Demon Hunter Best in Slot Gear for Diablo 3

Here are what is believed to be the Best In slot Gear, stats, for Demon Hunter in Diablo 3

BiS DH D3 Gear and Stat Priority

Stat Priority

Critical Hit Damage -> Attack Speed -> Dexterity >/= Critical Hit % -> +Damage

 Remember, Critical Hit % caps at 100%, Movement Speed caps at 25%.  Note that, while Attack Speed yields higher DPS, Dexterity & Critical Hit % can often be more practical in Inferno mode.

Defensively, Movement Speed and Discipline seem to be the safest investment.  Knock back, Immobilize, and Chill are also very effective.

 My research revolves around the current “top damage” Demon Hunters farming Diablo on Inferno rather easily.  Now onto the list:

 **Bear in mind this list is subject to change as the game updates and new items are discovered**


1. Andariel’s Visage (

2. Natalya’s Gaze (

No surprise here, Andariel’s Visage provides 12-13% Attack Speed and a big chunk of Dexterity with a +3% chance to crit to boot.  On the other hand, Natalya’s Gaze (with the set bonuses) provides +7% chance to crit and a big chunk of Dexterity, with the added bonus of Discipline Regeneration which, isn’t incredibly good, but it may just help you survive those clench situations when you need that one extra Smoke Screen and Preparation is on cool down.  The chance to fear is also nice for survivability.


1. (Appropriate rare)

 This one’s still up in the air for me.  As of right now there really aren’t any outstanding shoulders for Demon Hunter.  I recommend getting something with a chance to chill and Dexterity.


1. Natalya’s Shadow (

2. Beckon Sail (

3. The Inquisitor (

4. (Appropriate rare)

Natalya’s Shadow currently seems to be favored by most Demon Hunters.  With additional sockets one can stack loads of Dexterity into this single item, but perhaps the most appealing quality is the set bonuses.  An added bonus is the 6-7% Life and if you’re lucky, a skill boost which benefits your build.  I listed The Inquisitor because of the Dexterity and movement speed increase as well as skill boost, however, Natalya’s Shadow remains superior for DPS.  Beckon Sail is my personal favorite given the Attack Speed increase and, if you’re lucky, slots and hatred regeneration.

It has come to my attention that there are situational appropriate rares (i.e. +130 Dexterity with 2 Sockets) which yield more DPS over an item such as Natalya’s Shadow by itself, no set bonuses.  In this case, use the appropriate rare.


1.  Strongarm Bracers (

2.  Lacuni Prowlers (

3. (appropriate rare)

There really aren’t any outstanding wrist-slot items for Demon Hunter discovered at the moment.  Strongarm Bracers provide a nice chunk of Dexterity with a rather meager 2% to crit, however, the +3-4% to life and +1.0-5.1% chance to knockback on hit provides more survivability when clenched in Inferno. I prefer Lacuni Prowlers to the Strongarm Bracers.  12-13% Attack Speed coupled with 6-7% Movement speed increase accounts for a lot, especially when stacking Attack Speed.  There are, in fact, appropriate rares which yield more DPS over Strongarm Bracers, but likely lack Knockback.  The choice is yours.


1. (Appropriate rare)

Not really too much available at the moment.  Most people find more success in using an appropriate Rare here, i.e. something with Critical Hit Damage and Dexterity.


1. (Appropriate rare)

2. Inna’s Blessing (

3. The Witching Hour (

Try for Knockback or Crit % with Dexterity on your appropriate rare.  Another option is Inna’s Blessing with a good roll, on the condition that you’re also using Inna’s Glory (Legs) granting you a 2-piece set bonus of +130 Dexterity. The Witching Hour doesn’t seem considerable at first look, given the level and Intelligence; but, 10-12% Critical Hit Damage, Attack Speed, and a beneficial set of random magic properties roll make this belt viable.


1.  Inna’s Glory (

2.  (Appropriate rare)

Inna’s Glory while lacking the appropriate Dexterity for Demon Hunter provides 14-15% Attack Speed, 6-7% Movement speed, and an extra +1.0% chance to crit.  If you can manage it, you can also get away with the two-piece set bonus of +130 Dexterity.  I left room for an appropriate rare simply because you never know so early in the game.


1. Natalya’s Soul (

2. Asheara’s Lock (

3. Boj Anglers (

4. Zunimassa’s Journey (

5. (appropriate rare)

You can go a lot of different directions with boots.  Natalya’s Soul will give you your set bonuses and some movement speed increase, but is a bit lacking in the stats department; just bear in mind what you’re getting and weigh it accordingly.  Asheara’s Lock, while being a level 52 item, provides a nice chunk of Dexterity (less than your Natalya’s set bonus mind you) with the added bonus of 14-15% Attack Speed.  A lot of people may wonder why I listed the Boj Anglers and it ain’t just cause I’m from the South.  Conditionally these little level 39 boots give you, if you’re lucky, a decent amount of Dexterity coupled with 10-11% movement speed and 12-13% Attack Speed.  You take a little bit of a DPS loss, but get the best of both worlds.  They’re also pretty cheap.  I recently added Zunimassa’s Journey as a viable best in slot, as it yields 5-6% poison damage, Attack Speed, and Movement Speed.  If you’re lucky, you can also find a pair with Immobilize making these boots a reasonable choice.


1. Ouroboros (

2. The Flavor of Time (

3. (appropriate rare)

Unfortunately, this seems to be a bit of a hot item.  Ouroboros gives you a significant amount of Dexterity and a big chunk of critical hit chance, but if you’re incredibly lucky or wealthy, you can find one with Critical Hit Damage.  The “each hit to life” isn’t too shabby either, considering most of us use Nether Tentacles anyway. The Flavor of Time is superior to an Ouroboros without Critical Hit Damage due to the Attack Speed and Movement Speed as well as additional lucky beneficiary rolls.  Another alternative is an appropriate rare.


1. Skull Grasp (

2. Natalya’s Mark (

3. Hierophant’s Seal (

4. Eternal Union (

Skull Grasp is a very nasty ring.  A little raw damage, 4% to critical hit, 3-4% damage to elites, and a nice chunk of Dexterity makes for a great stat booster.  Natalya’s Mark, however, tops it.  With 14-15% Attack Speed, a lot of Dexterity, and set bonuses, this one’s a must have.  Hierophant’s Seal is still viable with 12-13% Attack Speed and +5-12% damage to demons (**Ahem**.. Diablo.) Eternal Union is also a viable choice with a lucky roll, as these rings can yield a high Dexterity bonus with Attack Speed.


1.  (Appropriate rare)

Most Demon Hunters use 2H Crossbows at the moment.  Find something with 1,400+ DPS and (if you can) Critical Hit Damage or Attack Speed.  Voilà, things die easier.  As obvious as these sounds, this is without a doubt your most important equipment slot.  No other item will provide nearly as significant a DPS upgrade as your weapon, so prioritizing this is a must.

HINT: If you’re having difficulty killing Elite packs, Rares, and/or Bosses on Inferno mode, consider taking the time to upgrade your weapon.  It may save you a lot of time and frustration.


1. Dead Man’s Legacy (

2. (Appropriate rare)

 Dead Man’s Legacy is without a doubt the best in slot quiver for Demon Hunter.  With Dexterity, Attack Speed, Hatred Regeneration, and a lucky magic roll (preferably Hungering Arrow) this quiver is downright godly.

Diablo 3 Patch Notes 1.0.3 – Design and Gameplay Improvements

The Diablo 3 upcoming patch 1.0.3 notes have been released by blizzard today. The patch should be out in 2-3 weeks in all goes well. Here are the most up to date improvements coming to D3!
Making Inferno Better

The ilvl (item level) of an item determines the statistical budget for its power. The way the game is currently set up in Inferno, Act I drops ilvl 61 gear and below, Act II drops ilvl 62 gear and below, and Act III and IV drop ilvl 63 and below.
Unfortunately this has caused two main issues. The first is players who find an Act too difficult feel compelled to use the auction house in order to progress. The second is that certain classes, skills, and play styles are less gear dependent than others, so although great items are making their way into the game economy, people feel pigeonholed into a handful of viable strategies. For a lot of people they would rather do something frustrating or boring in Inferno Act IV (such as having Tyrael fight for them or breaking vases) for a chance at a “top-tier” upgrade, rather than fight hordes of monsters in Inferno Act I.
We’re shifting to a philosophy where the best items in the game can drop from many different places, so a wider variety of play styles are viable. If you would rather chain-pull elite packs in Act I than 3 minute cat-and-mouse in Act IV, we’d like you to be able to do that and know you can still find the best items in the game.

Nothing would explain it as well as just sharing the intended drop rates coming in the next patch, so here they are. Note that the drop rates vary slightly by item type; the table below represents an approximate aggregated rate of all item types:

Item Drop Rate Percents

- iLvl 61 – 9% @ Hell Act 3/4 – 18% @ Inferno Act 1 – 19% @ Inferno Act 2 – 24% @ Inferno Act3/4
-iLvl 62 – 2% @ Hell Act 3/4 – 8% @ Inferno Act 1 – 12% @ Inferno Act 2 – 16% @ Inferno Act3/4
-iLvl 63 – 0% @ Hell Act3/4 – 2% @ Inferno Act 1 – 2% @ Inferno Act 2 – 4% – 8% @ Inferno Act3/4

Legendary Items will be Better in Future Patch

As previously mentioned, we’re going to be reviewing Legendary items in a future patch. Legendaries won’t change in 1.0.3, but it’s still something we’re actively working on. When we’re done, high level Legendaries should be flat out better than blue items, they’ll carry a good amount of power with them, and they should also be distinctive or memorable in the benefits they provide. We’ll be able to share more information on the specific changes we’re making after 1.0.3 launches.

The Nephalem Difference

It’s no secret that our goal for the end-game item hunt is players hunting monsters packs, building to five stacks of Nephalem Valor, and then killing a boss. While we’re seeing a lot of that occurring, what we’re missing is people feeling like it’s worthwhile to continue onward after killing a boss.
To help hit that goal we’re lowering the number of guaranteed Rare items on bosses when you have your full five stacks of Nephalem Valor from two guaranteed Rares to one guaranteed Rare (you still have a very good chance at multiple rares, it’s just no longer guaranteed). In exchange, all champion and rare packs will now drop a bonus guaranteed Rare item when you have your full five stacks of Nephalem Valor. The change benefits players with more overall drops, and a reason to push to continue progressing.

Group Play Changes

We’re removing the bonus monster damage per additional player in a coop game. Our design goal is for players who prefer to play solo to be able to play solo, and players who prefer to play in groups to be able to play in a group. We feel the bonus monster damage per additional player is one of the biggest inhibitors to wanting to play with your friends.
In a perfect world, single player and co-op would be absolutely equal, but that’s not attainable when you consider item properties such as “Life on Kill” or skills such as Archon which simply scale better when you are solo. Since the variety and breadth of game mechanics essentially dictate that solo vs. group play will never be 100% equal, our goal is to make them as close as possible but err on the side of coop in cases where we need to make adjustments. The inherent logistical requirements when forming up with other players and attempting to work together effectively warrants some added benefits.

Inferno Getting Easier

Inferno balance right now has a difficulty gap in which Act I feels about right, but Act II feels like trying to bust through a brick wall. In patch 1.0.3 we’re going to be lowering that wall by adjusting the damage and health of monsters in Inferno Act II, III and IV. We feel like Act I Inferno is in a pretty good place.
Our design goal with Acts II, III and IV is to keep them challenging, but smooth the difficulty ramp out a bit. If a monk or barbarian is geared well enough that they can use a heavily offensive build and murder everything in Act I, they should be able to swap to a more defensive build and do okay in Act II. As they gear up they can begin adjusting back to becoming offensive in Act II, at which point they can jump into Act III with a focus on defense, and so on. Difficulty certainly ties into itemization, encounter and enemy tuning, and class balance, and all of these things together are going to paint a more reasonable difficulty curve as you hit Inferno in 1.0.3.

Repair Costs Going Up Significantly

Current repair costs at level 60 are barely noticeable, and because of that we see a lot of people wonder if “graveyard zerging” tough enemies or “chain rezzing allies on a boss” is intended game play – it definitely is not. To help solve the issue we evaluated a number of new death mechanics, such as just allowing the resurrection timer to increase even higher, disallowing resurrection during boss fights, or putting a debuff on you when you resurrect (such as reduced combat effectiveness).

Ultimately we felt that increasing repair costs was the best solution that preserves the fast paced style of the game. Repair costs on level 60 items are going to go up a lot. Our goal is the next time a player is graveyard zerging a boss, it should occur to them that “this is probably not an efficient way to go about things”. We’re currently evaluating repair costs between 4x and 6x their current values.
In the face of increasing costs, we recommend listening to the Hardcore players out there as they probably have some helpful advice on how to minimize repair costs. Following this change zerging a boss will still be possible, but our intent is that it won’t be optimal, and players who are seeking to be as efficient as possible will adjust their item hunting routes accordingly.

Attack Speed Changes

We’re fixing a number of bugs with Attack Speed, mainly related to the stat not working on some items, but we’ve also decided we need to reduce the effectiveness of Increased Attack Speed overall. Many players have commented that Increased Attack Speed is such a dominant stat they feel it’s required. While we don’t have an issue with there being important stats, Increased Attack Speed in particular has secondary effects on mobility in combat, resource generation and resource consumption. We want there to be options and considerations for how you gear up, and one uber trump-everything stat can really work against choice and options.
There are two different solutions we’re considering to reduce the effectiveness of Increased Attack Speed. The first is to simply reduce the value on all the items to their desired values. In general our desire is to never change items as that makes them feel less concrete, but the upside is you would still be able to look at an item and know exactly what you are getting. The other approach is to change the formula used for attack speed aggregation so that stacking attack speed from multiple slots suffers from diminishing returns. The downside of that approach is that it introduces yet another hidden modifier on an item property (and many people dislike hidden modifiers), and complicates the already difficult decision of item gearing.
We’re currently leaning toward the first solution, to simply reduce the value on items, but we’d be interested to read people’s thoughts on the problem.

Gem Combining Costs Lowered

Upgrading gems is now possible for very little gold, I’m not going to post the values, but the most it costs is 100 gold and 2 tomes for Flawless Square gems, which is down from the previous value of 20k gold! (Also only takes 2 squares from 3).
Class Changes – Not a Big Focus for 1.0.3 Patch
Class tuning is not a major focus for 1.0.3. There will be a small number of skills changes, but for the most part we want people to continue experimenting and enjoy their skills for a while. Our goal was and continues to be build diversity, and though we see quite a bit of build diversity, we think we can do much better. Class tuning will be an ongoing process, and we’re targeting the 1.1 patch for most class tweaks, with a focus on punching build diversity up a few more notches.
Is that it?!?
While these are a few of the larger systems adjustments we’re making, the 1.0.3 patch will include many fixes, quality of life enhancements, Auction House improvements, and other changes. We hope you look forward to the patch as much as we do getting it out there, and again we appreciate your continued feedback. See you in-game!

All Questions were answered by Wyatt Cheng who is a Senior Game Designer for Diablo III.