Wanted to make a guide for people that want to be more involved in these speed runs and how they can improve efficiency. Just sharing my experiences since this is the relevant meta right now. Also from a wizard main perspective.
The premise is to complete these "lower" greater rifts (30-40GR) at speeds that out pace the EXP you earn from T6. The big difference in these low GRs is that there is no loot to pick up (until the end), and nothing to distract you while killing things unlike T6.
Currently, EXP % on gear like hellfire ring / Ruby in helm / etc is scaling well in GRs. So at the very least, slot a Ruby in the helm and re-adjust your gear accordingly to take advantage of the EXP.
Ideally a good group will aim to hit the <3 min clear mark. There will be instances where you get a really bad lay out with bad EXP per mob monster types, but those are not very often. If your group is entering consistent 5+ min clears, the GR level is getting too high.
The sweet spot GR is dependent on group, but I found that very strong groups can clear GR37-38 consistently around <3mins, whereas slightly slower groups can clear 34-35 consistently around the same time. Keep in mind, lowering the GR does not mean an overall decrease in clear speed. This means opting to clear GR30 when your group can clear GR35 at nearly the same speed is a mistake.
As a general rule, GR35 is a the sweet spot for most random compositions.
Best group composition:
You are either DPS or support character. Support characters generally acquire more EXP per hour due to their flexibility with adding EXP gear. Support characters generally open the rift in open games since they are "leeching" at times, DOUBLE the EXP.
DPS characters are there for DPS, they can sneak EXP gear on if it does not hinder their team's performance. They are not expected to open the rifts.
Best support (ZDPS)
***Crusader (health globes / crowd control)
**Monk (Crowd control / Buffs)
WD (zdog- health globes / crowd control)
WD (fear - crowd control / DPS buff)
Best DPS
***DH (Must have in competitive group / RG and elite DPS)
***Barb (Trash clear AOE specialist)
**Monk (Bell-wuko build / AOE)
WD (Pet for elite DPS / Jade for Burst)
Wizard (Trash clear / Herding)
Crusader (Unknown, zero experience with one)
The best composition will comprise of AT LEAST2 DPS, and 1 Support. There is usually 1 spot that is flexible, this is usually where the Wizard can slot in. The stars indicate importance and preference for the class in public groups. As you can see Wizards and WD are getting the shaft, they do not fill either role as well as the other classes and are not the primary choice for groups. Ideally 1x DH and 1x Crusader is almost a MUST-HAVE to form a group around.
A good composition will make a big difference in the quality and smoothness of the clears. However, from experience this is very much a team oriented exercise. You can have the #1 DH in the world as your DPS, but they can't do it alone. You need the support and you need the rest of the group to carry weight. This isn't T6 where you can 1 shot everything and move along regardless of your party and its members. EVERYONE should be able to contribute.
UN-Optimized Compositions
The reason Crusader is listed so highly as a support is because of its synergy with DHs and resource management. Without a Crusader spawning health globes, DH's may need to adjust gearing or skills to make up for the lack of globes. This can be remedied with a faster more powerful group, but slower groups with less DPS will find they are out of resources too often to consistently achieve good clear times. DH generators and Cindercoat usage help alleviate some of this resource problem. Keep this in mind.
NO DH in group compositions generally mean less upfront damage and longer elite and RG clear times. Mid 30 clears with reasonable speed is normal, but higher GRs will require more time especially against the RG.
Monks are very synergistic with Barbs much like Crusader and DHs.
Wizard specific Analysis
Unfortunately Wizards are getting a bad rap for these runs, rightfully so, they do not fit either niche properly. We are more for support then DPS. A DH fully set up outputs at least 4-5X that of a well geared Wizard. So lets understand that we don't truly belong in the DPS role in the same way like DH or Barb.
I've been messing around with different variations of skills to best mix the two types together, DPS/support.
Our skills and passives don't help us very much in this context either since none are overly synergistic with the other and none are really better then what other classes can provide. Such skills like Big bad Voodoo or Health globe spawns from Crusaders are just much more potent or synergistic with the group then anything wizards can provide.
I haven't figured a proper configuration for a go-to build yet for Wizard in speed rifts, but some ideas here:
1) All Wizards should run ideally both Conflagration / EE. Both these buffs extend to the group.
2) Having Slow Time - Time Warp can be beneficial to boost damage. The coverage is large enough that given the increase density will make the skill more considerable.
3) Frost Nova becomes a reliable source of Crowd Control as well as group buff. This in combination with Cold blooded is worth consideration if the other passives (conflag / EE) are covered already.
4) Black hole is a double edge sword. On one end it is a great spell, offensive and defensive. On the other end it screws up Barbs with the "infinite zero" life on mobs effect, and it breaks fear from WDs. Use this carefully.
5) Teleport does not need to be worm-hole. In these rifts, the density restrict movement and finding a group that is fast enough to warrant wormhole will be rare. Use any other rune instead. I suggest Calamity for Arcane elemental stack.
6) Apocalypse is still recommended for its reach and the easy application of the Pain Enhancer / Toxin effects. Staple gems are Toxin, Pain Enhancer and Zei's.
7) WOH oriented builds -CAN- be very effective. Offering more front loaded damage instead of DOT based damage. The drawback ? Lower RG damage and reaching necessary CDR levels while NOT slotting a diamond in helm. I feel this might be the go-to version in the near future.
8) You do not want to be lagging behind with a wizard. If anything you should be slightly ahead to kite monsters closer to the support / DH. This allows to keep the DH's in the back end of the group, gives the support class some leeway on errors and generally just makes you feel useful. Illusionist and high CDR on gear is recommended. Even trading some damage for CDR is advisable.
9) Double hydra builds can also be very effective depending on gearing and optimization.
10) Wizards are surprisingly resilient to death. Force Armor for anything higher then GR35 is recommended. The extra survivability compared to DHs allows us to play riskier, maintain our pools longer, even tank a hit or two for the DHs to support them. Dominance and Unstable Anomaly round out our defensive passives, both are serviceable for these rifts.
These are only suggestions and observations of things that MAY work for wizards if you have no other classes to play and want to get involved in these groups. The easiest and least frustrating solution is roll more characters even if they are mildly geared. It's difficult to get into groups with wizards nowadays, but if you have no option but want to play you definitely want to tailor your set up to help the group as much as you can. Your own personal damage output is secondary.
Gameplay
-Support is generally leading the group and setting up the elites for the DPS. Barbs and monks have the ability to move ahead of DHs in groups while still being effective killing mobs.
-Support should always wear Nemesis Bracers. Very important !
-If applicable, the support should pick up health globes to fuel the DHs.
-If applicable, the Crusader should continue bringing enemies from far away closer to the sentries
-Wizards need to be careful with black hole placements and should use blizzard's reach to herd mobs.
-Crusaders need to be careful with horse pull mechanics.
DHs be mindful of sentry placement and manage their resources especially when RG is ready to pop.
-Barbs should have Chinlick belt equipped and be mindful of "strength in numbers" buff distance.
Need to knows / Helpful tips
1) Gear for the long haul (10+ runs), as a wizard make sure your passives give the group buffs as a priority instead of your own personal buffs (Conflag and EE are a MUST, especially over glass cannon). Make sure all your passives and skills are properly set to avoid problems in the rift. Make sure you are optimized for what you are doing. If you need help just say "spec me please".
2) Make sure to gamble enough to keep your bank ready to accept the next runs shards. Each run turns in around 150-200+ shards. Make sure your bank is hovering around 250-300 so you don't leave shards on the ground, going back to gamble and having the party wait around.
3) Make sure there is 1 opener for multiple rifts, this ensures smooth runs and opens and lessens confusion. If you are opening, be mindful of the group, if someone says "wait", wait, also do not wait around too long to open the next, most likely the group is ready and waiting for you to open. If not there is 30 seconds for them to finish what they are doing so don't worry.
4) Always leave room in your stash.
5) If there is a break, or down-time between runs that exceed the 30 second timer delay, go look for a pool, this not only helps you but your team mates as well. Common areas are Cemetary / Southern Highlands / Road to Alcanus / Tower of Damned (both levels) / to name a few. In Campign mode, go to ACT V, last quest and speak to the enchantress. There are numerous pools in a small area. Do not complete the quest. Open rift as per regular afterwards.
6) Keep the low keys you want to NOT USE on another character. When a rift is opened, the game will automatically use the lowest key available in your chest and character at the time of the open. This is important if you have low keys you want to save for other runs later on.
In summary:
-You gain more EXP per hour
-You get more Blood shards per hour
-You waste less time farming keys to run
-You can upgrade mid level 30s into mid level 40s easily
-Legendary loot is comparable, especially when considering shards spent
-You will get less materials overall. (less whites/ blues/ yellows/ gems/ death's breaths)
I want to make this guide here to help those looking for groups outside of T6. The best place for pick up games is to join the communities. They are constantly spamming chat looking for party members to do these runs. Its a great way to get loot and EXP, at minimal time investment via farming frags or trials.
Post questions/ suggestions below !
Thanks for reading.
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Hi,
Wanted to make a guide for people that want to be more involved in these speed runs and how they can improve efficiency. Just sharing my experiences since this is the relevant meta right now. Also from a wizard main perspective.
The premise is to complete these "lower" greater rifts (30-40GR) at speeds that out pace the EXP you earn from T6. The big difference in these low GRs is that there is no loot to pick up (until the end), and nothing to distract you while killing things unlike T6.
Currently, EXP % on gear like hellfire ring / Ruby in helm / etc is scaling well in GRs. So at the very least, slot a Ruby in the helm and re-adjust your gear accordingly to take advantage of the EXP.
Ideally a good group will aim to hit the <3 min clear mark. There will be instances where you get a really bad lay out with bad EXP per mob monster types, but those are not very often. If your group is entering consistent 5+ min clears, the GR level is getting too high.
The sweet spot GR is dependent on group, but I found that very strong groups can clear GR37-38 consistently around <3mins, whereas slightly slower groups can clear 34-35 consistently around the same time. Keep in mind, lowering the GR does not mean an overall decrease in clear speed. This means opting to clear GR30 when your group can clear GR35 at nearly the same speed is a mistake.
As a general rule, GR35 is a the sweet spot for most random compositions.
Best group composition:
You are either DPS or support character. Support characters generally acquire more EXP per hour due to their flexibility with adding EXP gear. Support characters generally open the rift in open games since they are "leeching" at times, DOUBLE the EXP.
DPS characters are there for DPS, they can sneak EXP gear on if it does not hinder their team's performance. They are not expected to open the rifts.
Best support (ZDPS)
***Crusader (health globes / crowd control)
**Monk (Crowd control / Buffs)
WD (zdog- health globes / crowd control)
WD (fear - crowd control / DPS buff)
Best DPS
***DH (Must have in competitive group / RG and elite DPS)
***Barb (Trash clear AOE specialist)
**Monk (Bell-wuko build / AOE)
WD (Pet for elite DPS / Jade for Burst)
Wizard (Trash clear / Herding)
Crusader (Unknown, zero experience with one)
The best composition will comprise of AT LEAST 2 DPS, and 1 Support. There is usually 1 spot that is flexible, this is usually where the Wizard can slot in. The stars indicate importance and preference for the class in public groups. As you can see Wizards and WD are getting the shaft, they do not fill either role as well as the other classes and are not the primary choice for groups. Ideally 1x DH and 1x Crusader is almost a MUST-HAVE to form a group around.
A good composition will make a big difference in the quality and smoothness of the clears. However, from experience this is very much a team oriented exercise. You can have the #1 DH in the world as your DPS, but they can't do it alone. You need the support and you need the rest of the group to carry weight. This isn't T6 where you can 1 shot everything and move along regardless of your party and its members. EVERYONE should be able to contribute.
UN-Optimized Compositions
The reason Crusader is listed so highly as a support is because of its synergy with DHs and resource management. Without a Crusader spawning health globes, DH's may need to adjust gearing or skills to make up for the lack of globes. This can be remedied with a faster more powerful group, but slower groups with less DPS will find they are out of resources too often to consistently achieve good clear times. DH generators and Cindercoat usage help alleviate some of this resource problem. Keep this in mind.
NO DH in group compositions generally mean less upfront damage and longer elite and RG clear times. Mid 30 clears with reasonable speed is normal, but higher GRs will require more time especially against the RG.
Monks are very synergistic with Barbs much like Crusader and DHs.
Wizard specific Analysis
Unfortunately Wizards are getting a bad rap for these runs, rightfully so, they do not fit either niche properly. We are more for support then DPS. A DH fully set up outputs at least 4-5X that of a well geared Wizard. So lets understand that we don't truly belong in the DPS role in the same way like DH or Barb.
I've been messing around with different variations of skills to best mix the two types together, DPS/support.
Our skills and passives don't help us very much in this context either since none are overly synergistic with the other and none are really better then what other classes can provide. Such skills like Big bad Voodoo or Health globe spawns from Crusaders are just much more potent or synergistic with the group then anything wizards can provide.
I haven't figured a proper configuration for a go-to build yet for Wizard in speed rifts, but some ideas here:
1) All Wizards should run ideally both Conflagration / EE. Both these buffs extend to the group.
2) Having Slow Time - Time Warp can be beneficial to boost damage. The coverage is large enough that given the increase density will make the skill more considerable.
3) Frost Nova becomes a reliable source of Crowd Control as well as group buff. This in combination with Cold blooded is worth consideration if the other passives (conflag / EE) are covered already.
4) Black hole is a double edge sword. On one end it is a great spell, offensive and defensive. On the other end it screws up Barbs with the "infinite zero" life on mobs effect, and it breaks fear from WDs. Use this carefully.
5) Teleport does not need to be worm-hole. In these rifts, the density restrict movement and finding a group that is fast enough to warrant wormhole will be rare. Use any other rune instead. I suggest Calamity for Arcane elemental stack.
6) Apocalypse is still recommended for its reach and the easy application of the Pain Enhancer / Toxin effects. Staple gems are Toxin, Pain Enhancer and Zei's.
7) WOH oriented builds -CAN- be very effective. Offering more front loaded damage instead of DOT based damage. The drawback ? Lower RG damage and reaching necessary CDR levels while NOT slotting a diamond in helm. I feel this might be the go-to version in the near future.
8) You do not want to be lagging behind with a wizard. If anything you should be slightly ahead to kite monsters closer to the support / DH. This allows to keep the DH's in the back end of the group, gives the support class some leeway on errors and generally just makes you feel useful. Illusionist and high CDR on gear is recommended. Even trading some damage for CDR is advisable.
9) Double hydra builds can also be very effective depending on gearing and optimization.
10) Wizards are surprisingly resilient to death. Force Armor for anything higher then GR35 is recommended. The extra survivability compared to DHs allows us to play riskier, maintain our pools longer, even tank a hit or two for the DHs to support them. Dominance and Unstable Anomaly round out our defensive passives, both are serviceable for these rifts.
These are only suggestions and observations of things that MAY work for wizards if you have no other classes to play and want to get involved in these groups. The easiest and least frustrating solution is roll more characters even if they are mildly geared. It's difficult to get into groups with wizards nowadays, but if you have no option but want to play you definitely want to tailor your set up to help the group as much as you can. Your own personal damage output is secondary.
Gameplay
-Support is generally leading the group and setting up the elites for the DPS. Barbs and monks have the ability to move ahead of DHs in groups while still being effective killing mobs.
-Support should always wear Nemesis Bracers. Very important !
-If applicable, the support should pick up health globes to fuel the DHs.
-If applicable, the Crusader should continue bringing enemies from far away closer to the sentries
-Wizards need to be careful with black hole placements and should use blizzard's reach to herd mobs.
-Crusaders need to be careful with horse pull mechanics.
DHs be mindful of sentry placement and manage their resources especially when RG is ready to pop.
-Barbs should have Chinlick belt equipped and be mindful of "strength in numbers" buff distance.
Need to knows / Helpful tips
1) Gear for the long haul (10+ runs), as a wizard make sure your passives give the group buffs as a priority instead of your own personal buffs (Conflag and EE are a MUST, especially over glass cannon). Make sure all your passives and skills are properly set to avoid problems in the rift. Make sure you are optimized for what you are doing. If you need help just say "spec me please".
2) Make sure to gamble enough to keep your bank ready to accept the next runs shards. Each run turns in around 150-200+ shards. Make sure your bank is hovering around 250-300 so you don't leave shards on the ground, going back to gamble and having the party wait around.
3) Make sure there is 1 opener for multiple rifts, this ensures smooth runs and opens and lessens confusion. If you are opening, be mindful of the group, if someone says "wait", wait, also do not wait around too long to open the next, most likely the group is ready and waiting for you to open. If not there is 30 seconds for them to finish what they are doing so don't worry.
4) Always leave room in your stash.
5) If there is a break, or down-time between runs that exceed the 30 second timer delay, go look for a pool, this not only helps you but your team mates as well. Common areas are Cemetary / Southern Highlands / Road to Alcanus / Tower of Damned (both levels) / to name a few. In Campign mode, go to ACT V, last quest and speak to the enchantress. There are numerous pools in a small area. Do not complete the quest. Open rift as per regular afterwards.
6) Keep the low keys you want to NOT USE on another character. When a rift is opened, the game will automatically use the lowest key available in your chest and character at the time of the open. This is important if you have low keys you want to save for other runs later on.
In summary:
-You gain more EXP per hour
-You get more Blood shards per hour
-You waste less time farming keys to run
-You can upgrade mid level 30s into mid level 40s easily
-Legendary loot is comparable, especially when considering shards spent
-You will get less materials overall. (less whites/ blues/ yellows/ gems/ death's breaths)
I want to make this guide here to help those looking for groups outside of T6. The best place for pick up games is to join the communities. They are constantly spamming chat looking for party members to do these runs. Its a great way to get loot and EXP, at minimal time investment via farming frags or trials.
Post questions/ suggestions below !
Thanks for reading.