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

Nope. The monk barb and 2 rathma, no wd. You can find it on Tempest's post on page 13. He hasnt updated it on op.
 
Welp, i finally reached my goal of GR95 farming after so much time trying all possible teams (except with LoN WD, too long and too lazy to get a good geared one :D), clearing in 6min when good rift. Gonna let my team sit there for paragons until all of them are 2k+.
Btw, Little Rogue & Slandered swords are extremely rare items or am i unlucky as fuck ? got a normal set of them but even spending time crafting i never get decent roll or even ancient (ancient proc always on the sword before/after one of these two T_T) and most of the time i see one after 100+ craft.

Thanks again to everyone for the work & tips in this thread :)
 
Welp, i finally reached my goal of GR95 farming after so much time trying all possible teams (except with LoN WD, too long and too lazy to get a good geared one :D), clearing in 6min when good rift. Gonna let my team sit there for paragons until all of them are 2k+.
Btw, Little Rogue & Slandered swords are extremely rare items or am i unlucky as fuck ? got a normal set of them but even spending time crafting i never get decent roll or even ancient (ancient proc always on the sword before/after one of these two T_T) and most of the time i see one after 100+ craft.

Thanks again to everyone for the work & tips in this thread :)
Gratz mate,
glad you made it working. It's half of the fun (almost all in my case, really). Yes, that little sword set is fairly rare, luckily you need those only on zdps and they do not need to be ancient for a long time. All you need is AS and CDR. I completed ancient set right about 3k paragon, heh.

PS: What classes/roles are in your farma team?
 
Gratz mate,
glad you made it working. It's half of the fun (almost all in my case, really). Yes, that little sword set is fairly rare, luckily you need those only on zdps and they do not need to be ancient for a long time. All you need is AS and CDR. I completed ancient set right about 3k paragon, heh.

PS: What classes/roles are in your farma team?

zmonk, zbarb, 2 rathma HV+CoE (the strongest dps has 45% CDR, the other has 39%)
 
Yeah, with a few more tweaks, now I'm doing 100's fairly well. Thanks Tempest and everybody for your work!
 
Rathmas really start to shine at higher paragon levels. The reason for this is that they very well scale off AS and CDR (after CHC and CHD of course). So ideally you do not want to have vit on head, hands, neck, rings, weapon, phylactery - giving very small life pool. Hence about 400-500 paragons may need to go into into vit instead of int resulting in somewhat slower start at lower paragons. Can't believe latest 2.6.1 ptr notes roughly double Rathma's damage.
 
Rathmas really start to shine at higher paragon levels. The reason for this is that they very well scale off AS and CDR (after CHC and CHD of course). So ideally you do not want to have vit on head, hands, neck, rings, weapon, phylactery - giving very small life pool. Hence about 400-500 paragons may need to go into into vit instead of int resulting in somewhat slower start at lower paragons. Can't believe latest 2.6.1 ptr notes roughly double Rathma's damage.

Saw top 4 man on ptr, rathmas build, was 125 grift. Was surprised to see it there at first.
 
Rathmas really start to shine at higher paragon levels. The reason for this is that they very well scale off AS and CDR (after CHC and CHD of course). So ideally you do not want to have vit on head, hands, neck, rings, weapon, phylactery - giving very small life pool. Hence about 400-500 paragons may need to go into into vit instead of int resulting in somewhat slower start at lower paragons. Can't believe latest 2.6.1 ptr notes roughly double Rathma's damage.
I dont know the 2500% cap still there. If its not then 10 mages will give us 10,000% increase damage. 4x more dam than live.
 
Hrm true, I've forgotten about the cap. No cap would be crazy. Also 2500% will be probably changed, should be a multiplier of per mage increase. I assumed the set bonus will cap at 4 mages as it does now. I also considered Scythe of the Cycle going from +300% to +400%.
 
Hrm true, I've forgotten about the cap. No cap would be crazy. Also 2500% will be probably changed, should be a multiplier of per mage increase. I assumed the set bonus will cap at 4 mages as it does now. I also considered Scythe of the Cycle going from +300% to +400%.

4k% cap in 2.6.1. Firebats archod wd as dps+ first 2 groups 125 and 123 gr

125 gr , CS with frenzy rune and SM archers :

NPN0cxd

VLaZecc

NPN0cxd
VLaZecc
NPN0cxd.png

2 123 gr Pestiliance, no crit chance rolled on items (corpse lance with brittle touch rune)

VLaZecc.png
 
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Silly question tempest, but have u figured out how to make the followers empower grifts?

Does anyone have an issue with rathmas, where the bot doesn't cast mages even when at full essence and not maxed out on 10 mages?
 
Silly question tempest, but have u figured out how to make the followers empower grifts?

Does anyone have an issue with rathmas, where the bot doesn't cast mages even when at full essence and not maxed out on 10 mages?
- To be honest, I never tried to make them run empowered rifts. There were so many issues to solve that I considered this a borderline
- With 1.5 overwrites and nonbeta DB I haven't seen yet Rathmas to stop casting mages. I see two reason that might cause this in your case. First may be the singularity reserve settings in the routine preventing it if it's too high, say above 90%. Trinity has troubles to give proper essence percentages sometimes. Try to decrease the singular reserve to say 70-80% for Trinity, don't worry, if this is the reason they will be cast with 90%+ essence. Second possible reason may be that your Rathmas have not activated combat. Set Catch-up distance = 35, Cluster Size = 2-3, Cluster Radius = 40-50. Such settings work very well in my case.
 
how deal with death gate on normal rifts ? leader (barbarian) sometimes enter death gate, but followers never want enter them, and they wont teleport to leader ( leader cant kill anything so he struck on mobs)
and make some force use teleport for necro , dps or support when struck on mobs, he wont teleport to skip them, he just w8 for die,
and in big fights, znecro soo much dance and wont spam bonespear so he dont have coldown for Lotd, its lose alot dps and healing so all my team is dead
 
Ah about spaming Mages while move, its possible to check for dps profiles when support has active Lotd ?
while znecro is moving with Lotd active, rhatma can cast mages on limit sessence , and can be ready with max mages while enter new room for fight ;)
and huge buff to speed if there is option for leader, to skip pack if average left life from pack of mobs is about 20 % ?
i mind leader dont need w8 till last enemy die, he can save 2-3 seconds if he move fasters, and mages anyway will finish rest mobs
just try make abit signature to manually players who try never stop on mobs, always fight while move ;)
 
Tempest...mind sharing your build for the Inarius Bone Ringer? :)
Sorry mate, I do not have such a build. At the beginning of this project I was toying with the Inarius build seeing it in the high GR push setups. Very quickly I realized that in higher GR (100+) this build is unusable for stable farming because most of the time you have 0-3 Skeletal Minions available for affixes are killing them so quickly. So those 126+ GR pushes are made by painful GR fishing for not only decent density but also they need to fish for affixes that do not kill the Skeletal Minions too quickly. This is being changed in 2.6.1, skellies should last much longer.
I might revive the idea once they are usable in high GR's because from my 115-116 pushes I can see that the GR's at these levels need some sort of stacking damage buff. Maybe 1 Rathma + 1 Inarius might not be such a bad idea for pushes.
 
I think WD will come back to the meta in 2.6.1 with Achary firebat as a trash killer.
 
Sorry mate, I do not have such a build. At the beginning of this project I was toying with the Inarius build seeing it in the high GR push setups. Very quickly I realized that in higher GR (100+) this build is unusable for stable farming because most of the time you have 0-3 Skeletal Minions available for affixes are killing them so quickly. So those 126+ GR pushes are made by painful GR fishing for not only decent density but also they need to fish for affixes that do not kill the Skeletal Minions too quickly. This is being changed in 2.6.1, skellies should last much longer.
I might revive the idea once they are usable in high GR's because from my 115-116 pushes I can see that the GR's at these levels need some sort of stacking damage buff. Maybe 1 Rathma + 1 Inarius might not be such a bad idea for pushes.


ah ok ty! I've been trying to find the right combination for gr105+ but i can't seem to find the right group that will consistently clear those high levels... All of my accounts are about p2100... Even monk barb wd and necro, or monk barb and two necros (both sets you recommended from op) can't seem to yield consistent results for me...wd dies so often (about 4-6 times) per run... What set of characters do you guys run for those higher gr pushes? Appreciate the advice :)
 
ah ok ty! I've been trying to find the right combination for gr105+ but i can't seem to find the right group that will consistently clear those high levels... All of my accounts are about p2100... Even monk barb wd and necro, or monk barb and two necros (both sets you recommended from op) can't seem to yield consistent results for me...wd dies so often (about 4-6 times) per run... What set of characters do you guys run for those higher gr pushes? Appreciate the advice :)
WD needs really good gear. However, so far nothing I found can compete (even top geared WD of mine) with
https://www.thebuddyforum.com/threa...rty-setup-for-s11.407328/page-13#post-2529221
At 3k paragon they farm (6-12 mins) 110, push 115. Be sure to have 900-1000k hps on Rathmas. You want 1 Rathma with Decrepify+Borrowed Time, the other with Frailty. Skull of Resonance on Barb helps alot for survival. I run Decripify Rathma with high CDR, around 50% in town. Elite packs are practically not an issue, because they die (don't kill minions) within 5-10 secs and Skull of Resonance also prevents many affixes to be cast.
I have been contacted with another 2 dudes that can run 108-110 farm with the 1.5 Plugins and 3k para. I known 3k para > 2.1k para but I still feel that 104-105 should be doable. Give it a try and let us known what is the weak point of your runs, maybe we can give some hints.

PS: Both Rathmas needs to run with 70% AD minimum - 20% on shoulders is no brainer, very well rolled offhand can have AD as well w/o a damage loss. Otherwise you want CHC,CHD > CDR > AS = AD on Rathmas.
 
@drizzle206 I've been running 107 with above Tempest's setup with these following stat:

- DPS 1: 5.5m, 50cdr, 70AD

- DPS 2: 3.5m, 50cdr, 94AD

I use sheet dps as a reference because it accounts everything (para, gears, augment...)

107_2.webp
107_3.webp
107_4.webp
 
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