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[Guide/Setup] 4-man party setup for S11

Here are some variances of zwiz and the routine :) It's so easy to gear, way easier than lon WD and you won't regret it. I swap from 2 rath dps zbarb z necro/zdoc to this composition.

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dq.... Yeah that's what I'm currently running... And I'm using the build above...i got it to 104 but eventually I think you'll need another hammer to kill quicker... But I'll see how far I can get with 3zdps... :)
 
Here are some variances of zwiz and the routine :) It's so easy to gear, way easier than lon WD and you won't regret it. I swap from 2 rath dps zbarb z necro/zdoc to this composition.

View attachment 228315 View attachment 228316

I really like triple necro cause of loot share. I was running triple support with monk instead of wiz and it was a lot more tanky. I'll try zwiz after work though for science. Thanks for sharing.
 
I seem to be failing to determine what is the reason for the "no fighting" problem some of the 3-man guys are seeing. Tonight I did fresh install from the latest stable Demonbuddy 1.1.3201.500.zip . I deleted Trinity plugin and replaced it by the latest SVN from https://subversion.assembla.com/svn/unifiedtrinity.Master/ . I installed zAutoFollow 1.260.1 from https://www.thebuddyforum.com/threads/plugin-autofollow-1-260-1.235899/.
Then I have overwritten the Plugins directory in each of the 3 DB installations by content of Plugins_1.3.zip in the OP. Ran GRs for 2 hours and I haven't seen Rathmas to stop for a second:
xwtwrBS.png
vB51j1Z.png


The quick build I put together just for the testing:
1. zmonk, OP build + Inner Sanc with Temple of Protection (to compensate IP), Mantra of Healing with Boon of Inspiration (needed some healing)
2. Rathma 1, OP build + Devour->Decrepify with Borrowed Time and Passive Life from Death -> Blood is Power
3. Rathma 2, OP build + Bone Spikes -> Blood Siphon with Blood Sucker

EDIT: Latest Trinity SVN seems to have some weird issues with combat activation. I needed ClusterSize = 25 to have it behaving similarly as few weeks ago with ClusterSize = 10. Inconsistently as well, sometimes the group was fighting 2 mobs packs.

PS: So this was a failure attempt to reconstruct what you are seeing. Posting the results to make sure your did all the steps described above.

Some relevant Rathma settings below.
 

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Tonight I did fresh install from the latest stable Demonbuddy 1.1.3201.500.zip . I deleted Trinity plugin and replaced it by the latest SVN from https://subversion.assembla.com/svn/unifiedtrinity.Master/ . I installed zAutoFollow 1.260.1 from https://www.thebuddyforum.com/threads/plugin-autofollow-1-260-1.235899/.
Then I have overwritten the Plugins directory in each of the 3 DB installations by content of Plugins_1.3.zip in the OP. Ran GRs for 2 hours and I haven't seen Rathmas to stop for a second:

Just wanted to inform that I cannot see Plugins_1.3 in the OP. 1 & 2 are there, just not 3. You might want to check why is that happening.
 
I seem to be failing to determine what is the reason for the "no fighting" problem some of the 3-man guys are seeing. Tonight I did fresh install from the latest stable Demonbuddy 1.1.3201.500.zip . I deleted Trinity plugin and replaced it by the latest SVN from https://subversion.assembla.com/svn/unifiedtrinity.Master/ . I installed zAutoFollow 1.260.1 from https://www.thebuddyforum.com/threads/plugin-autofollow-1-260-1.235899/.
Then I have overwritten the Plugins directory in each of the 3 DB installations by content of Plugins_1.3.zip in the OP. Ran GRs for 2 hours and I haven't seen Rathmas to stop for a second:
xwtwrBS.png
vB51j1Z.png


The quick build I put together just for the testing:
1. zmonk, OP build + Inner Sanc with Temple of Protection (to compensate IP), Mantra of Healing with Boon of Inspiration (needed some healing)
2. Rathma 1, OP build + Devour->Decrepify with Borrowed Time and Passive Life from Death -> Blood is Power
3. Rathma 2, OP build + Bone Spikes -> Blood Siphon with Blood Sucker

EDIT: Latest Trinity SVN seems to have some weird issues with combat activation. I needed ClusterSize = 25 to have it behaving similarly as few weeks ago with ClusterSize = 10. Inconsistently as well, sometimes the group was fighting 2 mobs packs.

PS: So this was a failure attempt to reconstruct what you are seeing. Posting the results to make sure your did all the steps described above.

Some relevant Rathma settings below.
will check this this afternoon after work. thx

Just wanted to inform that I cannot see Plugins_1.3 in the OP. 1 & 2 are there, just not 3. You might want to check why is that happening.
the old 1.3 might be the 1.2 in OP, but i might guessing wrong, better wait Tempest confirmation.
 
So this is all becoming very overwhelming. Which setup are people having the most success with? (fast 100s etc?)

If you don't mind linking the D3 Planners too, that would be awesome.
 
Just wanted to inform that I cannot see Plugins_1.3 in the OP. 1 & 2 are there, just not 3. You might want to check why is that happening.
Ops, I messed up. Fixed. (Been updating 1.3 for @ZDL 's accept-rift-from-other-acts fix. and forgot too reup)
 
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Also wondering if anyone has a reasonably strict itemlist they can share that supports these classes/builds? :)
 
@dqtsf Great find, on paper the support wiz seems very strong. I am guessing at least 70% damage increase, about 50% damage reduction for the whole party. So it almost replaces the second Rathma by buffing the first, plus the survival. Do you full clear with this build or focus mainly on elite packs?
 
Where are you taking those damage numbers from the Zdps wiz? Remember that most of the damage enhancements from the Wiz are additive. (Bone chill, slow time's, cold blooded...all additive).

I don't think a calculation of (approx.) 70% multiplicative is accurate at all- far from it, actually.

And to take full advantage of the wizard, a fire skill is also neccesary for Conflagrate passive.


http://teambrg.com/diablo-3/d3-zdps-support-wizard-builds-faq/


This is the best guide I've seen from the Zdps wiz. I've used them in the past, and actually trinity supported it well with the included routines.

Having used Dh, wiz, and crusader Zdps before, DH is clearly the strongest one (damage wise)for speedfarms due to multiplicative Howl and the best iceblink proccer with Multishot.

Wizard is strong especially due to Event Horizon; Negating most dangerous affixes opens up glass cannon possibilities for the DD. but that makes it viable for double DD compositions; triple support normally has no need of added toughness.


EDIT: Also having the same SVN issues ; seems to be not correctly considering cluster size. Probably better to revert.
 
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@Tempest i've done everything like you did, i'll make my team run GR95 for few hours, for now 3 rifts done with half time left but no dangerous trash/elite like Witches, Winged Assassin, Demonic Forge or backtracking. Will post EXPCount stats in few hours.
 
@Tempest i've done everything like you did, i'll make my team run GR95 for few hours, for now 3 rifts done with half time left but no dangerous trash/elite like Witches, Winged Assassin, Demonic Forge or backtracking. Will post EXPCount stats in few hours.

hI, Can u link your ExpCount plugin pls.
Thanks FEdez
 
Where are you taking those damage numbers from the Zdps wiz? Remember that most of the damage enhancements from the Wiz are additive. (Bone chill, slow time's, cold blooded...all additive).

I don't think a calculation of (approx.) 70% multiplicative is accurate at all- far from it, actually.

And to take full advantage of the wizard, a fire skill is also neccesary for Conflagrate passive.


http://teambrg.com/diablo-3/d3-zdps-support-wizard-builds-faq/


This is the best guide I've seen from the Zdps wiz. I've used them in the past, and actually trinity supported it well with the included routines.

Having used Dh, wiz, and crusader Zdps before, DH is clearly the strongest one (damage wise)for speedfarms due to multiplicative Howl and the best iceblink proccer with Multishot.

Wizard is strong especially due to Event Horizon; Negating most dangerous affixes opens up glass cannon possibilities for the DD. but that makes it viable for double DD compositions; triple support normally has no need of added toughness.


EDIT: Also having the same SVN issues ; seems to be not correctly considering cluster size. Probably better to revert.

Here is a list of damage buff from my current wiz:

10%: cold blood
10%: toxin
15% slow time
30% strong arm
33% bone chill
Total: 98% (x1.98)
plus 6% cc conflagrate

They are additive to each other but multiplicative to base dps. It's not as great as other support classes but with event horizon and slow time are enough to have a place in the group. Just like monk for healing and barb for density.

@Tempest: it's not my finding. It has been floating around on battle net forum and Chinese db. I just test it and bring it here for more options.

@drizzle206 : I don't see much difference from 100 to 104 but 100 is a good spot for me to spend all those exp pool.

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So far, my team zbarb 2rathma is real shit in GR95. Better results in GR90 tho than few days ago when it didn't worked that much. Can't say if zmonk to replace zbarb would change something, don't have time and mood to gear one, i'll just try it next season and might add a 4th account.
 
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