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"Diablo 3" barbarians solo10mp super boss experience

Posted by Pazpaz10 Holland over 6 months ago

"Diablo 3" barbarians solo10mp super boss experience Mainly consists of two parts, a 10MP SOLO Super BOSS, playing key can also refer to the difficulties encountered in the low difficulty. 10MP Super the BOSS style of play and skills attribute selection 1.1 Introduction Many people may come across the 78 difficulty swap rate is hard to be satisfied with the situation, I myself have come across 8 level 3BOSS a material did not fall. Hit nine key to one and a half to two hours, wasted a pity, it is estimated that wants to play 10 to safeguard the swap rate is even playing hard, but do not dare to try, think this is a rich handsome patent. In fact, although there is some equipment, but not exaggerated, conventional mid-level of equipment can be done, to share my experience. Jordan + Siege Beast combination, this can play the other two groups freely. 1.2 Video 1.3 Property and equipment selection BUFF For more information please pay attention: Torch Light 2 topics Double roar Dual wield with witch passive weapon master ruthless tyranny Armor, the head inserted purple gem Main Hand hammer no additional elite injury. 1.3.1 Equipment selection The best weapon hands, tear advantage. I dual wield sword and shield, usually no intentionally engage in hands, casually looking for a deputy loaded on. Siege Beast click injuries are much higher than the Block Value Block is not meaningful, so here I am useless shield. Do not need any special equipment, monumental sets, Jordan, the best, no it does not matter. Updated: Hands and dual wield choice, in the earlier, because the damage is not weakened, I have been with a battle cry to fight, not with transfiguration. In this case, the tear proportion accounted for, so at first I think good hands. With the injury weakened remove the battle roar replaced transfiguration, after and again several attempts, dual wielding might be better, higher attack speed in the limited time of the attack faster rewind turned BUFF, thereby enhancing the transfiguration coverage . 1.3.2 DPS requirements An 8-minute violent limit, you need to kill before the violent Jordan, the DPS is hard requirements, I no BUFF12 W usually about seven and a half minutes to 7 minutes and 45 kill Jordan, the recorded video is a little nervous, has nearly eight minutes faster. DPS may not have much to fall, perhaps with both hands 11W can try. If there is a better mix of skills, please share. Conversely, If your DPS is higher than I, it certainly can be destroyed, can go to try to achieve this value now people should be a lot. 1.3.2 Defense requirements The video is recorded weaken injury in the 23rd, my anti-A blood weaken the standard play, because they do not know what it would be weakened, recorded when hit go according to the original standard, the actual can then reduce the number. I guess the BUFF no passive 600 anti-6000 A (my armor by a passive support up) 6W blood levels of security no problem. Or you can continue to maintain high defense, remove the battle cry another attack skills. Do not trust hit 8 trial of difficulty, weakened after 10 than 8 damage more than 20%, the safest way to hit 8 of 10 will not be much problem. 1.3.3 Reply capacity requirements The main DPS level even kill Jordan but also a long time against the violent to kill siege beast, violent state will continue to DOT and out faster and faster, no reply not support. I was 9 suction basic security, I estimated 6 suction is the bottom line. To strike back the role of small, rough calculation: Ancestors operator storm hit 60W suction click is 60 * 0.2 * 0.09 = 1W per second, 1.5 seconds back is 1.5W. 2500 to strike back, the ancestors trigger factor of 0.8, by strike back a click only 2000 reply back to 3000. Strike back the tear useless, so best not to consider the recovery capability will strike back translated into stealing. 1.4 skills to select and instructions A lot of people playing Jordan + the siege beast difficulties mainly because they use their counterparts in the mix of skills, usually FARM combination such as dual cyclone Parkour. Counterparts mix of skills does not mean that can not play, the effects will be compromised, such as low single injury. My Skills: the ancestors left-406 right domineering unparalleled anti-injury four jump halo tear back the blood resistance roar violence to strike back anger 1.4.1 Left ancestors 406 ancestors of this choice is the strongest single skill no doubt, many people still do not trust him on the left, that must be immortal, less anger Jordan these things. In fact, left-Patriarchs and these have nothing to do, when anger is not enough to put the ancestors of automatically converted into ordinary attack also produced anger, enough for 20 will automatically put the ancestors. So even if you crit rate, no production anger the skills left-ancestors, nothing more than just hold down the left mouse button will be of N Pugong plus a cycle of ancestors. High-explosive rate, Jordan, immortal these things, just let the the ancestors coverage becomes higher and will not affect Can this problem. We play Feifu focus on anger reduction, because the characteristics of the Axe is remote, off anger cut Pugong onto the chop lost the characteristics of the remote ancestors even if off the anger you feel strange, nothing more than just a number to jump of small dots. Anyway, I burst rate, without Jordan can guarantee high ancestors coverage, just no way to anger hit high, can not enjoy high anger burst rate bonus run, because it consumes about 20 back up to 15, and anger certainly is playing, this gap by jumping and battle roar to compensate for harm will be a lot of anger. Really broken folder Pugong. There is no need to put a conventional left-producing anger skills for anger problems specifically. 1.4.2 tear back to the blood This is a Pace integrally skills Reply capacity, I tear crit per jump 12W 5 seconds 10 hops, the Rune and equipment 18 suction, a tear single goal total back to 12 * 10 * 0.2 * 0.18 = 4.3W blood. His main advantage is not to reply to the amount, look at the front of the amount counted more ancestors. Tear advantage the DOT characteristics make reply is ongoing, similar to WOW in the rejuvenation of the class, when you can not attack will be large damage, he can maintain good blood line, such as siege beast caught + rockfall, was arrested just before the mend torn even if you eat rockfall may go down much blood or how much blood is safe. If you do not tear, will be dangerous. Damage ability, not much chance of this attack, DOT can not attack when sustained damage, and reply to compare like with like. 1.4.3 jump halo This skill can play a role, interrupted the siege beast batter out of the cover quickly, quickly close to the Jordan. When the presence of Jordan, I use it to close Jordan, from the cover by taking, unless it is blocked. I used him to interrupt, can not attack repulsed, interrupted to create more attack time after the death of Jordan. Other times not meaningless chaos. 1.4.4 domineering unparalleled anti-injury This is also an offensive and defensive skills, choose his more valued his damage reduction ability and short CD. Jordan presence the Siege Beast 3 batter open. Jordan after the death of the CD on the open. Without this skill is not playing, just fighting a long time, bound to be some accidents and dangerous situations, with a short CD active damage reduction skills can improve fault tolerance. 1.4.5 Warcry This there is still some room for development, the battle cry is not necessary, you can have some other options. Follow-up practice feeling the Warcry other incarnations enhance the injury is still very evident in the case of defense, immune attack speed reduction, turned, the immune cover less Paosu and siege beast repel, thus reducing the forced to move on the time it takes to win more output, lower DPS requirements. Throwing Axe can also be used with the jump, then basically you can not cover affected, Jordan ancestors outside the hood hood Axe. Related equipment, Feifu can act as a production anger skills to support the Patriarchs. Battle cry, of course, is also an option, now equipped with the most damage to the defense somewhat lack, I estimate that more than the insufficient defense hit half dead or violent than DPS hit. The 1.5 Combat processes and details Eight minutes violent, violent Hou Zuodui damage will be significantly improved, Teleport seconds, the siege beast little change, so the goal is 8 since the beginning of priority to kill Jordan, the siege beast getting what, earlier kill Junior London can have a more comfortable time output siege beast. The double roar hands jump Jordan tear to start the left button and hold follow his output, two BOSS close up tearing. Jordan disappear hit siege beast stare disappear under a small map, the first time observed in his direction, jump over halo live up tear output. Jump when the mouse pointer in his foot, refers to the head is likely less than a halo. I is the first time he appeared after the jump, so jump during his existence can often be 2 times, can also not the first time jump to continue to fight the siege beast, such as the hood on the the siege beast that jump, it feels a little more scientific, but sometimes encountered cover he appeared hold it down, and finally put you just jump in the past he disappeared, in order to ensure the output of the Jordan, the first time I jump. Jordan hiding in to cover yard out to find a point of view outside the hood, often can hit really hit hit siege beast he came out, do not stand cover yard to play, the efficiency is too low. Was arrested after landing residual blood, right on the cover yard, dancing and just can not be used, wore deceleration put tear, action is slow, but put out, put out safe, interested in pursuing deceleration to come out alive again instead hazards. Try not to hit the edge of the site, will cause the cover accumulation, not find Output Jordan position, if the name of the name of increasingly welt, can disappear by Jordan ran back to the middle of the venue, he appeared with over , wasted little time, is still worthwhile. And violent siege beast one-to-one time to observe his skills as far as possible the release of 3 batter before there is a noticeable pause, this time we are ready to press the jump, do not he rushed to react undershoot until they have finished jumped out to no sense. Arrests come before (this can only rely on feeling), tear try to fill the frequency higher, do not fix the violent post-BOSS who was arrested tear, blood will be reduced quickly, landing will be still go out for some distance, so go back to start ancestors are likely to because this reply vacuum hang up a good tear. 1.6 the other two groups BOSS Skeleton King that group Bulkhead playing Skeleton King, domineering CD to open, mobs rely tear, the Skeleton King flash go jump halo paste. Magda mobs first jump halo tear ancestors domineering rebound after waking up, then hammer on the same subject. The another group easier bulkhead hit the pole, as out of the way to jump Halo paste, the domineering tear maintain is. These two sets of mobs ancestors coverage, basically unlimited put output overlooked, are unlikely to be violent, 10W DPS sword and shield I've also seen playing violent. Two dozen key build 2.1 Route A1 I was off in the rainbow hit 5BUFF, then go find the BOSS kill. A2 is directly stacked brush BOSS map BUFF, there are a lot of underground city, and random events, or you can save points are located in the basement of the assassin in the first hit several groups of elite A3 is two walls, hit not a BOSS, almost 45 layer, then go with BOSS Fig. 2.2 mix of skills Left-406 ancestors normal speed the Whirlwind sprint exhaust tear back to the blood continued to morph the crit back anger passive weapon master ruthless tyranny and arbitrary Sprint used to run faster Exhaust Whirlwind tear used to AOE Torn ancestors used to monomer Transfiguration to run faster and play faster Simply put, this the Parkour and Zhan Zhuang fusion, combines the advantages of both. Encounter strange blue is the standard Parkour play, encounter strange gold standard is left by strange body in gold Zhan Zhuang play. The real effect can see the video, although my panel DPS is not high, and normally not suitable for FARM10MP, but hit the key, then I think it is good, 78 minutes, 5 layer BUFF, for almost 10 minutes, after all, will fall into a key. 2.3 Video Hit A1 and A3 stack BUFF route for reference, I usually play sword and shield, taking into account the dual wielding estimated that up on the screen, and dual wield effect weakened after 23, it should be a lot of people can playing. 2.4 Q & A Q: brain turns good, why hit the gold strange to Zhan Zhuang? A: No brain to full screen digital feel so cool, the actual these injuries truly effective only strange body injury, the rest tantamount to playing in the weapon waste, general AOE damage skills monomer output can not monomer higher than professional skills, or the game design there is a problem. Dual cyclone, for example, we know that under former Raiders The small cyclone every jump causing 20% weapon damage, 3 seconds to jump a total of 9 * IAS. Small whirlwind weapon damage per second, causing 20% * 9 * IAS / 3 = 60% * IAS Whirlwind per second, causing 140% weapon damage * IAS The ancestors hammer per second, causing 406% * IAS weapon damage, higher the ancestors with additional burst rate, the actual weapon damage. Visible even in small whirlwind acting on a gold strange ideal case, the the dual cyclone monomer output only 4 * 60 +140 = 380 * IAS weapon damage, less than hammer ancestors. Actually strange volume is relatively small or the surrounding Zabing die left him a post is basically impossible to guarantee that this ideal output state, double cyclone monomer output capacity is only about ancestors hammer 50% -70%. May be in the strange feel of the blood of two to three million 1.04 is not obvious, multi-turn twelve seconds only, but the gold in 1.05 10MP strange hundreds of 50 million + This gap is quite clear. Q: Zhan Zhuang very good, Why should we turn? A: I myself have been the sword and shield Zhan Zhuang monomer capacity is good, AOE, can put the revenge + tear + domineering unparalleled mix of skills such damage is not low, but these combinations have The problem is that the range is too small, when met more than two groups together the elite scene weapon jams, very weak, monster covered half of the screen, to cover all elite can not guarantee that these melee skills at the same time. 1.04 when I use the provision to solve this problem, but 1.05 is not good, blame the blood is high, a few seconds can not afford to close around the provision is not easy to use, pull to move back and forth to ensure that strange in their own on one side, would affect the frequency of attacks. In this regard, the output of the double cyclone strengths, coupled with its AOE damage this will be good. In addition, the from playing key needs, we need to sprint to run Figure ability to build constitute, we must wear a strange skills, even if you do not need to hide what skills completely tough guy style Zhan Zhuang, that was around the time target strange flashing go chase it gotta be able to wear clothing. Wear strange skills there are Whirlwind assault hop. Jump / punch and sprint with but running wear features also some benefits, such as armor halo back to the blood, and so on, but these benefits are still not as good sprint whirlwind mix can bring an additional attack. Q: This set of build ability to lack of deceleration, remote attacks, will play remote strange fatigue, why not put forward a Throwing Axe or ancestors deceleration What? A: This is not a Universal build sweep the whole map, is mainly used to play the keys, see the front of the line, these maps basic melee the remote probably only one sink magician, so he did not need to be specifically for remote strange ready skills. In fact, if you are not particularly concerned about these words, with this build Saotu is also possible. Q: left put ancestors hammer anger enough? Require special equipment support it? How to hands? A: anger problems have previously mentioned, when enough anger put ancestors will automatically put Pugong until enough anger. Any equipment can be left-ancestors, back to anger ability, high coverage of the ancestors of the even unlimited ancestors, low back anger ancestors low coverage the Patriarchs and Pugong used interchangeably. So this is just a ancestors coverage of how to increase the number of single injury, is not it possible problems. Of course, the coverage is too low, meaning not that big, we rough calculation: The ancestors trigger factor of 0.8, crit back anger 15 Assuming the ordinary level of equipment, the normal 50 storm, turned 60 violence, anger ceiling addition equipment and passive, the ancestors provide an additional 20 storm is 80 storms per hit back anger 15 * 0.8 * 0.8 = 10 per hit consumption anger 20 , hit a target anger less and less need to hit more than two goals can be maintained, coupled with hit production anger, can grow. Assuming the equipment is better, burst rate, anger ceiling addition, the final 100 violent anger back 15 * 08 = 12 per hit, not much different, or 2 goals Assuming 100 bursts, 20% of the additional capacity passive anger, and 8% produced Templar anger, immortal sets (immortal sets per hit middle anger = 2 / the IAS, assuming a relatively high attack speed = 2, the immortality sets per hit 1), so each hit back anger (12 +1) * 1.28 = 16.5, or playing less single-target, 2 goals. Assuming -5 anger Jordan, finally, a single target can be maintained, and do not need two goals. So, if you really care about the single objective can be maintained ancestors hammer, then the best passive monumental sets, Jordan (-4-3 line, -5 did not immortal). If these engage arrhythmia fact, single target strike, unlimited ancestors more than two goals. The difference is only anger the rate of decay in the single objective. Actual combat, because we used the ancestors of the the local goldsmith strange, around Zabing regardless, they gathered around the gold strange (basic ancestors certainly playing BOSS took him to walk a few steps to local Zabing) hit two goals or more, the monster volume, only to hit a rage slowly decay (decay is very slow, ordinary equipped with a hammer and losses 10 points enough to drop under 10), fast dual cyclone around the empty anger anger was instantly full. Which is not the brain turn one of the reasons, the around Zabing, etc. So the anger bottles and health capsules, consume them early does not make sense. The final conclusion is that most of the conventional equipment in the elite battle full of anger has been able to infinite ancestors hammer of anger problems with dual cyclone fill up. Variety of anger-related support is not necessary, they are only valuable in the pure single target, this situation rarely occurs in the process of playing a key, it touches, then you can consider playing Super BOSS. Hands, if you do not have immortal sets out on the first level cut a few mobs, such as the battle rage on, immediately stop, open rage, flat cut open exhaust to start running at least 20 anger, and full of anger basically have no worries about . If you do not have immortal sets, but less anger equipment, but that embarrassment, because the battle rage and sprint 20 angry ancestors less as long as ten, is likely to anger not to be ancestors let go, has been open not the fury of the battle. Immortal cover with a passive anger-related, so after a direct retreat, a new identification end things full of anger to go out. It is quite easy. Q: Why to bring a tear, there is no other choice A: With the the the dual cyclone AOE and the ancestors of the monomer, we would like to continue to improve the damage, it is necessary to join the attack skills, plus anything else such as the provision of Axe just increase the attack, not existing at the same time. DOT characteristics tear so that he can co-exist and current output, the monomer and AOE help. In addition to the damage function, his back to the blood when the Zhan Zhuang station live, many people are now equipped with the traditional double impact of Cyclone, not completely from the hit back to go to steal, the high level of the 2500 strike back, IAS 2 , patriarch single target back to only 2500 * 0.8 * 2 = 4000, hit the target only 12000,10 MP strange fight I hurt all 5K + high 8K, 12000 seconds back is clearly not enough support braved strange foot circle elemental damage such scenes. The torn blood back to the can solve this problem. If you steal is high enough, the damage is high enough, back to the blood runes is not necessary, you can use the range. To my level of equipment, under the 10MP still need vampire Rune. In addition to tearing, as well as a good choice, the more popular domineering unparalleled anti-injury. He and tear characteristics like, does not conflict with the main skills, increase damage against injury, damage reduction to improve survival, rebound damage vampire. By the ancestors of the high-explosive rate and dual cyclone crit number of fast refresh to maintain the coverage would not be a problem. And tear than the advantages and disadvantages: Advantages: Prompt, turned state from attacks stiff, do not consume a number of attacks, can be used as emergency skills, the damage created has nothing to do with their own equipment, no consumption Disadvantages: Help injury is not stable enough, if strange do not hit you, or because more and more, the outer ring of the blame can not reach you, then it does not cause harm. Reply capacity is very low in the low to steal. The specific use of which depends on personal preference, both with the best, but unfortunately not enough skill plaid. Q: Why do you want with transfiguration, ability to maintain A: In addition to the increase damage dodge these, the most important function is free of control, control-free meaning transfiguration two: First, the immune hockey charm like control technology without Saiyan 1.04 since the strange blood control technology put a wave of rs gold strange died not immune and will not delay a lot of time. 1.05 strange blood, a battle for half a minute may, if not control-free time is consumed in the control more and more. Immune attack action stiff, tear and ancestors smooth release, these are not only related to the efficiency, but also directly affect survival, can not attack did not respond will die. Relating to the maintenance, the conventional burst rate and IAS, the battle whether or transfer station, as long as more than two goals to maintain, no problems, nothing too high demands. Here is not specific. As long as you hold down the station when the ancestors turn to sprint to vent their anger will be a little hard. Non-combatant status, lower exhaust trigger factor is difficult to run all the way to automatically maintain passing intensive heap blame best slightly to a transfer BUFF backwards and then continue to run, but fortunately we played a key bunch BUFF map elite still more compact, not long distance between the two groups. Now fighting a long time, basically consecutive Group 2 CD almost better off to open. Q: 10MP playing the key to how the level of equipment and attribute selection A: In the past, calculated to take the shield of anti-A, draw thousands of anti-A standard, the results of found this misleading for many people, that meet this standard will be a qualitative change, reach not. Calculation is only a revenue problem, in fact, the difference between a little not so sensitive, the standard is only used to refer to, so do not do too much theoretical calculations probably give BUFF standard Not less than 100W EHP HP / (1 - armor reduction) / (1 - resistance reduction) / 0.7 (melee born relief), do not reduce injury parry and dodge converted into EHP, these are not stable. EHP's role is to decide in the face black and are subject to sudden high damage will be seconds. Additional damage reduction property can be used diablo 3 gold as icing on the cake, but it does not mean you can use these area instead of EHP. Not less than 5, the vampire, 8 + best. Do not strike back translated into stealing a circular motion in the multi-objective may be able to Zhan Zhuang, small strike back, want to stop living, there must be a certain steal. Not less than 10W DPS, on the one hand, this determines how much blood can absorb, and also determines the combat effectiveness, too little even if they will be hard to survive no problem. Q: dual wielding hands or sword and shield? A: Many people may hope to arrive at the one which best conclusion, but I think they have their own advantages and disadvantages. Hands: the advantages of easy to make higher panel DPS, play fast reply strong, these advantages have been strong enough. Shortcomings, attack speed slow hard straight make operation difficult subject, the transfiguration can solve this problem, but unfortunately the weakest hands in anger aspects of. In addition, the choice of the hands is very simple, is to think about grace, the fixed attribute selection, is power hole to steal violent injury, has also led to the overall fitted by him to contain, other places have to make up a lot of physical fitness. Sword and Shield: Disadvantages, DPS is low, it is flawed, sword and shield can also make a good look at the panel, but the theory DPS is low, this is no way. Advantages: Shield can provide strong attributes as a whole d3 gold equipped convenience. In my case, My offhand weapon is 900DPS 100 + strength and conditioning, 60 violent injury suction holes with a hand weapon 12W DPS 110W EHP My shield body 16% life violence MF 1000 A more than 60 anti-178 forces 196, with a shield 10W DPS 160W EHP (not counted Block) With a shield loss of less than 20% of DPS, 40% EHP and Block function, enhance or I did not low EHP. Although 160W is the EHP a bit excessive, which is a result of the habits I have always been partial defense, but if you are equipped to 100WEHP standards into the shield, the liberation of other parts of the very, very many defensive attributes, for example, you want to get a immortal sets as a tactical choice, can not afford a high the anti head and gloves, high physical fitness can not afford to buy clothes and shoes belt, a shield full solved, the the defense attribute space freed fact can get more attacks on property, such as 200 + Strength immortal head. Dual wielding: DPS and equipped with on choice, which is a compromise of the hands and sword and shield. IAS, he is the strongest, dual wield can get the best operating experience. The highest theoretical storm damage also more suitable for basic the ancestors hammer will be violence. In short, the best hands DPS, held double handling, sword and shield equipped with convenient and defense. Therefore, the choice of what weapons with, mainly to see their lack of care. Must be a pros and cons, I think the ultimate choice is crit storm damage have maintained good premise can make a good IAS hands, sword and shield is the best choice for entry-level dual wield suitable for the general public. Q: This build is the name? Belong Parkour or Zhan Zhuang A: before seen a lot runescape gold of posts arguing build who's who of variants, derivatives, this build can be seen as a whirlwind sprint battle rage turned Parkour plus two skills, but also can be seen as the patriarch tear fighting rage turned Zhan Zhuang two skills, fighting has belong to, what I do not know. It reminds me of one thing, I graduated from Southeast University, once rumored to be merged and the Nanjing University, students have discussed the university's name after the merger, say two University name from each of the merger of a word, it is fair then southeast students southeast of the east, Nanjing to the south, so called Southeast University, the NTU students said, southeast of the South out of Beijing, Nanjing, so called Nanjing University. In fact, what really does not matter, who combined nobody important, important is the effect.