I have been asked by some of you to post my 4-man setup that can farm 105-107 with Demonbuddy (non-season 2.2k para, fairly optimized gear). I am not much of a writer but here goes:
Party:
Party composition evolves over the time by contribution of some folks in this thread. So far (Post S11, Pre S12) the best high GR farming and push setup:
- 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)
https://www.d3planner.com/772816021
- zdps barb with the Skull of Resonance, switched to dual wielding the fast swords, for somewhat better globe generation. Short (about 2.5s) CD for Threatening Shout in routine settings.
https://www.d3planner.com/116170654
- 2 x Rathmas are both Vision+Cycle Rathmas from the OP, Simulacrum uptime about 60%. First with Frailty, second with Decrepify, both use Simulacrum on trash
https://www.d3planner.com/710409560 .
The Skull of Resonance on barbar stabilizes the Rathmas and they really rip through when properly geared for high Simulacrum uptimes.
Installation:
I use the last stable DB, Trinity 2.270.8 and zAutoFollow 1.260.1, all standard installations with following overwrites:
1. Extract Plugins.zip and overwrite with it the Plugins directory in all the 4 DB installations. This installs 4 respective routines for 4 classes. It also overwrites TargetUtil.cs in Trinity to fix GetInnerSanctuaryDiaObjects() that is not currently working. There are also few small fixes involved in Autofollow plugin to make it run smoother (invites outta game, removal of pulsing combat, nicer UI sliders).
Play:
When creating party outside the game, I run first leader(server), then followers(clients). When creating inside the game, I first run clients, then server in 1-2s intervals. The new routines are named 'T4m class'. The default values of routine sliders should be ok. Feel free to play with them. The party plays in a compact way, because dps classes exploit Monk's Sanctuary and Oculus buffs. You may/will need Esoteric for 100+ GRs on both of your dps classes. Ah, I forgot to write, they party goes around 450-500b/h without pools, just chaining 105 GRs.
Acknowledgment:
Nothing of this could be done without the guys who wrote the base routines and the other combat routines, xzjv, Phelon, TwoCigars.
Changelog:
1.0 - Initial Release
1.1
- Better movement and elite targeting for the monk
- BBV Elite only, Move to Sanc, Move to Oculus buttons added for 2 dps classes
- Simplified targeting for Necro removed weird seconds when he/she did nothing, support for Inarius + Bone Ringer is somewhat slimmer now
- Small fixes here and there
1.2
- Necromancer routine supports Siphon Blood, Decrepify and Frailty now
- Monk does not cast Exploding Palm if the 2-set bonus of Uliana's Stratagem is active
1.3
- Znecro routine
- Routines should use the leader from auto-follow plugin now. When soloing leader is ignored.
- You can ignore targeting around the leader in new button in Settings (Ignore Leader)
- We don't need to overwrite DefaultWeightingProvider.cs anymore for the barbarian globes picker.
- Barbarian routine option "Force health globes pickup" serves as an override of Trinity settings (only for health globes)
1.4
- Update for latest SVN Trinity 2.6.420 (DB stable release: 1.1.3208.501)
- Beware targeting changes in latest Trinities, Cluster Size + Cluster Radius relative to the player
- Cluster Radius sliders added for all routines, try defaults, they seem to work fine
- Some of ZDL's details added:
- Leader will activate combat and fight even small packs if any of followers stays behind (80y)
- Rathma's Simulacrum should fully respect Haunted Visions equipped
- Rathmas with Haunted Vision and enough CDR might want to cast Simulacrum on trash. They can toggle it now
- A movement bug that prevented Rathmas to fight sometimes should be fixed
- Some little details I lost track of
1.5
- Tested on DB v1.1.3208.501, Trinity 2.6.420
- Trinity modification - shrines are not activated above 99% GR progress
- Trinity modification - most of the Rathmas inactivity was caused by Trinity seeing obstacles between player and the target 0.5y away
- zAutoFollow follow mode returned back to simpler 1.3 version. Follow Distance is pretty much ignored, Catch-Up distance switches combat on/off
- Hardcoded 110 max. GR level is not enough anymore, 120 could last for some time though
- We should be able to pickup items in town once gain
- small fine tuning changes for Rathmas mostly
Party:
Party composition evolves over the time by contribution of some folks in this thread. So far (Post S11, Pre S12) the best high GR farming and push setup:
- 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)
https://www.d3planner.com/772816021
- zdps barb with the Skull of Resonance, switched to dual wielding the fast swords, for somewhat better globe generation. Short (about 2.5s) CD for Threatening Shout in routine settings.
https://www.d3planner.com/116170654
- 2 x Rathmas are both Vision+Cycle Rathmas from the OP, Simulacrum uptime about 60%. First with Frailty, second with Decrepify, both use Simulacrum on trash
https://www.d3planner.com/710409560 .
The Skull of Resonance on barbar stabilizes the Rathmas and they really rip through when properly geared for high Simulacrum uptimes.
Installation:
I use the last stable DB, Trinity 2.270.8 and zAutoFollow 1.260.1, all standard installations with following overwrites:
1. Extract Plugins.zip and overwrite with it the Plugins directory in all the 4 DB installations. This installs 4 respective routines for 4 classes. It also overwrites TargetUtil.cs in Trinity to fix GetInnerSanctuaryDiaObjects() that is not currently working. There are also few small fixes involved in Autofollow plugin to make it run smoother (invites outta game, removal of pulsing combat, nicer UI sliders).
Play:
When creating party outside the game, I run first leader(server), then followers(clients). When creating inside the game, I first run clients, then server in 1-2s intervals. The new routines are named 'T4m class'. The default values of routine sliders should be ok. Feel free to play with them. The party plays in a compact way, because dps classes exploit Monk's Sanctuary and Oculus buffs. You may/will need Esoteric for 100+ GRs on both of your dps classes. Ah, I forgot to write, they party goes around 450-500b/h without pools, just chaining 105 GRs.
Acknowledgment:
Nothing of this could be done without the guys who wrote the base routines and the other combat routines, xzjv, Phelon, TwoCigars.
Changelog:
1.0 - Initial Release
1.1
- Better movement and elite targeting for the monk
- BBV Elite only, Move to Sanc, Move to Oculus buttons added for 2 dps classes
- Simplified targeting for Necro removed weird seconds when he/she did nothing, support for Inarius + Bone Ringer is somewhat slimmer now
- Small fixes here and there
1.2
- Necromancer routine supports Siphon Blood, Decrepify and Frailty now
- Monk does not cast Exploding Palm if the 2-set bonus of Uliana's Stratagem is active
1.3
- Znecro routine
- Routines should use the leader from auto-follow plugin now. When soloing leader is ignored.
- You can ignore targeting around the leader in new button in Settings (Ignore Leader)
- We don't need to overwrite DefaultWeightingProvider.cs anymore for the barbarian globes picker.
- Barbarian routine option "Force health globes pickup" serves as an override of Trinity settings (only for health globes)
1.4
- Update for latest SVN Trinity 2.6.420 (DB stable release: 1.1.3208.501)
- Beware targeting changes in latest Trinities, Cluster Size + Cluster Radius relative to the player
- Cluster Radius sliders added for all routines, try defaults, they seem to work fine
- Some of ZDL's details added:
- Leader will activate combat and fight even small packs if any of followers stays behind (80y)
- Rathma's Simulacrum should fully respect Haunted Visions equipped
- Rathmas with Haunted Vision and enough CDR might want to cast Simulacrum on trash. They can toggle it now
- A movement bug that prevented Rathmas to fight sometimes should be fixed
- Some little details I lost track of
1.5
- Tested on DB v1.1.3208.501, Trinity 2.6.420
- Trinity modification - shrines are not activated above 99% GR progress
- Trinity modification - most of the Rathmas inactivity was caused by Trinity seeing obstacles between player and the target 0.5y away
- zAutoFollow follow mode returned back to simpler 1.3 version. Follow Distance is pretty much ignored, Catch-Up distance switches combat on/off
- Hardcoded 110 max. GR level is not enough anymore, 120 could last for some time though
- We should be able to pickup items in town once gain
- small fine tuning changes for Rathmas mostly
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