2 man is very very flexible. you can have 2 dps builds that work well together, like duo monk or 2 mobile elite killers such as necro RGK and shadow dh, or you can go any 1 support and any 1 dps. very few support + dps combos dont have synergy, but think of it like this: if a dps needs mobs grouped up to be aoed down then you shouldnt run a freeze everything znecro as a partner (and other such mechanics that interfere with something the other person needs), and if you have multiple preferred supports find one that has a particular benefit that helps your partner and then choose what is most fun.
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Nov 7, 2017Posted in: Diablo III General Discussion
in 4s meta though, the niche isnt as strong now that WD may not be exactly the top choice for 1 of the dps slots (there are some alternatives especially both channel meteor wizards) as not every class gets the same benefit as WD from a few globes. zwiz and zdh are then weighing more damage vs ignore pain and movespeed, essentially.
Nov 6, 2017Posted in: Diablo III General Discussion
barb can be replaced with wiz and dh supports, both of which sacrifice a few globes, optional movementspeed buffs, and ignore pain in order to provide nearly equal toughness buffs and much larger damage buffs to group.
zdh also plays the role of tagging monsters very easily without even needing to leave group as the build runs marauders 4set bonus so you can place a sentry and shoot MS windchill offscreen. wiz offers grouping skills too. both can be made quite mobile.
to put it into perspective, at around 1200 paragon in season 11, my friends and I ran gr 111 for #897 4man clear with znec/zdh/2rathma where we barely had a 108 with zbarb instead of zdh. on the other hand, frozen elites gave us more trouble but all was well as we consistently cleared 109s.
for those who play 2man and 3man, zwiz and zdh prime choices for supports there. zdh + RGK necro was a top 2man comp in season 11, and both of these support classes fit into 1 dpser 3man comps quite well.
Nov 5, 2017yuseixyan posted a message on Best builds for solo GR in Season 12 (patch 2.6.1) ?Posted in: Diablo III General Discussion
it may not exactly be meta, but everything capable of gr 100 solo is capable in some form or fashion of getting gr 105-110 in 4man if not higher with the right type of group setup. scout/buff support, grouping/buff support, and 2 dps can have lots of variation this patch.
for example just in casual speed grs, zmonk + zbarb with some globe generation + rashameteor 3mil damage and bad deathwish + me n6m4 dh 3mil damage have consistently done 95s in 5-6min. thats about what we did at same gear lvl last season prior to getting 3.5mil damage on rathmas to push 111 with znec/zdh/2rathma. you can do much higher than in the past with not exactly meta specs, it just might not hit leaderboard unless you really hit the paragon farm and setup the group to be most inclusive for your spec.
Nov 4, 2017yuseixyan posted a message on Best builds for solo GR in Season 12 (patch 2.6.1) ?Posted in: Diablo III General Discussion
there's so many viable builds for each class, if you had to pick a class that would be better in solo push you would end up with better information than wanting to pick a build for this reason.
class-wise there's not too much difference, but necro lancer is still slightly on top and wizard with its numerous top100 level builds edge out other classes due to how viable they are in group with different roles both speedparagonfarm and push (lancer/boneringer push, rathma farm or 2-3man push, znec for same comps as rathma, wizard support for either comp or dps that is a good alternative to WD in push and makes a more standard comp almost as good as rathma at paragon speedfarm)
Oct 29, 2017Posted in: Diablo III General Discussion
simply by lack of other options. however, most builds for min-maxing only have 1 or 2 combinations for what weapons are slotted or cubed, just that shadow literally has only one option for main hand weapon and that's karleis because of how the set works.
Oct 21, 2017Posted in: Diablo III General Discussion
S11 was the first season back since season 4 or 5, and the first time on leaderboards for my friends and me. we hit it on all group leaderboards and some of us tried and got solo leaderboards for our class too. including #208 rank 2man, and a not wd/rgk/zmonk/zbarb comp 4man. (#897 with znec/zdh/2rathma)
in S12 we will try developing on that, we will as a group start the season not late to the party and grind harder than we ever have.
Oct 15, 2017Posted in: Diablo III General Discussion
I think what he means by hybrid is the indicator in builds section that the build can be used when solo or in party.
technically, any build can be used in either but some operate best when alone, and support builds cant go solo, and some builds are only viable with some sort of mechanic offered in group - like globe generation from a support.
for necros: you got tragouls lancer, rathma mages cooldown based and noncooldown based that are the highest pushers in solo that are usable in group (thorns build doesnt play nicely outside of solo). znecro globe generator works for group but not solo, and pairs extremely well with rathma. inarius and a few
other variants of rathma and some odd variants of tragouls nonlancer work for lower grs and t13 runs.
next patch: you can throw inarius poison scythe and pestilence lancer in for pushing, and for low grs and t13 you can toss in pestilence bonespear to the list i mentioned above.
Oct 6, 2017Posted in: Diablo III General Discussion
the thread i mentioned on the PTR forums had calced damage based of ideal d3planners and hitting with main damage source constantly:
WD firebats helltooth (after nerf, arachyr will be better but not by too much, maybe 15%)
damage on a single target within aoe
10 mobs AOE : 2.7 T/s @ 15 yd radius per mob outside of AD
20 mobs AOE : 3.8 T/s @ 15 yd radius per mob outside of AD
area damage? yes
Inarius poison scythe
DPS on a single target in:
10 mobs AOE : 11.4T /s around 5 yard radius
20 mobs AOE : 29.5T/s around 5 yard radius
area damage? not applicable without pixel pulls like ranslor's or brigg's.
So, even if every scythe swing was followed by hitting singu mage to dump essence, and a few casts here and there for poison bonus stacks, the build would do more damage just in a much smaller radius. would require specific support setup or the build running brigg's itself.
Oct 5, 2017Posted in: Diablo III General Discussion
theoretical damage limit of a inarius poison scythe aoe necro is extremely high, especially if your group has a mob pull ability that stacks mobs on a same pixel (inarius poison scythe could potentially do this with briggs + tragouls scythe by itself, but there are supports that could focus on this) to actually get its area damage making it even more. calcs suggest that starting at 5 mobs hit inarius beats firebats WD and only gets much better than WD from there.
alternatively for aoe, there are several builds suggested by the same type of calcs that compare to firebats after the latest patch notes nerf. m6 dh, a couple wizard builds, LoN WD and the other firebats set (arachyr is better than helltooth now i believe after the recent changes), WoL monk i think, but the theoretical numbers can be seen in the thread on ptr forums for 2.6.1 aoe as the title.
several stricken users are okay for up to GR 115ish as RGK, but lancer will probably be the fastest here. beyond that boneringer necro is way ahead in this role. I'm curious to see how 1 support groups will do with 2 mixed dpsers and 1 RGK considering uliana could do pulls and contribute to aoe, just not buff like a zmonk - but you could have zmonk as a support and one of the other dpsers scout.
Sep 27, 2017Posted in: Diablo III General Discussion
depends on what the comp wants. zmonk gives grouping toughness and a some bonus damage, would just need a dps to do the scouting and prefers dpsers with 1-2 buffs to party damage like DH wolf companion as an example. if group wants globes, monk could cube solanium but zbarb and znecro do it better - but both of those sacrifice most or all grouping capability. there are plenty of options that benefit in different ways, zbarb will never be a bad choice as a scout and globe generator and zmonk will never be a bad choice.
every class has a viable support setup, but they all focus more on some of the following than all of it: grouping mobs, buffing damage, buffing toughness, poviding large amounts of cc, spawning globes, etc. most comps will need buffed toughness to really push far and grouping mobs is a huge help for aoe clears, so those tend to be favorites.
early in the season the meta will likely remain the current meta setup, but comps that dont follow this meta will be much stronger in the coming season than they currently are, expect gr 100 maybe as high as 120 to have plenty of variety. season 12 will definitely be the time to push with friends with builds you want to use most.
Sep 27, 2017Posted in: Diablo III General Discussion
it needs to be tested further, but a good choice that is known is firebats - helltooth has higher multiplier but arachyr does almost as much thanks to having an extra skill slot . speculative math shows that a well played aoe inarius poison scythe could possibly do even more damage and be far less laggy for the group - and with a stacking grouper support like zwizard and briggs znecro and harpoon zbarb, it gets area damage (its area damage isnt a radius, they have to be on the same unit).
however, due to massive buffs all around, could end up using 1 support comps and 2 mixed dps could do the job of aoe clear and enable many more options for meta comps.
Sep 26, 2017Posted in: Diablo III General Discussion
FB channel meteor wizard - as long as it doesnt have to stop channeling, its damage is solid on ptr in both 1target and in aoe. situational, but an alternative option for GR 120 and below if it can sit and channel safely.
Shadow is a good alternative for GR 120 and below as RGK.
HotA would be something worthwhile trying, depending on how hard it hits compared to shadow at base damage and how well it stacks stricken.
Tragouls is as good of an option as it is on live.
Above GR 120, Boneringer inarius is quite a bit better than anything else. Rathma can copy the build piece for piece (archers rune not singu) and if it has enough essence can maintain a slightly higher multiplier and slot something instead of bone armor (if it doesnt have the essence to maintain 4 archers, then it won't work) but it loses stricken stacking during archer casts.
However, every meta changes when someone finds something new and better. This is just what seems to be in discussion.
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