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

Barbarian (support) - https://www.d3planner.com/322133741
Necro (rathma) - https://www.d3planner.com/800394267
Necro (support) - https://www.d3planner.com/376818244
Wizard (support) - https://www.d3planner.com/938398518

I've tinkered pretty heavily with tempest's scripts to get these to run how I like them to, so these builds won't work without some modification to the routines.

If you're comfortable modifying routines they may help you.

Good luck!

Cluster Size ?? pls
i try this setup this night.
thanks
 
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Cluster Size ?? pls
i try this setup this night.
thanks

Like I mentioned this setup isn't supported out the box with Tempest's routines. You can still run the zwiz with Tempest's builds from OP.

Maybe Tempest will add support for some of these things in the future. So it could be worth just waiting a bit and seeing what happens.

I've included cluster size and autofollow settings with some notes below that you can use to try and modify the builds to work with Tempest's routines.

zNecro
- cluster 10, follow 10, catchup 15

Rathma:
- cluster 10, follow 10, catchup 40
- Drop bone spear for Decrepify or Bonespikes
- You can in theory ignore this one and it is a code change instead of just a skill substition. The last 14% of each rifit might be a little slow if you do. Tempest's routine saves simulacrum from 86% on the grift till you spawn the boss. You can't do that with 3 support. You will have to replace the ShouldSimulacrum function with this if you want to run it effectively.
Code:
protected bool ShouldSimulacrum(float reservePct, out Vector3 position)
{
    // if we can cast and simulacrum is over or about to finish
    return Skills.Necromancer.Simulacrum.CanCast() && Skills.Necromancer.Simulacrum.TimeSinceUse > 29000;
}
This function assumes you're using haunted vision you should replace 29000 with 14000 if you insist on using pledge. You can get over 50% uptime on sim pretty easy with haunted though, so I would strongly recommend haunted vision.

Barbarian (leader):
- cluster 10, follow 10, catchup 50
- Drop rend for another spender either spear or whirlwind. Rend is 10% dmg and zodiac procs, the others are just zodiac procs. Everything will be cc'd by necro or wiz anyways so barb will just dr things he can't pull anyways, I'd go with whirlwind but I haven't tested it.

Wizard:
- cluster 5, follow 10, catchup 15

Those are probably the bare minimum modifications you can do to get setup with the builds I provided.
 
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Thread starts to live its own life, that is cool. Adding one more question for @dqtsf : If barbar leads how do you solve distant charges and catchup distance. Just using 50y catchup distance? Or you go with the whirl zbarb that does not rampage around that much?
@ZDL gj with the routine, gonna check it myself once I setup this zdps mage thing.

I like the way barb goes wild like that. It helps speed up progression. The problem is how you make the followers catch up that speed.

For 2 necro blood rush is required especially Dps necro needs it to move to oculus ring easily. Wizard has no problem since she has perma teleport.

Catch up range on 2 zdps is 15 and Dps is 30 for the oculus ring.

I forgot to answer your other question. I do full clear, not elite only, because sometimes follower can't catch up with barb speed and got stuck by the enemies. My cluster on barb is 8.
 
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Like

If you're feeling adventurous copy the siphon code from NecromancertT4m to ZNecroT4m and that should do the trick as well.

Tempest's script has no generator for you to pick from. I would suggest for you to run blood rush and try your wizard out as your leader. If you do that I would put the wizard cluster to 10. I can't see the barb working well since he'll be bouncing all over picking up globes but you could try that as well.

Those are probably the bare minimum modifications you can do to get setup with the builds I provided.

Thanks for your help but i dont know how change script :(

@Tempest pls change script :PP
 
I like the way barb goes wild like that. It helps speed up progression. The problem is how you make the followers catch up that speed.
Decided to try barb as leader it's actually really good. I updated my d3 planner links accordingly.
 
Hey guys,
I tried this (zwiz) composition several days ago and thought it's not worth the time to spend on. It went ok up to 100-103, then it appeared too squishy for higher GRs. My 2xRathma+ zbarb+zmonk or Rathma+LoD WD+zbarb+zmonk run 108s fairly stable in 10-12 mins. I must confess I went from 2.2k to 3k since the start of this thread, so they are becoming fairly strong in Paragons and they are very well geared.
My Znecro and Zwiz attempts had the support classes badly geared (mostly not even ancients) but it was the super geared Rathma who kept dying to most of the affixes. It seems that zmonk brings so much survival to the party that cannot really be replaced by zwiz+znec. Not sure how the zwiz's Event Horizon rune should work but Rathma (with Esoteric) kept dying in simple things on the ground like Plagued ground, molten trail, etc... - stuffs I completely ignore in avoidance when running 110 pushes with zmonk. However, since the party with 3k Para is hitting a wall around 110 I would like to pursue more builds. Highest potential is hidden probably in the BloodLancer build, that is unfortunately unplayable by DB due to the superspeed-cast nature of the Corpse Lance spell. I even tried to bypass Trinity to register only one Lance spell out of 20, this spell still lags terribly, dropping down to sub 10 tps right in the moment you want to cast 50 lances per second. Support of this spell probably needs something important done in the core DB assembly. Even with these limitations the party can run 106s fairly stably with the Lancer. Well, the second interesting thing seems to be this squishy composition of yours and I would like to give it a second chance. I should have some time to build support for it into the routines. Since I do not have really much of an experience with it, I would love some info from @ZDL and and others. What needs to be done?

1. Rathma: Bone Spear support, Simulacrum timer for Visions equipped, Save Simulacrum for RG as button in settings. Anything else?
2. Zbarb, Rend support (this I already have from my testing runs), Sprint should work? (Phelon's implementation in GetBuffPower()). I am seeing I should probably extend the range it collects globes from (Zbarbs always charges the closest first).
3. Znecro working ok, or you would like something changed? Maybe we should use it's time outside LotD better, at the moment it is loitering outside LotD, or you would prefer it doing something else. Maybe collect the most distant globes?
4. ZDL's zwiz, haven't looked much into it, I tested it in the game. It basically worked, I saw it mostly ran around with zero mana :) casting spells immediately it got enough to cast them. What should be the combat priority for zwiz?
 
Hey guys,
I tried this (zwiz) composition several days ago and thought it's not worth the time to spend on. It went ok up to 100-103, then it appeared too squishy for higher GRs. My 2xRathma+ zbarb+zmonk or Rathma+LoD WD+zbarb+zmonk run 108s fairly stable in 10-12 mins. I must confess I went from 2.2k to 3k since the start of this thread, so they are becoming fairly strong in Paragons and they are very well geared.
My Znecro and Zwiz attempts had the support classes badly geared (mostly not even ancients) but it was the super geared Rathma who kept dying to most of the affixes. It seems that zmonk brings so much survival to the party that cannot really be replaced by zwiz+znec. Not sure how the zwiz's Event Horizon rune should work but Rathma (with Esoteric) kept dying in simple things on the ground like Plagued ground, molten trail, etc... - stuffs I completely ignore in avoidance when running 110 pushes with zmonk. However, since the party with 3k Para is hitting a wall around 110 I would like to pursue more builds. Highest potential is hidden probably in the BloodLancer build, that is unfortunately unplayable by DB due to the superspeed-cast nature of the Corpse Lance spell. I even tried to bypass Trinity to register only one Lance spell out of 20, this spell still lags terribly, dropping down to sub 10 tps right in the moment you want to cast 50 lances per second. Support of this spell probably needs something important done in the core DB assembly. Even with these limitations the party can run 106s fairly stably with the Lancer. Well, the second interesting thing seems to be this squishy composition of yours and I would like to give it a second chance. I should have some time to build support for it into the routines. Since I do not have really much of an experience with it, I would love some info from @ZDL and and others. What needs to be done?

1. Rathma: Bone Spear support, Simulacrum timer for Visions equipped, Save Simulacrum for RG as button in settings. Anything else?
2. Zbarb, Rend support (this I already have from my testing runs), Sprint should work? (Phelon's implementation in GetBuffPower()). I am seeing I should probably extend the range it collects globes from (Zbarbs always charges the closest first).
3. Znecro working ok, or you would like something changed? Maybe we should use it's time outside LotD better, at the moment it is loitering outside LotD, or you would prefer it doing something else. Maybe collect the most distant globes?
4. ZDL's zwiz, haven't looked much into it, I tested it in the game. It basically worked, I saw it mostly ran around with zero mana :) casting spells immediately it got enough to cast them. What should be the combat priority for zwiz?

Nice work thanks, i try all compositions, and i prefer like u the Op build. more stable more survability.
Thanks all Fedez
WAit for new upgrade :p
 
Barbarian (support) - https://www.d3planner.com/856928214
Necro (rathma) - https://www.d3planner.com/800394267
Necro (support) - https://www.d3planner.com/267600916
Wizard (support) - https://www.d3planner.com/938398518

I've tinkered pretty heavily with tempest's scripts to get these to run how I like them to, so these builds won't work without some modification to the routines.

If you're comfortable modifying routines they may help you.

Good luck!

Would you possibly be able to upload your modifications also for us to try? I'm sure Tempest would enjoy taking a look at them for possible improvements he may be able to make :)
 
Its actually really cool that this has turned into 10 pages of people helping eachother.. first it was just tempest.. now multiple people are contributing to improvements!! :)
 
hi guys, i have little lag problem ( cpu )
Anyone have the file D3prefs modificate ?

@Tempest i have some question please:

link new monk and 2 necro dps D3planner (sometime my monk die when he fishing; cluseter 25)
Cluster size for 2 necro dps and with LonWd
With 2 necro how many Areadamage u have
How many hp have your dps
Follow distance for dps
Tick per second for the party
Thanks and sorry for my bad english.. ( need a picture for understand good ).
:)

Thanks Fedez
 
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@Tempest While I agree with you that this zwiz setup is not viable on 105+, I don't think this is a waste. There are 2 types of run: speed and push. Most people today are looking for highest exp/h. If we can run 100 with pool twice as fast than 105+, I believe we will gain more exp/h. That's why solo players still run speed 70, 80, 85+ with pool and got 300b exp/h. Furthermore, this setup is very newbie friendly because gearing 3 zdps is more easier than 2 dps especially having a good LoN wd is a pain in the ass.

All in all, as I said in previous post this will give more choice for us botters.
 
@Tempest While I agree with you that this zwiz setup is not viable on 105+, I don't think this is a waste. There are 2 types of run: speed and push. Most people today are looking for highest exp/h. If we can run 100 with pool twice as fast than 105+, I believe we will gain more exp/h. That's why solo players still run speed 70, 80, 85+ with pool and got 300b exp/h. Furthermore, this setup is very newbie friendly because gearing 3 zdps is more easier than 2 dps especially having a good LoN wd is a pain in the ass.

All in all, as I said in previous post this will give more choice for us botters.

Hey @Tempest

This pretty much sums up my aims. I'm not really looking to push past 100 with this comp. I've been running GR 97 with 4M dps averaging 6.5 minutes a run. With the right map and mobs my guys have cleared in 4 minutes. Would like that average to be lower but Trinity's navigation and backtracking is a lot to overcome. Running the barb as lead helped speed up the runs a bit.


Hey guys,
1. Rathma: Bone Spear support, Simulacrum timer for Visions equipped, Save Simulacrum for RG as button in settings. Anything else?
2. Zbarb, Rend support (this I already have from my testing runs), Sprint should work? (Phelon's implementation in GetBuffPower()). I am seeing I should probably extend the range it collects globes from (Zbarbs always charges the closest first).
3. Znecro working ok, or you would like something changed? Maybe we should use it's time outside LotD better, at the moment it is loitering outside LotD, or you would prefer it doing something else. Maybe collect the most distant globes?
4. ZDL's zwiz, haven't looked much into it, I tested it in the game. It basically worked, I saw it mostly ran around with zero mana :) casting spells immediately it got enough to cast them. What should be the combat priority for zwiz?

All the following changes I made with the idea of running speeds.

1.
- mages and simulacrum cast while moving if there are mobs on the screen
- only don't cast new mages when full if simulacrum is down this makes sure that when simulacrum goes down I have the most fresh simulacrum mages I can and I keep them the longest possible till simulacrum is up again
2.
- Sprint works.
- I've extended my globe find range to 60.
- With barb as the leader on long maps like sewers or just low density the barb will sometimes outrun the party (mostly just the slow dps.) I've added a check to make the barb wait if any of the players are out of 80y range.
3.
- LOTD and devour are cast on the move if there are mobs on the screen
- In combat for the first three seconds of LOTD I spam nothing but devour
- In combat & LOTD I don't cast nova no more than once a second and only if it's been less than 150ms since devour has been used
- Removed all the resource percentage checks on attack skills when LOTD is down need to proc zodiac not loiter. I only loiter when I run out of essence and by then hopefully I've proc'd zodiac enough that LOTD should be up or close. If my znecro is alive with full essence running around doing nothing then I would fire him ... ;)
4. It's weird you're running out of resources, maybe you don't have enough RCR my wiz never even comes close to using all of it's mana. I could easily have 99% aquila uptime if I had room in the build for it. I have 53% from gear and an extra 30% for fire skills from cindercoat.

I'd be happy to post my modifications with your permission, but I don't want to post them if that is something you would not agree to.
 
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Been trying zbarb as leader on my 3man team, and it works better than monk with 2 dps necros. Also, 1.2 version works better for me than 1.3.

I've got a problem with my pick items in town option. My main is not picking up the items... Anyone is having same issue?
 
@ZDL Detailed work, most of your modifications will make run go definitely smoother. By all means feel free to post your modifications if you want to. People will profit. I do not claim any copyright for anything here, learn, advance, share.
Yes, my wizard got low rcr, that will be a problem.

@destroyer57 It's old Trinity issue, some characters do not pickup dropped items in town runs. I saw Phelon was fixing this and many Phelon's fixes got into the latest Trinity (released today). On the other hand they borked trash-based combat activation in it :) and the bot fights as long as there is ClusterSize number of mobs in Los, no range check. Give it a while and Trinity will be eventually sound and smooth again.
 
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@ZDL Detailed work, most of your modifications will make run go definitely smoother. By all means feel free to post your modifications if you want to. People will profit. I do not claim any copyright for anything here, learn, advance, share.

Alright for those interested here are the modified routines.

EDIT: Also here's v0.2 of the support wiz script which should try to eat affixes even while out of combat.

EDIT2: Here are the d3 planners for the builds I use with these routines.

Barbarian (support) (lead) - https://www.d3planner.com/856928214
Necro (rathma) - https://www.d3planner.com/800394267
Necro (support) - https://www.d3planner.com/267600916
Wizard (support) - https://www.d3planner.com/938398518
 

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@ZDL Detailed work, most of your modifications will make run go definitely smoother. By all means feel free to post your modifications if you want to. People will profit. I do not claim any copyright for anything here, learn, advance, share.

@destroyer57 It's old Trinity issue, some characters do not pickup dropped items in town runs. I saw Phelon was fixing this and many Phelon's fixes got into the latest Trinity (released today). On the other hand they borked trash-based combat activation in it :) and the bot fights as long as there is ClusterSize number of mobs in Los, no range check. Give it a while and Trinity will be eventually sound and smooth again.

Thanks for your answer, but I'm also using latest trinity released today and it still does not work. Necro as main is not picking up items...
 
Look, my monk die too many time than dps.. he die when run in the map.
Gr 101 speed monk/barb/2 necro. He use esoteric/iceblink and toxin
Barb never die.. he can use the pool.
any help for the monk ?
probably i try baRB LEADER.
thanks
Screenshot (3).webp
 
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Yes Fedez, monk usually dies on multiple melee attacks when searching for the new pull. I am seeing 3 ways how to reduce this:
- put mutilation gem on monk
- decrease ClusterSize somewhat so he pulls more often
- I could probably put in a logic that will activate combat once monk is under 30% hps, It would needed to enter followers combat routines as well, probably not a great idea

Are you using Aquila (cubed) instead of those damage reduce bracers most of the meta builds put on zmonk? Aquila is much stronger while running to the next pull. Do you have stable 100% spirit - in combat -> when running? I got zmonk with about 230M unbuffed Toughness (iceblink, gogok, toxin) and it dies twice / hour on average, running 106s. Nonetheless, I would not call it critical yet - one monk's death in every other rift should not slow you down.
 
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