build. All u have to do is get out of range. It's ridiculous.
I do agree and i did mentioned in the video that it would of been much harder if the match was balanced. however the entire purpose of having support summon build is to push players back so we can waste time :D
In BG, if they can force you to walk out of Idol, it's a good thing.
@@GameZoneGaminG47 of course I understand that, but our summons are so lacking. I run a invis build or a hybrid Fallow Farm build for BG. 2 simple fixes that would make a DH's summon build so much more viable: 1) Fallow Farm's strafe clone and the Vengeance summon should be able to move. I could understand Sentries being stationary, but the other 2 have no reason NOT to move. Especially when the Vengeance summon steals our movespeed. 2) extend the casting range on our summon skills. We practically have to be in almost melee range to throw something down. We're most definitely in everyone's CC range.
And that's not even putting everyone's invincibility, untargetability, and 7 lives into consideration.
P.S. - I don't feel ANY difference with CC. I'm still CC locked to death and Smokescreen immunity still sucks àss.