I did Crus/DH/Wiz/WD/Monk Sets Mastery. But i can t do Uliana. Any suggestiins ?
I have in Cube: The Flow and equiped In Geom and Lion Claw.
Royal Grandeur and Illusory Boots.k
And today i m gearing my Barb to do the Sets.
That's more or less the same set-up I used. https://www.youtube.com/watch?v=z6F3zIorzs4
Main thing with this dungeon is, if you are unlucky with group of skeletons, when you try to group them you will lose to much time. Best bet is to restart the dungeon if you don't get first 21 group killed on the first group you encounter.
When I saw a group of like 10 skeletons, I dashed, 1-2 screens forward, if I didn't encounter enough mobs, I just went back and killed the smaller group. Timing is key here.
It is one of the harder dungeons anyway, good luck. It took me probably 3 hours to get it done, in a period of 3 days, since I got to burnt out when trying for more than one hour and getting nowhere.
Thanks for the guides. I finished with them today. Left the monk for last which was the worst as i read ppl talking about it. I did struggle with Uliana a lot, even to a point where i said "Fu.. it" and invited a friend to help me out. Even after that it took more than 10 tries in group to master it. Others weren't so bad, did them solo with the help of your guides mostlywith few adjustments.
Although I already said it in post #2, once again thank you for this - with the help of your guide I've recently completed all of them. Just off the top of my head, some thoughts I had while completing them on how to potentially improve the guides:
Wastes: While this is definitely one of the most difficult ones, I'd *strongly* recommend the use of Furious Charge - Cold Rush (instead of Battle Rage). It makes this dungeon orders of magnitude easier, since Cold Rush stuns the big tremors! I've even toyed around with Leap (Call of Arreat for an additional pull, but also Death from Above for an additional CC) instead of War Cry. In the end, sticking to War Cry might've been better, but it worked for me. However, I definitely recommend everyone who gets frustrated to try Furious Charge. My route was to go to the left side first, just circle the two rows of swinging hatchets there, then go back to the big area at the bottom. Before I would go up through the left obstacle course I would make sure to have at least 4 of the 5 Rends completed - otherwise simply remake the game. The top area is a bit more difficult for kiting mobs around, especially if there are Tremors or elites left. However, if you have 4 (or even 5) of your Rends completed, you can entirely focus on killing everything on the right and top side - and with Furious Charge+WW it is virtually impossible to fail. Thanks to Furious Charge you can wear Focus and Restraint as well which means you have so much more damage, control, and speed...
Firebird's: I was really worried about this dungeon being one that requires a lot of gear tweaking - in particular, "nerfing your damage". Turns out that wasn't the case that much. I don't know why, but I had no issues setting large groups on fire (sometimes getting 2x the 20 mobs in one single pull) even with 1m+ sheet DPS. What I did was optimize for super maximum CDR (65% or so), such that I had Black Hole virtually up all the time. Also, reset all your paragon points on the first three tabs (except movement speed and CDR)! Restart the dungeon until you get a map on which you get the Meteor killing blow right at the entrance on one big pull - then you can focus on the first objective. After I had this done, what I would do is reassign my defensive paragon points (!) which would make it impossible for the mobs to kill me (400k life, 5m toughness seems to be the cutoff above which you virtually can't die in most circumstances). Then, whenever I saw a lot of mobs quickly cast Black Hole+Meteor+Disintegrate. I guess due to the delay of Meteor you can basically get them damaged from the first tick of Disintegrate before the Meteor hits if they're closely pulled together in your Black Hole. It worked quite well, even with high sheet DPS, and once you completed the first objective you can assign all paragon points to intelligence and the other offense stats, and at that point your damage should be high enough to blast everything away in no time. I'm sure I was just a bit lucky here, but I was surprised to find this dungeon much much easier than Delsere's - which took me probably the longest of all.
Unhallowed Essence: Only thing I changed was to move Evasive Fire off the left mouse button to button 4, which I felt was essential. It's so easy to accidentally kill Spiderlings with a left mouse button click. Also make sure to have no Thorns damage. Once you're sure to have absolutely no "passive damage", you can just Vault around on the left side of the map, like you said, to group up mobs and get at least 4-5 of the groups there - if not just restart, it's not worth it. After I took Evasive Fire off the mouse button and just forced myself to only attempt dungeons with a good spawn close to the entrance, it didn't take me too long (if you have a couple of 15-19 Spiderling groups at the entrance just leave right away).
Vyr's: I think the main difficulty that some people might have here is get used to the "fixed" teleport position on the Archon skill bar. What helps a lot is to put teleport on button 3 so that regardless whether you're in Archon or not, teleport will always be on the same key. Also, it might be a good idea to have Archon on button 1, because you want to be hammering it like crazy when you're in Archon form, but once Archon ends and you accidentally hit it 3-4 times all your Arcane Power is gone if you put one of the three buffs on there. Once you change those two skills on your skill bar, this should be a one-shot dungeon for most people; you got plenty of time, just scout every corner thoroughly before moving on and you're good.
Shadow's (Impale): I'm surprised to see this in top 4 of the easiest - I'd rank that one top 10, maybe top 5 of the hardest. But maybe I was just unlucky, or expecting it to be easier (did that as second to last), or maybe had some wrong gear. But I was failing that a lot due to running out of mobs and felt that are only 101 monsters in this rift... which of course is not true, but it was my feeling ;-) In the end I figured that having Impale on left click didn't work for me (too often accidentally double-hit a monster, breaking the chain, and then not having enough). I also didn't use Companion - the bats just killed some skeletons such that I didn't have enough left for the Impale chain. With those adjustments it still took a few tries... not sure why, but maybe if anyone else has a problem with that one those two pieces of advice might help.
The list from easiest to hardest is different for everyone. Maybe you should state that the list comes from your personal perception.
For example: Firebird and especially Marauder were two of the easiest for me, made firebird in third try and marauder in first. Earth was more complicated and I needed way more tries because of the skill chain on the elites, they often died before.
Thanks for these guides, very helpful. Most of your skill selection was spot on. I used slightly different gearing on most of them though.
I ran into a couple of bugged dungeons along the way :
Raiment would fail me for not getting to the chest on random pylon clicks with nemesis bracers. Even on the first pylon! Had to eventually just hope the first 2 pylons I clicked did not fail me and rush to the chest without clicking others.
Immortal Kings was acting weird with the standard Raekor+IK charge build. Even though I had WotB & Ancients out killing elites would fail me, once I didn't have WotB on while killing an elite and it did not fail me... Swapped to your gear setup and it was fine after that. Might have been the Raekor messing it up.
Sunwuko failed me for going to 1 stack of sweeping wind.
Dungeons I recommend to take friends with to help kill off the remaining mobs once your objectives are complete :
I found these ones pushed me to the time limit every time I tried them, they are possible solo with a really good monster layout. With a friend they can be done on the first time if you know how to get the objectives.
Got my wings yesterday thanks to this guides! Soloed all of them except for Roland. I don't know what I was doing wrong, but I couldn't kill everything within the time limit.
It was the last set dungeon I needed and after spending the whole day trying to drop/upgrade into a Golden Flense (oh, yes, I mastered all dungeons with fresh seasonal toons) I gave up after 20+ tries and asked a friend to help me kill the mobs after completing the main objectives.
Everyone's experiences are different with these Set Dungeons so it's interesting to see which ones people have struggled on and what tweaks they have made in order to get their Set Dungeon Masteries
If you are sure that you are getting random fails even though you complete an objective on time (eg. Raiment Set Dungeon reach chest objective) then it's probably best to contact Blizzard support and get them to check it out, or make a video listing your skills/items/set dungeon run so others can have a look to see what might be going on.
Yes it's certainly an option to do these in a party as I've mentioned in the initial post, but the way you approach some of the Set Dungeons will be different. The builds listed are based off Solo Set Dungeon Masteries, so I can't give much advice on doing them with someone helping you.
i hate the DH set dungeons! so far i'm failing Marauders and Natalyas every time. i thought they are supposed to be super easy?
how do you catch every mob on the winding natalyas map within the time limit? i always have to backtrack like crazy because one of the mobs is in a corner at the beginning of the level. also nobody told me that you have to maintain RoV the whole time, because a second attempt is synonymous with failure, disregarding every successful attempt that you already did. wtf Blizzard? and marauders is impossible because of the sandworms or whatever they are called. vault forward then you automatically run into the next enemy, vault back then there the sandworms are.
i had no idea that i have to master ninja gaiden or contra here, just to get the stash tab. now i have to level up a crusader to try the invoker set dungeon. this sucks!
Edit: still sucks but at least i did the natalya one
Natalyas should be very simple if you follow the build guide, just make sure you do a snake up and down and slowly make your way left, at least got it done it seems!
As for Marauders, unfortunately I have absolutely no idea how the AI works, it is just 100% random when the rockworms pop up. I just happened to have a randomly good run for mine where they didn't pop up right under me. If you're really struggling with it, all I can suggest is getting someone to help you out.
The Wastes set is a pain the *ss but i found a rather easy way of doing it SOLO!. I used the rune of the skill sprind that knoks up enemies. So they are stunned all the time, u can sprint through the mobs to round them up then rend an d whirlwind them. U just have to be carefull of the traps.
With this tactiC I DID THE DUNGEON IN 2 TRIES. so good luck guys
The one thing I don't like about knock up/knock back effects is that you can't pull monsters in with things like ground stomp while monsters are in the air. But it's great you cleared it, sometimes a different playstyle suits people better!
Judging from the New PTR patch notes, it seems like they are fixing the most glaring issues with the Set Dungeons which is great, but I'll leave my final judgment on them until the new patch goes live and update the guides then.