Vault (8 Discipline): Leap up to 35 yards.
Although it doesn’t say it flat-out, Vault lets you leap to almost anywhere on the screen- as long as nothing is between you and there. Vault, unlike the Barbarian’s Leap skill, will not take you over obstacles like walls and pits- but if you select a location to Vault to that needs you to go around such in order to reach it, you will move part of the way on the ground- but at a much higher speed than your movement speed. Your total travel distance is still limited to 35 yards, but this makes it possible to still get movement out of Vault, no matter how obstructed your path is. The movement of Vault is almost instant, and while it doesn’t bypass walls and pits, it does ignore enemies and allies, so don’t worry about people or demons getting in your way. Altogether a very useful mobility skill- and an evasion skill if you get a chance to see a slow attack coming.
Action Shot (8 Discipline): Leap up to 35 yards while launching arrows at a few nearby targets for 75% weapon damage.
Action Shot is a curiously imprecise rune- the number of arrows you launch is not set, although there will only be one per enemy targetted. It’s virtually impossible to tell which enemies will be shot at- while the skill generally targets those that are close to or in the line of travel your Vault dictates, it won’t always shoot at all of them, and it doesn’t seem to matter where in your movement you pass over or near the enemies.
Rattling Roll (8 Discipline): Leap up to 35 yards. Enemies within 8 yards of you when you land are stunned for 1.5 seconds.
Rattling Roll is a curious rune that turns Vault into almost a Barbarian type of leap- stunning nearby enemies seems like an excellent opportunity to dish out some hits at close range. Being a Demon Hunter and not a Barbarian, this is probably not to your advantage, as you’d rather be far-off from enemies in case they either outlast your damage or break the stun- you shouldn’t be fighting in melee most of the time. Fortunately, that’s not what Rattling Roll is really for. Remember that Vault is an evasive skill for getting away- and if your best direction is cluttered with enemies, then you need to stop them from jumping you as soon as you land- which is what Rattling Roll is for. You don’t have to be flat out fleeing the battle- just moving to a safer part of it- but wherever you’re going, it keeps you safer when you get there.
Tumble (8 Discipline): Leap up to 35 yards. Your next Vault within 6 seconds costs only 4 Discipline.
Tumble is for serial use of Vault. Whether you’re repeatedly bouncing around a battlefield to drop traps or pause in useful locations and fire for a few moments, or using the skill to travel long distances so you can catch up to party members, Tumble makes sure that not only will you pretty much always have Vault when you need it, you can leap several times to make the effect even stronger. If you find yourself leaping around a battle a lot, it’s probably this or Action Shot.
Acrobatics (Cooldown 15 Seconds): Leap up to 35 yards.
If you power a lot of your damage with Discipline and don’t use Vault frequently, this can be a decent alternative. The cooldown is rather long for a skill that is usually used as often as Vault, but having it cost nothing at all will be an advantage for a few builds. Very corner-case, though, so make sure you don’t use Vault very much to begin with before trying Acrobatics.
Trail of Cinders (8 Discipline): Leap up to 35 yards while on fire, dealing 100% weapon damage as fire damage to everything you pass through/over.
This one’s a bit strange. While it doesn’t reach as many targets as Action Shot thanks to the trail being under you, rather than around you, the damage is a bit higher. If you find that you usually use Vault to leap directly over enemies during combat, you should try this and compare it to Action Shot. It’s not a clear superior alternative, but that’s mostly a matter of both being good possibilities- make your choice based on your preference, because the numbers could go either way.