
I looked at the guides and I noticed there are no dual wield guides let alone any 1.0.5 guides. Reason why I wanted to make this is because some people wanted my build since it is quite successful in the mp6-mp7 areas with my current gear (November 15). I am in the upgrade process so my profile will be changing quite a bit over the next week (for the better ofc).
Goals:Survivability
High Damage
Decent Tankability w/
DodgeMinimal Kiting
Skills:Left Mouse Click:Hungering Arrow
Rune: Spray of Teeth
Reason: 115% and 50% AOE on burst is very nice when low on discipline.
Right Mouse Click:Elemental Arrow
Rune: Ball Lightning
Reason: Best AOE skill on a DH, with it hitting pretty much everything in a pack it clears out mobs very quickly and get nice combos.
Skill 1:Marked for Death
Rune: Grim Reaper
Reason:Increase AOE damage, with the 12% spread in a radius your Ball Lightning and HA do even more damage clearing things out faster. Also very good for elite packs
Skill 2:Vault
Rune: Your discretion.
Reason: The usefulness of this skill is pretty self explanatory. Also almost all the runes are good to use with this, I use action shot since I like the added damage while I vault.
Skill 3:Shadow Power
Rune: Gloom
Reason: Amazing skill to stay alive, basically you can just sit there and just keep shooting till they all die. The added DR with gloom is very nice to help you survive hard hitting monsters (Hulkiing Phasebeasts

).
Skill 4:Preparation
Rune: Backup Plan
Reason: At some point you will probably run out of discipline (ie Extra Health monsters), preparation restores all that so your back to square one and able to spam more Shadow Power and backup plan is nice enough give a chance to remove the cooldown for even longer fights that require constant discipline usage.
Passives:Passive 1:Perfectionist
Reason: 10% Life and Resistance is key for survivability and tanking, the more of each the better.
Passive 2:Archery:
Reason:10% Crit is huge for damage boosting. AKA you hit harder!
Passive 3:Steady Aim
Reason: 95% of the time you will be shooting from a nice range, the 20% damage boost is very nice especially for ranged monsters or monsters that run or don't follow you around.
Key Attributes:1) Dexterity-->About 2600-2900 is right, Dex stack has diminishing returns at higher values and become not as effective as other stats. I have about 2800 and it gives me a nice balance for dodging as well (I am at 50%)
2) Critical Hit Chance--> Stack as much as possible, this stat increases your damage exponentially (generally 40%+ is good)
3) Critical Hit Damage-->Almost as effective as Critical hit chance, stack as much as possible but do not sacrifice too much Critical Hit Chance for this, I made a slight mistake with this early on. Aim for 400%+, at one point I had 605% but the trade-off with Critical Hit Chance wasn't as good as I thought it would be so the 400-500 range is quite good.
4) Attack Speed Increase (ASI)--> Since it got nerfed don't need to stack it as much but it is still very nice and gives a decent boost. Try to keep your ASPS (Attack Speed per Second) above 2, mine atm is at 2.45 and if I get a couple of trifecta's and upgrades I can probably hit 3 ASPS which is very good for killing monsters quickly.
5) Vitality--> The more the better, its that simple.
6) All Resistance, since this build depends on survivability, you're going to need a decent amount of resistance, I found 400+ is generally good to tank 5+ hits from hard-hitting monsters.
7) Sockets--> Both weapons MUST have sockets for the added 200% Crit Damage. Sockets on other areas are nice to have too for stacking dex and increasing dodge rates.
8) Max discipline/Hatred regen--> Hatred regen should be 4+ to have a healthy flow of shooting ball lightnings. As for max discipline I get by with 40 so its not an essential need.
9) Movement Speed--> Now its nice to move fast and all and if you can afford it with you gear, go ahead and grab that 24% MS, otherwise don't fret, you will be able to kill fast enough to not run away.
Tips and things I've noticed:Reflect Damage monsters--> Shadow power negates that and you should be fine just sitting and shooting.
Molten--> Shouldn't really affect you since you wont be going into the molten pools
Arcane--> Here is something that has the potential to cause some trouble. You should be fine with sitting in 2 arcane lasers, anymore and vault away as soon as you can.
Arcane/Wallers--> This is difficult since your path of escape will essentially be blocked. Here what I do is basically vault to the monsters on the otherside to get away from the elitse, your shadow power with action shot should take take care of any damage you take.
Jailers-->Fortunately for us, vault breaks jail procs so we can escape quite easily.
Descrators--> Don't even need to worry about these, these do minimal damage and shadow power makes it so you take no damage.
People underestimate how effective dodge can be, it can be the deciding factor of kill or be killed. The amount of times it has saved me is just too high, so try to get around 50% dodge as well
Rate/Judge/Criticize/Improve, all are welcomeLink to my DH:
http://us.battle.net/d3/en/profile/Shamx-1103/hero/27612589Profile sometimes is wrong, the DPS should read 222k
D3Progess:
http://www.diabloprogress.com/hero/shamx-1103/Storm/27612589This post was edited by Shamx on Nov 15 2012 04:49pm