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

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.


hi tempest thanmk for your answer. i use this Monk https://www.d3planner.com/537075040
Just reduced cluster size to 12. the monk when run have always 100% spirit. probably i have to try change on gear resurce reduce for more vitality. my monk spam alot cyclone for obsidian.
i try change esoteric for mutilation but i think is hard vs hard elite affix ( fire chain,arcane )
Im have very good gear for dps( 2 rata and wd ) but not very good gear on monk.
My party never die in the pull but monk die when run and Necro when stay back and stucked in the door.
Thanks fedez
 
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I am running somewhat different gear composition. 4x Inna + 2x Uliana. I lose Leoric's and Gungdo Gear, gain automatic full trash group debuff of Exploding Palm (routine does not cast it). I run Time of Need rune for Mantra and rely on the globe healing. This is what helps me with the out of combat deaths. Mobs are quickly immune to Cyclone, so you don't really need to spam it. For Zodiac I think it is better to spam Mantra for the hps shield on the group. Without casting Exploding Palm and Cyclone on 3-4s you really dump most of the generated Spirit into Mantras.

PS: Oh I also run Desert Shroud rune on Epiphany, that's another 50% of reduction, often out of combat. I guess I am being too greedy on the group, refusing to heal them.
 
I am running somewhat different gear composition. 4x Inna + 2x Uliana. I lose Leoric's and Gungdo Gear, gain automatic full trash group debuff of Exploding Palm (routine does not cast it). I run Time of Need rune for Mantra and rely on the globe healing. This is what helps me with the out of combat deaths. Mobs are quickly immune to Cyclone, so you don't really need to spam it. For Zodiac I think it is better to spam Mantra for the hps shield on the group. Without casting Exploding Palm and Cyclone on 3-4s you really dump most of the generated Spirit into Mantras.

PS: Oh I also run Desert Shroud rune on Epiphany, that's another 50% of reduction, often out of combat. I guess I am being too greedy on the group, refusing to heal them.

I try this composition ( i tryed 20 days ago)
Mantra spam do not work for proc obsidian ( u need attack spender ).
https://www.d3planner.com/789506906
@ZDL and @Tempest
Is possible to add script monk leader wait party when are more than 80 yard ( like ZDl script for barb) im sorry i dont know c++
Thanks for your help fedez

p.s: i see my monk when are in trash pull he dont cast epiphany and sanctuary and when run do not cast epiphany; any idea ?
 
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@ZDL Regarding your modded T4 Barb routine, is working very well, except that Ground Stomp is not being cast...ever.

I guess it's due to having a lower priority than Furious Charge. Even for ratruns speedfarming, which do not need globe generation as you mentioned, Ground Stomp is still the best Stun source for your rathmas.

Anyhow, if someone else has the problem of the routine not casting ground stomp, and you need it for the globes, or the stun (or just happen to like it), there's an easy fix:

editing ...\Plugins\Trinity\Routines\Barbarian\Barbarian4tm.cs file

find these lines and cut them :
if (ShouldGroundStomp(LeaderPos, out position))
return GroundStomp(position);

Paste them just above this line:

if (ShouldFuriousCharge(out position))

Save the file.

That will make the routine start using Ground Stomp again.
 
I try this composition ( i tryed 20 days ago)
Mantra spam do not work for proc obsidian ( u need attack spender ).
https://www.d3planner.com/789506906
@ZDL and @Tempest
Is possible to add script monk leader wait party when are more than 80 yard ( like ZDl script for barb) im sorry i dont know c++
Thanks for your help fedez

p.s: i see my monk when are in trash pull he dont cast epiphany and sanctuary and when run do not cast epiphany; any idea ?
- 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 can be added for out of combat casting in cases Monk goes below 50% hps, not sure if it wouldn't be counterproductive for Sanc.
 
@ZDL Regarding your modded T4 Barb routine, is working very well, except that Ground Stomp is not being cast...ever.

I guess it's due to having a lower priority than Furious Charge. Even for ratruns speedfarming, which do not need globe generation as you mentioned, Ground Stomp is still the best Stun source for your rathmas.

Anyhow, if someone else has the problem of the routine not casting ground stomp, and you need it for the globes, or the stun (or just happen to like it), there's an easy fix:

editing ...\Plugins\Trinity\Routines\Barbarian\Barbarian4tm.cs file

find these lines and cut them :
if (ShouldGroundStomp(LeaderPos, out position))
return GroundStomp(position);

Paste them just above this line:

if (ShouldFuriousCharge(out position))

Save the file.

That will make the routine start using Ground Stomp again.

I run sprint and rend instead of stomp and spear so this hasn't come up for me. But thanks for sharing.

Are you running a znecro? I can't imagine ground stomp's stun being that effective with a znecro in the party.
 
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Jeez... I decided to buy a 4th acc to try this znec zbarb zwiz rathma team, i'm waiting for my DB key to use on the 4th acc, but already with znec zwiz rathma to speed 80+ to para boost this wiz, it seems pretty fine. cant wait to add the barb in this.

Btw i may have not seen it but :
zbarb is lead right ? do you put him on globes job or is that znec/zwiz that go for them ?
 
Jeez... I decided to buy a 4th acc to try this znec zbarb zwiz rathma team, i'm waiting for my DB key to use on the 4th acc, but already with znec zwiz rathma to speed 80+ to para boost this wiz, it seems pretty fine. cant wait to add the barb in this.

Btw i may have not seen it but :
zbarb is lead right ? do you put him on globes job or is that znec/zwiz that go for them ?

I use zbarb as lead. Health globe pickup is actually part of his routine already. I customize the DB globe pickup to only do neph and grift globes and let the combat routine handle health globe pickup.

The zbarb is so fast sometimes he misses progress globes. I have the zwiz on backup duty also picking up neph and grift globes since she has the most mobility and can catch up the quickest if she stays behind to pickup globes.
 
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hey fellas,

i usually like to keep original routine versions of modified routines just in case i want to revert back...I noticed that ZDL named the files the same as Tempest so i renamed ZDL's files different so that I can retain both...just in case someone else wants to do the same, here are the files...
 

Attachments

Thanks drizzle206. I've updated trinity via assembla and now ZDL's modified routines do not work properly, causing lots of errors in demonbuddy with my necro. Works ok with Tempest routines.
 
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Thanks drizzle206. I've updated trinity via assembla and now ZDL's modified routines do not work properly, causing lots of errors in demonbuddy with my necro. Works ok with Tempest routines.

check again man...i'm using it now...i updated my DB beta earlier then loaded these profiles and it's running without any probs...have you tried clearing your assemblies?
 
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 again, having hopes for better times, I made 1.4 routines compatible with it. Overall I am seeing better times running 106-107's. Not sure if it's Trinity or my Rathma change to Haunted Visions setup. I will try to update d3planners for my last setup, soon.

PS: 1.4 still in testing, let me know if something misbehaves
 
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Anything to edit in @ZDL routines for Rathma not using Simulacrum at the very first second he enters the rift and waste it ?
 
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() && Skills.Necromancer.Simulacrum.TimeSinceUse > 29000;

Think that's the way ZDL ment it. Not a big impact me think. It will cast Simulacrum if it sees a mob in 45y distance. Pretty soon.
 
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() && Skills.Necromancer.Simulacrum.TimeSinceUse > 29000;

Think that's the way ZDL ment it. Not a big impact me think. It will cast Simulacrum if it sees a mob in 45y distance. Pretty soon.

Whoops, yeah nice catch.
 
What do i wrong if the followers rarely attack?
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 settings overrides this. For elites the combat is always activated unless forbidden also on the first page of Trinity settings.

Plus there are many tricky casts ZDL sneaked into the out-of-combat life.
 
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 settings overrides this. For elites the combat is always activated unless forbidden also on the first page of Trinity settings.

Plus there are many tricky casts ZDL sneaked into the out-of-combat life.

upload_2017-9-16_20-7-49.webp


upload_2017-9-16_20-8-5.webp


upload_2017-9-16_20-8-34.webp


My settings
 
Hey @Tempest I noticed DefaultWeightingProvider.cs is still in the 1.4 zip, is that right?
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 mob, even with high Cluster Sizes. Might wanna keep old Trinity and wait how it comes after the fix.
 
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