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I recommend everyone checking his channel. He does tons of video guides and analysis.
Here is something I wanted to do for some time now. I recognized that some people complain about the prize of Hearthstone or that you can only achieve higher ranks when you pay real money. I don't want to discuss this topic here (also I totally disagree ;) ). Instead I want to give some advice how to manage your resources (so Gold and Dust) more wisely and therefore get better decks and more fun out of them.
You may deem some of the advice pretty expected, but maybe the "strategies" I run can still inspire you to wasting less and getting more. But I will still skip the obvious: get as much gold as possible, finish the Brawl every week etc.
Also Icy Veins (the side you are currently on) has a pretty nice Guide-Section too and I will try not to repeat the hints from there.
Finally: the hints are mainly for the standard-format.
1.) Know when to stop and save up.
After purchasing something like 50+ packs you will own nearly all commons, most of the rares, some epics and a few legendaries. So you will draw mainly cards you already own from additional packs. Since drawing cards is much better than crafting them (e.g. you basically save 300 dust, when you draw an epic card you would have crafted otherwise) saving your gold up for the next expansion can be much more valuable than buying more packs for the current set. Just head into your collection from time to time and check all the cards from the set you would have bought packs from. If you realize that you mainly missing out legendaries and a few epics it could be time to stockpile your gold (since the chance of drawing a specific epic or legendary is pretty slim anyways). You should be able to have 3000 to 5000 gold at the start of the next expansion that way.
2.) Only disenchant "useless" cards when you need the dust for a specific reason.
Sometimes cards that are deemed useless or bad at the beginning of the meta can turn out to be quite powerful later on (e.g. Evolve before and after the release of Doppelgangster). There would be nothing more frustrating than having to craft a card you already disenchanted two sets ago.
So be very very careful when disenchanting cards that are still legal in standard and never disenchant them only to pile up dust. You can always disenchant a card you own but never take it back.
3.) Use placeholders and build "prototype"-decks first.
This is a difficult one. Many people want to try out new and innovative decks. This can be quite expensive and you don't know beforehand if the deck will be any good and (most importantly) fun. Thats why it can be a good idea to test out the main functionality of the deck by replacing less important cards with similar (weaker) ones and find out that way if the deck is fun to play with.
For example: you can play many aggressive decks in the past without (the old) Patches the Pirate by replacing him and the "pirate-package" with other low cost cards. It may be way weaker but the main structure of the deck often stays the same. Other examples would be Cubelock without N'Zoth, the Corruptor or Spell-Hunter without Rhok'delar.
4.) Wait for the meta to settle.
It is pretty obvious. Don't get carried away by the hype of a new set and craft everything that people call powerful. Cards can quickly fall out of relevance. Not only because they are worse than people thought, but often because the meta turns out to be unfitting for the respective deck. Taunt-Warrior is an example for this. Both Fire Plume's Heart and the Hunter-Quest were hyped, but fell out of relevance rather quickly.
5.) try to craft cards with a wider use first.
Some cards can only be played in one specific deck and it is pretty obvious from the first spoilers onward that they are. Twin Emperor Vek'lor or basically all the Quests are perfect examples. When you don't know what to play and/or you want to play a bigger variety of decks it can be a good idea to spend your dust on cards that are playable in a bigger range of decks and classes. Obviously neutral cards fit this idea more often.
Examples are: N'Zoth, the Corruptor for all sorts of Deathrattle-Decks, Kazakus for every type of Highlander-Deck, Alexstrasza or Leeroy Jenkins for combo- or OTK-decks and so on.
I play Hearthstone regular since "goblin vs gnomes" and was able to play multiple competitive decks with multiple classes without buying a single pack for real money. But I always had to be very stingy how I spend my resources and I believe that other people have to be too, to get high on the ladder while still having fun and trying out new decks.
Do you have any additional advices how to get more out of your hard earned gold?
I've recently restarted my D3 experience and gone through the last 2 seasons.
As many players can connect to I'm not entirely sure what items to keep and which not to.
I first stacked and compared any legendaries but as the ancient items came along I mostly threw out the normal legendaries.
Now as Primals are starting to pop up I of course keep all of those, and needless to say I keep best of any unique set item.
This however is also too much for my meger 8 tabs.
Is there a guide out there designed to illuminate players on what items to keep (Most useful) and which to throw away (Most useless) ?
Some items are niche I assume, and some are cross-class useful. Some are only useful for one class and one build.
But I want most to know what items are utterly and completely useless no matter their rarity.
I've reviewed this excellent guide by Damien - https://www.icy-veins.com/d3/legendary-item-salvage-guide
And it does cover alot of what I am looking for but It actually bothers me to see the Set items there as I'd think their mostly a no brainer (At least the class specific ones) and I also agree with many of the comments that many item's are "Cube Only" and thus no need to hoard them.
Would love to see such a Hoarder's Guide to Diablo 3
This build suggestion is intended to comply with the guidance in:
What is the main part of the build? What does it rely on to work?
This is a speedfarming variation of the "Lazy Necro (i.e. The Anti-Carpal Tunnel Build)" build found at https://www.diablofans.com/builds/93271-lazy-necro-i-e-the-anti-carpal-tunnel-build-2-6-1, sometimes called the "Lazymancer" build. That build's rationale and synergies are discussed at https://us.battle.net/forums/en/d3/topic/20758385950. Basically, you just keep moving and most normal mobs you touch die. Very little thought or effort is required, other than casting Bone Armor periodically, Devouring frequently, and dealing with Champions, Elites, and Rift Guardians.
It is intended for paragon and gear levels such that T13 content is trivial. I typically run GR60s for leveling low-level gems up to level 50, then increase the level one at a time up to 70, bringing the gems to level 60, and also use this build for bounties and LRs. I can use this build above GR70 but it gets slower, and more powerful builds end up making more sense even though they require more concentration and effort.
I'm at 983 PP, all Ancient, one Primal, all pieces modestly Augmented, typically with +350 int. This build was, in fact, crucial to getting everything augmented, because I can run GR60s so quickly and level gems up to 50, then switch to more powerful, slower builds to run up to GR80 and level gems up to 70. In the past I used PPs for Vitality and gemmed for Vitality. At this point I use PPs for Int and gem for Int. In some cases I have played with friends/in groups and gotten the gems I use and the gems for augments to higher levels.
I'm not sure of my average rift-clearing time. For this post I tested and cleared GR60s in 3:38, 3:52, and 2:58.
Compared to the build it is based on, my proposed build remains based on the Inarius set (Inarius's Conviction, etc.) and Bone Armor as enhanced by the Inarius set bonuses. The major important changes are:
Cubing Krelm's Buff Belt rather than Aquila Cuirass for speed; I find that I don't need the damage reduction, especially given the Gizzard as noted below.
Substituting out one of the DOT gems (Pain Enhancer or Gem of Efficacious Toxin) for Molten Wildebeest's Gizzard to prevent damage and thus keep the speed bonus from Krelm's Belt active, and also increase life per second.
Substituting Death NovaBlight for Land of the DeadFrozen Lands for use on Champions, Elites, Rift Guardians, and crowds.
Changing passives from:
Stand Alone, Rigor Mortis, Eternal Torment, and Draw Life
Stand Alone (unchanged; great value in a petless build), Final Service (survivability; permit carelessness, especially around explode-after-death mobs; avoid losing a gem upgrade), Overwhelming Essence (more Death NovaBlight when needed; extra damage due to Reilena's Shadowhook), and Fueled by Death (speed). Minor changes include:
The Traveler's Pledge and The Compass Rose (take less damage while moving, which is almost all of the time; do more damage when standing still, when casting Death Nova repeatedly against Champions, Elites, and Rift Guardians; plus, I happen to have a really nice primal Compass Rose) and Krysbin's Sentence (cubed in the base build)
... rather than:
Wisdom of Kalan (I cube it instead), Bul-Kathos's Wedding Band (I don't find that I need the Draw Life, especially with the Molten Wildebeest's Gizzard shield and life regen, plus the Endless Walk damage reduction; also, no room), and Convention of Elements (no room).
As noted in passing above, cube Wisdom of Kalan so I can wear The Traveler's Pledge. Provide as many items as possible that you feel the build requires. If you aren't sure about a certain slot, leave it empty and let the community fill it in with suggestions.
6p Inarius set:
Inarius's Understanding Inarius's Martyrdom Inarius's Conviction Inarius's Will Inarius's Reticence Inarius's Perseverance Other:
The Traveler's Pledge (rationale discussed above) The Compass Rose (rationale discussed above) Krysbin's Sentence (increased damage due to self-proccing Bane of the Trapped as well as Bone ArmorDislocation and Death NovaBlight) Nemesis Bracers (Greater rift-clearing speed by spawning a champion at every shrine; can substitute e.g. Reaper's Wraps (which have the advantage of being crafted; thus, you can keep crafting them until you get the stats you want) for bounties Dayntee's Binding (damage reduction due to FrailtyAura of Frailty) As is Recommended in the base build, I use Reilena's Shadowhook and cube Trag'Oul's Corroded Fang. Presumably, as is listed as Adequate in the base build, it would be fine to use Trag'Oul's Corroded Fang and Lost Time and cube Reilena's Shadowhook. Provide as many skills as possible that you feel the build requires.
SimulacrumReservoir for rift bosses or bounty bosses. I bind this to mousewheel up. FrailtyAura of Frailty so things die faster; also, for damage reduction due to Dayntee's Binding. I bind this to left mouse button, so the left mouse button just causes me to move, it never casts anything. Bone ArmorDislocation because of the benefits from the Inarius set. This is your principle damage dealer. The Dislocation stun procs Krysbin's Sentence for additional damage. I bind this to mousewheel down. DevourCannibalize for the essence, life, and the speed increase via Fueled by Death. I bind this to the G8 button on my Logitech G700. The Back button on a standard 5-button mouse would also be a good choice. You need to hit this quite often, trying to keep up ten stacks of Fueled by Death as well as your health and essence. Blood RushMetabolism for mobility. I bind this to the G6 button on my G700. the Forward button on a standard five-button mouse would be another good choice. Great for hopping through walls, hopping up/down to/from balconies, and returning from dead ends. Death NovaBlight for Champions, Elites, and Rift Guardians, and for clearing bunches of mobs without running around and touching them all, and to proc Krysbin's Sentence. I have this bound to the right mouse button. Add a general overview of the playstyle. Should you be hanging around at the back or diving in? Should you be spamming abilities or pooling resources?
This is a tanky necro. As long as you have 15 stacks of bone armor up, and especially if the shield from the Gizzard is up, wade right in. Avoid the explosions when some mobs die, but sometimes I take a chance on this as long as Final Service hasn't been used in the last 60 seconds; I don't want to wait for the explosions to gather orbs, and so sometimes I get caught in explosions which would have resulted in death without Final Service.
You must get bone armor up right away. It does full damage even with one stack. You should try to get it to 15 stacks as soon as possible. It is really annoying when you initially encounter just a few mobs and get a correspondingly small number of stacks of bone armor, and you can't get more until the ten second cooldown passes. In these situations, consider just blood rushing past the small number of mobs to get to a larger number of mobs so that you can start with more bone armor.
Once you have 15 stacks, you only need a single mob to maintain all 15 stacks when you recast, but you do need to recast (and you need a live mob) before it expires. You must recast after the ten second (before CDR) cooldown, and before the 60 second expiration. Ideally recast when there are a bunch of mobs, and/or an enemy elite/champion/rift guardian around; there is a significant boost in damage to nearby mobs when you recast. Generally recast soon after the cooldown. If you have a follower with an Oculus Ring, it's great to recast while standing in an Area of Focused Power.
If you die during e.g. a GR rift guardian and there is thus only one mob available to rebuild bone armor, you will be squishy and need to kite. Cast bone armor on cooldown; when you haven't taken damage for four seconds and the shield from the Gizzard gem shows up, wade in and get some hits and apply a DOT. Also, you will have no way of recovering Essence; make sure you have Simulacrum up when you cast Death Nova, and don't do it until you have enough stacks of Bone Armor that you can keep casting until Essence is exhausted while Simulacrum is still up.
I only use Simulacrum on rift guardians or bosses during bounties. You could probably use it more often.
Cast Devour often. Try to maintain ten stacks of Fueled by Death. As with Bone Armor, once you have ten stacks, you only need to consume a single corpse to maintain the ten stacks.
For solo play, I use the templar because of the life-per-second from Loyalty, which enhances the Gizzard. I equip him with Enchanting Favor so I don't have to care about vitality, resistance, etc., and can concentrate on CDR and AS (for equipment procs), Thunderfury, Blessed Blade of the Windseeker with Lightning damage plus the Legendary power because I used to play WoW (well, actually, because of the lightning damage, to proc his ring), The Ess of Johan to gather mobs so I can run through them, maybe casting Bone Armor or a Death Nova, Wyrdward to stun enemies via lightning damage (and thus proc my Krysbin's Sentence), Oculus Ring to dramatically increase my damage when it's convenient to blood rush (or just walk) into an area of focused power and recast Bone Armor and/or cast Death Nova, and Freeze of Deflection to freeze attackers occasionally, again proccing my Krysbin's Sentence. Skills are largely up to you, other than the previously-stated advantage of Loyalty; I use Intervene, Charge, and Inspire (I don't want the knockback from Guardian; I want mobs clustered together).
What stats work best for the build?
Enough Vitality to run the content at your paragon/gear level. Otherwise, Intelligence for faster killing (and Resist All). CHC is particularly important if you want to use Pain Enhancer as your DOT gem; it does its damage over just three seconds, but only to mobs you critically hit. If your CHC isn't high enough, use Gem of Efficacious Toxin. It takes ten seconds to do its work, but it doesn't require crits and it benefits from +Poison Damage. CHD is a big damage boost. +Poison Damage affects both your bone armor and your death novas. +Bone Armor damage is nice. Life per Second enhances the shield from the gizzard.
Where should you be putting paragon points?
Mostly this is a late-game build, so you'll have topped out or nearly topped out everything except Intelligence and/or Vitality. There, put enough in Vitality to stay alive and safe; put the rest in Intelligence. When I started running this build I used PPs and gems primarily for Vitality. Once I got augments on everything and mobs died faster I moved toward Intelligence.
What gems and legendary gems should you be using?
For helm, amethyst seems like the only sensible choice. For weapon, an emerald via a Ramaladni's Gift. For jewelry, Molten Wildebeest's Gizzard, Bane of the Trapped, and either Pain Enhancer or Gem of Efficacious Toxin as discussed above. For the remaining sockets, amethyst or topaz depending on your survivability needs, as discussed above.
What should be in your Kanai's cube?
As discussed above, either Trag'Oul's Corroded Fang or Reilena's Shadowhook, depending on which is equipped, Krelm's Buff Belt, and Wisdom of Kalan unless you're wearing it, in which case you could cube Krysbin's Sentence and wear something like Bul-Kathos's Wedding Band or Convention of Elements instead.
I hope others find this useful.