But one of the worst is people overlooking the fact that it's a video game. This demand for the absolute percentage wise best class / spec / meta group / ect is really ruining your own fun.
Why would you ever think wizards HAVE to go archon for T13? Does it really actually hurt the amount of fun you have if say a delsers wiz clears T13 slightly slower than archon?
I really hope with D4 paragon giving any amount of power is removed, as well as leaderboards. Maybe then efficiency won't have such supreme rule over everything.
Wizz has explosive blast speed farming build that does pretty well on t13. I also tried WD gars. It works fine ,but i don't think its the fastest build for speed farm. Pets walking around and hitting random mobs ,which makes DPS spit a bit up.
About the "which build are we running on T13" - it depends less on your build and skills if you can run T13 but more on the power of your gear, gems, and paragon.
I don't understand what you want to say in your post, Fight. OP only asked about T13 as a difficulty, and T13 is exactly GR60 (you can log in on PTR and check at Orek where for GRs the Torment equivalent is shown). Group scaling is an entirely different issue, but a T13 rift stays GR60 difficulty, no matter if 1 or 4 players - because the same scaling applies to both Torment and GRs.
farming keys as monk only, and can say that LoN WoL setup is ok for t13 solo, but elites aren't one-snotted often, so Envious blade is questionable. but SWK WoL crushes t13 in party with easy.
however gonna try to optimize(mb just with caldessans) my LoN spec, cos I love it, there are some cool legendary powers like goldwrap, gloves of worship, homing pads which are now available in swk
also running low caldessans on 60-70gr with few friends, so UE dh and LoN crus both can pwn t13 with easy in 4man party
I don't understand what you want to say in your post, Fight. OP only asked about T13 as a difficulty, and T13 is exactly GR60 (you can log in on PTR and check at Orek where for GRs the Torment equivalent is shown). Group scaling is an entirely different issue, but a T13 rift stays GR60 difficulty, no matter if 1 or 4 players - because the same scaling applies to both Torment and GRs.
for 1,2 and 3 players
T13(Monster health) not equal GR60(Monster health)
T10(Monster health) not equal GR45(Monster health)
T9(Monster health) not equal GR40(Monster health)
etc....
Yeah GRs in solo play are noticeably easier than their Torment "equivalent."
Wizz has explosive blast speed farming build that does pretty well on t13. I also tried WD gars. It works fine ,but i don't think its the fastest build for speed farm. Pets walking around and hitting random mobs ,which makes DPS spit a bit up.
You did WD wrong then.
For the chicken build you want a decent amount of cdr so that you simply run to elite packs and pylons (have nemesis in bag to swap) and just kill elites the entire rift. With better CDR you simply run to a spot, kill elite, and by then you want garg to be within 5-10 seconds, then you run to next elite, cd is up and you cast in middle of next elite pack. Rinse and repeat.
I find myself using in-geom when speed farming with WD on T13 because at GR60 equivalent you do not really need the 50% elite damage as you 1-shot most elite packs regardless.
Wow, I think I never noticed that inconsistency in the patch notes. Thanks Fight, I'll have to check this tonight (if I have time... not sure... too much invested into other things right now). Definitely add this to my "todo list", as it also affects my difficulty overview. Great pointer.
I always get curious when I see a spreadsheet. Got any more data to share? ;-)
That's another nice exact number, how did you determine this? Since the XP gained from killing monsters varies a lot, and I assume the XP gained from closing the rift is fixed (or isn't it?). Anyways, does this mean that you get exactly 51.4% of the rifts XP from closing? I've only ever heard 55% but always thought there's no way for us to measure this exactly due to the variation in XP.
That's very interesting data. Smart, I haven't thought about just using 2.4.1 GR25 with no bonus as baseline, nice!
So actually, that means that currently in 2.4.1 no boss runs only means you're missing out on ~13% XP (approx. 12% from closing and 1% from not killing the RG) whereas in 2.4.2 a no boss run would be a ~51% XP loss (276m for closing, 16m from the RG vs ~280m from the rift itself). That's a pretty huge buff for boss runs. And a very much needed one.
I had no idea that doing solo torments is 60% more difficult than in 4 players...Are you sure about the accuracy of this data? And why on earth is this implemented in game? Simply to encourange party-play more than solo-play?
I doubt this will work with low para/bad gear. Would be slow as hell in groups as well.
DH - haven't played DH in ages, but as far as i heard UE builds are still solid.
Crusader just sucks in groups t13 completely now. Only LON bombs have a slight chance to be somewhat fast.
Based on your experience? Then you much have a shitty experience with a crusader. LoN can easily speed farm gr60 with low paragon. I'm talking about paragon 400. 3 min runs average did that on both HC and soft core. You can also easily speed farm with invoker on gr60 it's 33% slower but it's still fast. You obviously lack experience with the crusader
Kamui, I have to agree...I have LoN pony build with gems in the 60's and can run 65's in 3-4 minutes...LoN pony is very good for anything speed related imo.
Thats why i wrote that lon bomb has a chance. But in groups it will be much worse now. Everything else is dead. Invoker on t13??? Dont make me laugh ))
There's plenty of 2.4.2 meta threads, but what about T13 vs T10, and what the better farming builds/classes are?
Do Barbs have to go Charge for T13?
Do Wizards have to go Archon for T13?
What is even the best class at farming T13?
Is T13 even worth it for efficiency's sake as opposed to speed T10?
Diablo 3 has a LOT of problems in it's core.
But one of the worst is people overlooking the fact that it's a video game. This demand for the absolute percentage wise best class / spec / meta group / ect is really ruining your own fun.
Why would you ever think wizards HAVE to go archon for T13? Does it really actually hurt the amount of fun you have if say a delsers wiz clears T13 slightly slower than archon?
I really hope with D4 paragon giving any amount of power is removed, as well as leaderboards. Maybe then efficiency won't have such supreme rule over everything.
T13 = GR 60.
Wizz has explosive blast speed farming build that does pretty well on t13. I also tried WD gars. It works fine ,but i don't think its the fastest build for speed farm. Pets walking around and hitting random mobs ,which makes DPS spit a bit up.
http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/208767-patch-2-4-2-gr-keys-and-other-changes-what
About the "which build are we running on T13" - it depends less on your build and skills if you can run T13 but more on the power of your gear, gems, and paragon.
Based on my experience, a lot of t10 builds will be dead in t13. The jump is huge.
Wastes Barb is dead. Not enough damage in solo or group. Raekor may have a chance, maybe.
For monk i really don't know, but i believe U6 monk is dead as well. Raiment has a chance.
For WD - i can still farm t13 semi-efficiently solo in HT gargs.
For example this build is already slow: http://www.diablofans.com/builds/81921-2-4-2-t13-speed-bountys-turbo-chicken
and it won't work in groups at all. And you can't really use ROE based builds with Manajuma set.
For Wizard = still need to test this: http://www.diablofans.com/builds/81351-2-4-2-explosive-blast-build-t13
I doubt this will work with low para/bad gear. Would be slow as hell in groups as well.
DH - haven't played DH in ages, but as far as i heard UE builds are still solid.
Crusader just sucks in groups t13 completely now. Only LON bombs have a slight chance to be somewhat fast.
http://www.angryroleplayer.com/
http://www.youtube.com/c/angryroleplayer
https://www.diablofans.com/builds/105329-2-6-7-rend-bleed-whirlwind-gr130
https://www.diablofans.com/builds/105301-2-6-7-fist-of-the-heavens-aegis-of-valor-gr110
I don't understand what you want to say in your post, Fight. OP only asked about T13 as a difficulty, and T13 is exactly GR60 (you can log in on PTR and check at Orek where for GRs the Torment equivalent is shown). Group scaling is an entirely different issue, but a T13 rift stays GR60 difficulty, no matter if 1 or 4 players - because the same scaling applies to both Torment and GRs.
farming keys as monk only, and can say that LoN WoL setup is ok for t13 solo, but elites aren't one-snotted often, so Envious blade is questionable. but SWK WoL crushes t13 in party with easy.
however gonna try to optimize(mb just with caldessans) my LoN spec, cos I love it, there are some cool legendary powers like goldwrap, gloves of worship, homing pads which are now available in swk
also running low caldessans on 60-70gr with few friends, so UE dh and LoN crus both can pwn t13 with easy in 4man party
No, you can read in the 2.4 patch logs (that Fight linked in post #8) that this was changed to +100% per player.
For the chicken build you want a decent amount of cdr so that you simply run to elite packs and pylons (have nemesis in bag to swap) and just kill elites the entire rift. With better CDR you simply run to a spot, kill elite, and by then you want garg to be within 5-10 seconds, then you run to next elite, cd is up and you cast in middle of next elite pack. Rinse and repeat.
I find myself using in-geom when speed farming with WD on T13 because at GR60 equivalent you do not really need the 50% elite damage as you 1-shot most elite packs regardless.
Wow, I think I never noticed that inconsistency in the patch notes. Thanks Fight, I'll have to check this tonight (if I have time... not sure... too much invested into other things right now). Definitely add this to my "todo list", as it also affects my difficulty overview. Great pointer.
I always get curious when I see a spreadsheet. Got any more data to share? ;-)
That's another nice exact number, how did you determine this? Since the XP gained from killing monsters varies a lot, and I assume the XP gained from closing the rift is fixed (or isn't it?). Anyways, does this mean that you get exactly 51.4% of the rifts XP from closing? I've only ever heard 55% but always thought there's no way for us to measure this exactly due to the variation in XP.
half all the exp?? WOW
http://www.angryroleplayer.com/
http://www.youtube.com/c/angryroleplayer
https://www.diablofans.com/builds/105329-2-6-7-rend-bleed-whirlwind-gr130
https://www.diablofans.com/builds/105301-2-6-7-fist-of-the-heavens-aegis-of-valor-gr110
That's very interesting data. Smart, I haven't thought about just using 2.4.1 GR25 with no bonus as baseline, nice!
So actually, that means that currently in 2.4.1 no boss runs only means you're missing out on ~13% XP (approx. 12% from closing and 1% from not killing the RG) whereas in 2.4.2 a no boss run would be a ~51% XP loss (276m for closing, 16m from the RG vs ~280m from the rift itself). That's a pretty huge buff for boss runs. And a very much needed one.
I had no idea that doing solo torments is 60% more difficult than in 4 players...Are you sure about the accuracy of this data? And why on earth is this implemented in game? Simply to encourange party-play more than solo-play?
THEY HATE US, CUZ THEY AIN'T US
Kamui, I have to agree...I have LoN pony build with gems in the 60's and can run 65's in 3-4 minutes...LoN pony is very good for anything speed related imo.
Thats why i wrote that lon bomb has a chance. But in groups it will be much worse now. Everything else is dead. Invoker on t13??? Dont make me laugh ))
http://www.angryroleplayer.com/
http://www.youtube.com/c/angryroleplayer
https://www.diablofans.com/builds/105329-2-6-7-rend-bleed-whirlwind-gr130
https://www.diablofans.com/builds/105301-2-6-7-fist-of-the-heavens-aegis-of-valor-gr110