What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal

Search results

  1. T

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

    Just few little modifications gathered from @FEDEZ and @Chocoboos over last 2 pages. - zdps monk from @FEDEZ, lil' bit better globe generation, Mantras all quite similar, Salvation+agility or Salvation+armor give about the same (agility does not work on on-ground effects, armor does)...
  2. T

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

    Nope, it just looks so much worse on paper than CoE. For necro, that is. CoE is strongest for necro as it rotates just 3 elements and it gives 30% uptime of physical.
  3. T

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

    Another milestone, 110 on stable farm:
  4. T

    Phelons Playground - 4 Man Botting Routine

    Hey guys, I am seeing about 3-4 minutes gain running the same rift with CoE + Haunted. https://www.d3planner.com/527630522 Such setup needs more CDR, about 30-40% baseline, then Decrepify with Borrowed Time rune and Blood is Power passive. The passive is unfortunately bugged and gives less CDR...
  5. T

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

    Ah, I see. You want to keep 10 stacks and ignore the Aquila reserve preventing the casts in between LotD. I see ZDL removed the Aquila reserve protection. This will burn resource in between LotdD's with the attackspeed frequency, since Bone Spear/Death Nova are highest priority spells outside...
  6. T

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

    The skull seems to work very well, high proc chance, I can see 3/4 of the packs CC'd, even elites. IP still with 100% uptime, even w/o Leoric's. Need to test more.
  7. T

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

    Good idea, I will try the skull. We loose lotsa CDR with it. Charm should last as long as the Threatening Shout's debuff lasts, i.e. 6s. I will see if zbarb can keep IP up w/o Leoric's.
  8. T

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

    So you wanna ignore Aquila in between LotD's? I believe most of the spears necessary for Zodiac should be cast during the LotD. My version should have 0-3-4s downtimes. I remember ZDL writing about ignoring the spear cast during some part of the LotD. I don't think that's the right way, because...
  9. T

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

    Np mate, I am glad you are up and running.
  10. T

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

    To be honest I didn't check WD thouroughly before, because zmonk+zbarb+LoNWD+Rathma is an inferior composition (under 110) to zmonk+zbarb+2xRathma. So I fired up WD again and just finished 108 with the WD composition, fairly bad rift maps as well. It runs extremely stable, strong survival when...
  11. T

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

    Can't really see :-) Unless I am tuning code I run 320x180 with yar but I can keep 12 tps on zdps, and about 20 tps on both rathmas.
  12. T

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

    You mean the Rathma movement thing? It's in NecromancerT4m.cs, around line 365, delete the last condition to have only: if (cancast && projectedP != Vector3.Zero && distance <= 55f)
  13. T

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

    Routines 1.4, see the changelog on OP for DB and Trinity versions (latest stable DB, latest SVN Trinity). Cluster Sizes and Cluster Radii on default settings. EDIT: I think I finally managed to catch a little movement bug that was causing Rathmas to stop casting for a while. If using 1.4...
  14. T

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

    I have updated the d3planners on the opening page to what I am running now. Nothing major except for Rathmas. So far the best for me are uliana zmonk, spearing zbarb, 2x cycle Rathmas. They run 107s in about 7-12 mins, depending on the rift, averaging around 600-700b/h with 3k para. Both Rathmas...
  15. T

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

    Need to write more, what group composition, what followers won't fight, what DB version, what Trinity, who's routines (ZDL's or mine), etc. With the new combat activation I would suggest to keep zAutoFollow settings: Follow Distance = 15, Catch-up distance 35, Catch-up at 50 may leave followers...
  16. T

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

    Yea, not still, anew :) It's the Trinity combat activation fix Nesox promised to bring into Trinity soon. Current latest Trinity combat activation ignores the range, it just counts all the LoS Mobs on the map and then decides to start the combat. So you will mostly fight against every single...
  17. T

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

    Followers should attack if the 2 conditions are met: 1. They are within catch-up (zAutoFollow settings) distance of the leader 2. Trinity activates combat for them based on Cluster Size and Cluster Radius (new Trinity), just Cluster Size for old Trinity. Ignore Trash on the first Tab of Trinity...
  18. T

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

    line 196: return (!requireMobs || TargetUtil.AnyMobsInRange(45f)) || Skills.Necromancer.Simulacrum.CanCast() && Skills.Necromancer.Simulacrum.TimeSinceUse > 29000; change to return (!requireMobs || TargetUtil.AnyMobsInRange(45f)) && Skills.Necromancer.Simulacrum.CanCast() &&...
  19. T

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

    Hey guys, latest Trinities changed combat activation, hopefully it will be fixed soon. I have poster 1.4 routines, with the necessary fix for it. Latest Trinity solves some other issues, I think even backtracking is, albeit still there, less severe. As there seems to be some work done on Trinity...
  20. T

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

    - Mantra cast costs 50 spirit baseline - I will take a look if we can prevent the outrun, never had such a problem with monk leader - Yes, Epiphany and Sanc are combat spells, they are not cast outta combat, e.g. when on run. It works as programmed down by Phelon some time ago. I think Epiphany...
Back
Top