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Guest Mike

the Bastions of Will set, unique_ring_set_001_x1_demonhunter_male. Focus and unique_ring_set_002_x1_demonhunter_male. Restraint. This ring set adds an impressive 2.25 independent damage multiplier as long as you alternate between a primary and spender attacks;

 

 

1.25   not 2.25 multiplier

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the Bastions of Will set, unique_ring_set_001_x1_demonhunter_male. Focus and unique_ring_set_002_x1_demonhunter_male. Restraint. This ring set adds an impressive 2.25 independent damage multiplier as long as you alternate between a primary and spender attacks;

 

 

1.25   not 2.25 multiplier

 

The math figures your own damage (100%) in it!

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the Bastions of Will set, unique_ring_set_001_x1_demonhunter_male. Focus and unique_ring_set_002_x1_demonhunter_male. Restraint. This ring set adds an impressive 2.25 independent damage multiplier as long as you alternate between a primary and spender attacks;

 

 

1.25   not 2.25 multiplier

 

The math figures your own damage (100%) in it!

 

 

 The age old confusion between an increase and a multiplier.

 

Focus and Restraint provide a 125% increase in damage, so it's 125% on top of the 100% you already do (as Deadset said) for a total damage of 225%.

 

A multiplier is a number that gives you your total damage.  So if your damage was 500...

 

500 + 125% = 500 + 625 = 1125 total damage

500 * 2.25 = 1125 total damage

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Guest huldu

How come the build doesn't use Sage's Journey, didn't it use to do that in s4? I mean, sure you're damage will most likely be higher using a complete set but this is s5 after all and even with pretty standard gear you're breezing through t10. Unless there is something that I'm unaware about, like a nerf to the Sage's Journey set?

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Just tried this out a couple days ago.  It's a lot of fun!  Still a little fragile and underpowered for T10--T9 is the sweet spot--but with a bit of gear tweaking it will get there.  Problem at T10 is twofold: First, I don't do quite enough damage to reliably one-shot the trash mobs, which keeps the chicken from resetting fast enough and lets the armor from Goldwrap drop off.  Second, I get one-shotted too often by elites.

 

But the speed makes it totally worth it.  Being able to run indefinitely at almost 3 times base speed is amazing, especially for bounties and keywardens. :D

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Guest Jon

I just started using this build, and I wanted to only go with Torment 9 just in case. I quickly found out that it's not very sturdy at all, and the damage simply is not there sad.png I was so hyped up to try this build, too! I guess it's back to my Helltooth pet speedrunning build. 

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I just started using this build, and I wanted to only go with Torment 9 just in case. I quickly found out that it's not very sturdy at all, and the damage simply is not there sad.png I was so hyped up to try this build, too! I guess it's back to my Helltooth pet speedrunning build. 

 

I changed it up a bit.  I was not getting any use out of Focus and Restraint because I would normally be in chicken form already as I approached a group of mobs.  Unable to toss a Corpse Spider until *after* I exploded the chicken meant the only time I could use F&R was if I did not one-shot the mobs--and my whole point was to one-shot the mobs.  Maybe there's a better way of playing it, but I wasn't getting it to work.

 

So I went with Convention of the Elements and Unity.  I one-shot the weaker trash mobs no matter which element is boosted by CotE, but for the tougher ones I try to time my explosion with the Poison boost.  Works pretty well.

 

F&R was more useful against tougher elites and Rift Guardians, where there's time to work in the Corpse Spiders.  Here's what I do instead: The rotation of CotE puts Fire and Poison opposite of each other, so there's always an unused element between them.  Change Firebats to a rune that does Fire damage, then hit with Firebats during the Fire cycle.  As soon as the Fire cycle is over, change into chicken form, run grab a health globe if needed, then back in to explode during the Poison cycle.  You now have about 5 seconds to get back to channeling Firebats.  If you've chosen the Cloud of Bats rune, which takes 3 seconds to reach maximum damage, you can start channeling before the Fire rotation hits, so you can be at max damage for the full 5 seconds.  Though you may run out of mana. :D

 

By alternating like this, I find the elites and guardians go down pretty fast.  Plus, I can do good damage while Angry Chicken recharges, and then let my mana recharge while I'm in chicken form.  All while wearing Unity for toughness.

 

I also swapped out one of my legendary gems for Esoteric Alteration for more toughness.  But I can't remember if it was Bane of the Powerful or Bane of the Trapped that I replaced.

 

One last thing, I went with Coils of the First Spider for the toughness and healing during Firebats.

 

As I get better gear, I will try changing some of these things back until I find the right balance between damage and toughness.  I still have hopes of speedfarming T10 effectively.

 

Fun fact: While wearing Goldwrap, I killed a Gilded Baron and picked up 43.9 million gold all at once.  I quickly hit "I" and got a screenshot of my toughness--it was 134,009,913,344.  Yeah, 134 billionlaugh.png  Too bad it only lasts five seconds...

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Guest Xotli

Get a Helltooth set with ring of royal grandeur, add tasker and teo instead of the gloves,use manajuma set as weapons, replace dogs with angry chicken. Travel with angry chicken pop elites with gargantuan frost cleave in 2 second travel further with angry chicken... thats how to speedfarm in 2.4. Rings short man's finger, elements. Cube furnace, mask of jeram.

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Tip: When using Goldwrap, if you have access to a pet that picks up gold for you (like those from a Season reward), make sure to use it.  I started using mine a couple days ago.  It feeds a steadier stream of gold so the toughness bonus is more consistent.  Plus it's great when jailed or walled, unable to pick up gold myself.  I haven't since died from a molten explosion, even if frozen in the middle of 4 of them.

 

And besides...they look comical running fast enough to keep up with the chicken.

Edited by Warden

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Guest Danny

after using this build for about a month, I can solo GR 54 and up to 56 if I change a few things to survive more. I am not a veteran player as this is my first diablo game and only playing for the last 2 months.  I have all ancient gear except my bracers with two augmented with higher intellect  one with +190 and the other with +290.  my base damage is over 1 million. I use slam dance over soul harvest. I also play on PS4 so I don't know if that has any significant changes.  I am looking for ways to take this build to GR 60 but I think I have hit my max as my damage is not enough and my life is so small.  

 

    

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Guest Khatasa

Get a Helltooth set with ring of royal grandeur, add tasker and teo instead of the gloves,use manajuma set as weapons, replace dogs with angry chicken. Travel with angry chicken pop elites with gargantuan frost cleave in 2 second travel further with angry chicken... thats how to speedfarm in 2.4. Rings short man's finger, elements. Cube furnace, mask of jeram.

 

yea... i also use this one... just use regular set of hell garg... and change the weapon to majuma set..., instead i replace soul harvester with angry chicken... no need to change anything... simple.. change from high gr set to speedfarm set in second..

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after using this build for about a month, I can solo GR 54 and up to 56 if I change a few things to survive more. I am not a veteran player as this is my first diablo game and only playing for the last 2 months.  I have all ancient gear except my bracers with two augmented with higher intellect  one with +190 and the other with +290.  my base damage is over 1 million. I use slam dance over soul harvest. I also play on PS4 so I don't know if that has any significant changes.  I am looking for ways to take this build to GR 60 but I think I have hit my max as my damage is not enough and my life is so small.  

This build is not really designed for GRs, but rather for speedfarming regular rifts at Torment 10.  If you do GRs with it, at the very least change out the Goldwrap belt and the Avarice Band ring (in the cube) as they only work when you pick up gold, and there's no gold in a GR.  The other builds that you find under "END-GAME" will go much higher in the GRs though.

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Guest Nova

This build is not remotely powerful enough for T10 unless the average person is expected to have fully ancient gear or something. If that is the case then fair enough but for the normal people among us this build is basically for t8 or t9 if you're really careful as it's SO DAMN FRAGILE. I love the build and the idea but advertising it as t10 ready is just kind of misleading in my opinion.

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Guest Guest

Came here to see if anyone had a fix for taking forever to kill bosses.

 

Saw all the comments about fragility and not being t10 ready.

 

Will be using a different build.

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 This build is not remotely powerful enough for T10 unless the average person is expected to have fully ancient gear or something...

 

Umm, yeah, that's kind of the idea. These aren't beginner builds. Every speed running build on this site (and mostly throughout the web) was built under the assumption that you're modifying an extant end game set to grind TX faster. These builds don't really work without at least a handful of ancients that have, if not perfect rolls, then all the recommended stats. Most of them have mandatory CDR breakpoints, and the builds just don't click until you hit them.

 

Now granted, this is never outright stated on the guides themselves, and it probably should be, but it's generally somewhere in the comments, in response to a "this build is terrible i die all the time wtf" comment.

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The t10 guides do assume best case scenario for gear (correct rolls on good items), but I do maintain they require nothing extravagant (top tier Paragons, high tier augments and the like). I am quite puzzled anyone is struggling with this Arachyr setup, I'll make a point to do a video demonstration of an average run. Perhaps it's an issue of not rotating the skills well.

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The t10 guides do assume best case scenario for gear (correct rolls on good items), but I do maintain they require nothing extravagant (top tier Paragons, high tier augments and the like). I am quite puzzled anyone is struggling with this Arachyr setup, I'll make a point to do a video demonstration of an average run. Perhaps it's an issue of not rotating the skills well.

I'm particularly interested in how you effectively use Focus and Restraint when you can't cast anything in chicken form (thus your chicken explosion seldom benefits from the buff.)  I use this build for speedfarming T10 now and it's very effective, but I modified it a bit including Unity/CotE instead of F/R.  I also have mostly ancient items and quite a few augments, and I still can't do T10 rifts in less than about 4 minutes, sometimes 3.5.

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The initial burst of Angry Chicken is unlikely to benefit from F&R directly, that much is true - I found the set, skill damage and elemental bonuses sufficient to burst most enemies down. F&R came into play with a quick Corpse Spiders - Firebats combo whenever I was out of Chicken form. If you were to augment the explosion directly, you can definitely make a case for a Poison SoJ / Unity combo, considering how hard it is to time and benefit from CoE in Torments.

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Guest Unholychaos

On paper, the build seems like it would work amazingly in the proper hands. I have the set built with decent stat rolls, but 0 ancients. Also, I have a habit of spamming hex so I screw up the rotation, and it takes time to get used to the breakneck speed as well.

Just be patient and give it a few tries.

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Guest Diplomat

The t10 guides do assume best case scenario for gear (correct rolls on good items), but I do maintain they require nothing extravagant (top tier Paragons, high tier augments and the like). I am quite puzzled anyone is struggling with this Arachyr setup, I'll make a point to do a video demonstration of an average run. Perhaps it's an issue of not rotating the skills well.

I'm particularly interested in how you effectively use Focus and Restraint when you can't cast anything in chicken form (thus your chicken explosion seldom benefits from the buff.)  I use this build for speedfarming T10 now and it's very effective, but I modified it a bit including Unity/CotE instead of F/R.  I also have mostly ancient items and quite a few augments, and I still can't do T10 rifts in less than about 4 minutes, sometimes 3.5.

  I used this build without almost none ancient and found that focus and found F&R can really shine when you run into elites, do quick 2 casts of spider and bats, and then quickly reaply chicken explosion. This generally helps in situation when i cant oneshot enemies, also I tried to make it work without avarice band cubed(dropped at maybe 20th try on bounties) but it turns out its core item.

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I used this build without almost none ancient and found that focus and found F&R can really shine when you run into elites, do quick 2 casts of spider and bats, and then quickly reaply chicken explosion. This generally helps in situation when i cant oneshot enemies, also I tried to make it work without avarice band cubed(dropped at maybe 20th try on bounties) but it turns out its core item.

I will probably go back and try F&R again, when I get done messing around with my new seasonal monk.  As for Avarice Band, I agree--it plus the Goldwrap belt is what makes you invulnerable, and without it, you're fragile.  But did you read my post about gold-gathering pets?  Any of the cosmetic pets now gather gold, and with Goldwrap belt, that's a real advantage.  With a pet, I bet you could get by without Avarice, and even with it, I always use a pet because they can gather gold and boost your armor even when you are frozen or jailed or feared, etc.  With Avarice + pet + Goldwrap I just quit paying attention to any damage sources--including molten corpse explosions--and I practically never die.  I rarely drop below 90% health.

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Guest Blitze

Is there a Playstyle/Guide Video for this specific build out there? did anyone even tried to use locus swarm with specific runes for easier farming?

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Guest EndarKeN

In regards to the speedrun variation of the build, equipping avarice band instead of stone of jordan and cubing ring of royal grandeur to wear swamp land waders would allow you to have both crit stats on the ring while providing the same amount of elemental (poison) damage.

You could also potentially replace locust swarm with sacrifice, as you'd only be giving up pestilence, but wormwood alone could reasonably spread it quickly enough. Despite the fact that you won't have a homunculus, grave injustice with angry chicken could reset the cooldown in a reasonable amouhnt of time, but if not, then you could pick the next of kin rune instead of provoke the pack.

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So is the staff SUPPOSED to have +Dex on it, or is that incorrect? Like a got one with pretty good rolls and I'm wondering if I should be rerolling the +Int to +Dex - thanks

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      As this is a test server, please anticipate uneven game performance, and note that restarts and downtime may occur without warning. Thank you, and we look forward to your feedback!
      The Season 22 PTR is close and we get the full patch notes!
    • By positiv2
      This thread is for comments about our Deathwing guide for Heroes of the Storm.
    • By Starym
      A lot of the comments on my last article got me thinking (and btw, thanks to everyone for reading and hopefully enjoying it) and opened up a whole lot of ideas for followups. But the biggest takeaway from them has to be something I've been struggling with for a long time now: the paradox of Diablo-likes, as I like to call it. Just to put a huge disclaimer at the top here: all of this is my personal opinion and preference, obviously, and there are many people who prefer to play differently, be it use the same build over and over (WW Barb comes to mind) or just push to the maximum GR every single season no matter what. This article is for the rest of us who are at least somewhat conflicted.

      The what of Diablo-likes??
      Ok, so bear with me here. A Diablo game is composed of three basic parts: the combat, the skills and the loot. Everything else is set-dressing and enhances (or diminishes) those three parts. I've already gone over how Diablo 3's combat is almost pitch-perfect and hasn't been matched yet in the genre (sorry Lost Ark), the skill system is problematic in most games in the genre so we'll skip that, which leaves us to focus on the real problem of (current) Diablo 3 instead - the itemization.
      We all want the best gear. We all want to be optimal. We all want to push the hardest difficulties and feel powerful and awesome. That's what the game is about - power fantasy, killing demons, getting powerful rewards to kill more demons with etc. The problem arises when obtaining and using that best optimal gear becomes more important than everything else. When it becomes more important than fun. Think about that for a second. Something in a GAME you're playing is more important than having fun with said game. When you look at it from an outside perspective, it's a ludicrous statement. You play games to have fun, why on earth would you instead have less fun just so you can get better items and be more optimal? It makes no sense. And yet it's what I'd wager happens to most players. It's absolutely what happens to me every time I come back to the game. It certainly happens to anyone that goes "hardcore" (no, not the game mode) in these types of games. Now, obviously for that contingent of players that goes hard at the actual leaderboards and only wants to push themselves to ever higher Greater Rifts, THAT'S the fun in the game, but I feel pretty certain there are builds they'd rather play if they could push with those.
      So the paradox here is that the point playing the game is to get better gear, but getting the better gear can make the game less fun at high levels of gear optimization, as it forces you into specific builds.


      The Loop
      In Diablo 3, it goes a little something like this: you get the set that buffs you with infinity-gillion% damage and it's really fun to play, whether it's from the seasonal journey or from farming it the regular way. Then you play it some more and more and it gets less fun, as every repetitive activity does. Now if the set you have isn't the MOST optimal one you get to farm for the next one and when you get it, the loop repeats. But it only repeats once. Now you're stuck with this optimal set, and, ok, you can now search for the ancillary pieces of the build, the few legendaries and cube items that complement the set. Usually though, these don't add much to the build in terms of gameplay, they just make that way of playing more powerful. This is the end of the loop in terms of gameplay gains, unfortunately, as you're now farming for small percentage upgrades, that perfect roll with the maxed affixes that give you that +137 Strength or 1.5% crit chance that will push you to that next GR level (don't even get me started on Greater Rifts and their litany of issues). Now, don't get me wrong, this issue isn't related to just Diablo 3, it's a problem in all loot-based games. The better ones manage to distract you from the issue and possibly downplay the need for being optimal.

      For Diablo 3 specifically, the issue really only appeared after Reaper of Souls, because that's when the excellent new legendary system was introduced. This is one of the best additions in an expansion I've seen to any game I've ever played, as it took the potential of ARPGs and put it into overdrive. Until then we had stat sticks for items and that was fine, that was the way it's always been, with the very occasional legendary that actually had an ability (ah, Maximus, you were ahead of your time), or sets that gave you just more of the same stats. But with RoS, every single slot you had was now an option for deep customization of your gameplay style. Sure, not all legendaries had gameplay changing abilities, but they all added something to your build, at the very least visually. I'd say that initial Reaper of Souls period was the absolute best in terms of itemization and build diversity (although I'm sure there were plenty of optimal and "must-have" builds even then), because legendaries were pretty scarce so you had to make do with what you had and create builds based on that.
      Then came the enemy. The sets system in Diablo 3 is just bad, there's no way around that. It takes the loop and just speeds it up infinitely. When the change to sets to make them actually viable was first announced, I was thrilled. Permanent Call of the Ancients with a 6 set for Barb? Sign me up! I didn't even think of the fact that that was 6 slots immediately gone, with additional ones having to bend to the now Ancients focused build. The deathblow came when sets became infinitely powerful with the various nonsensical +28193463184327423% buffs and legendaries weren't buffed alongside them.

      The bonus is now 75,000%.
      Now look, obviously a lot of this isn't the developer's fault. The team is ridiculously small and was getting smaller ever since RoS, so tweaking % numbers is an easy way to make it seem as if something is being added. I get that, that's fine, you do what you can with what you have. But it's not just Diablo 3 that has this issue. The more power vs. more fun is an eternal struggle in the whole genre. The glaring thing with D3 isn't that its itemization is bad, it's that it has SO much potential with all of these legendary powers that's being squandered.
       
      Unsolvable?
      Is this even a solvable issue though? Yes and no, unfortunately. The basic loop I mention above will always be there, there will always be an optimal build, no matter how hard developers try to avoid it. However, there are things that make it either last longer, make it a more smooth loop or make it less noticeable. There are plenty of potential solutions, too many to write up here, but the below are the ones I feel are most relevant (and easy to explain).
      The easiest way to resolve the issue is to simply not care. Take whichever combination of items you enjoy playing, head to the difficulty those items allow you to play and have fun! I'm sure plenty of people do this already, but I've tried many times and everyone I know has as well - we never keep at it. We always end up defaulting back to the "good" builds.
        Items HAVE TO be hard to get. Of course everyone wants to get to play with the big toys and it's not actually fair that only people that spend insane amounts of hours in a game get to use the most powerful items. But, once you remove rarity as an issue, other than small % upgrades, the system collapses in on itself. Once the powerful builds become easily available to all, those are the ones that will be used. By all. They are supposed to be the goal, the carrot that keeps you playing and farming and enjoying the gameplay.

      Now of course the reason things are as they are in D3 at the moment is because it's a 7 year old game and the hardcore players (again, not the game mode) have already had all the powerful items, so it's completely ok for more casual players to get them too, but I'm talking in general here. Making tiers of power (not tier sets, mind you) as incremental goals is the way to go. So casual players get to play with powerful things, but they know there's more out there. Getting one full complement of gear from a single tier allows you to start going for the next one and so on. Just to clarify, by tier I don't mean the same items with bigger stats, but you take your legendary pool and see which are more or less powerful and sort them that way. This is already a thing, as you can always find tier lists for items in any game, ranking them by their power. The problem there is that you can skip huge parts of that if you get lucky with a drop. So, if you get a really good top tier item, that's it for that slot, you just completely ignored the other options available there. There are so many fun and interesting legendary combinations in D3 that are simply ignored because they aren't powerful enough.   
      Content helps out a lot, as doing various different things to obtain gear keeps it feeling fun. Specific game modes or dungeons can completely revitalize a game. For example, if you came across a dungeon with really good rewards, but weren't allowed to use any of your top items, that would make you instantly have to change your build and playstyle, play with what you have available and adapt. Balancing said dungeon would be a nightmare, but it would be doable. Even separating the loot pool into different game modes is an option, so certain content is only accessible with the "worse" loot. It still rewards you with desirable items, but in order to get a chance at it you have to make sub-optimal builds with items that are weak. There are many different ways to do this and use content to liven up the itemization game, force players out of their comfort zone and get them thinking.
        My solution
      While most of the above is only applicable to a new game I've found a solution that works for me in Diablo 3 specifically. It's still a tough sell to some of my more hardcore-minded friends who physically can't have fun unless they're pushing the absolute highest GR possible, but I'll force/threaten convince them of this new way eventually. So what is it? Well it includes a bit of patience, unfortunately, but basically you make your own tiers and see how far you can get with them. If I stumble upon Ancients for my old reliable Cyclone + every single passive legendary possible that deals damage to everything around you Monk build I'm going to play it until it's no longer fun and try to see what GR level is the maximum I can get with it. Basically that Cyclone set is my own endgame. But here's the thing - I can have MANY endgames this way. Whenever I stumble upon an interesting combination of legendaries that might work well together, I'm going to try them out (or keep them in the stash because I need one or more additional legendaries to make it work) and if it's a fun build, then bam, I have another endgame goal for myself - take THAT build to it's maximum potential and gather items for it.
      I'm actually going to make a spreadsheet for this purpose (yes, it's a bit much, but I have to keep myself away from those damned optimal builds somehow), charting what builds make it how far and how I can improve them.
      All of this might seem like a lot of work and mental discipline for just one game when there's so much else to play, but it's worth it for me. Diablo 3 has many flaws and issues, but at its core, it's still the best in the genre and if I have to put in a little effort on my end to get it fresh again I'm absolutely willing to do that. Having tried literally every alternative out there in the genre for significant amounts of time, I keep coming back to D3 and there has to be a reason for it. That's not to say the other games are bad, but they're just not what I'm looking for - perhaps I truly am a gameplay snob.
       
      The real name of the game
      Creativity. Creativity and build diversity are the one and only solution in the end. Everything else I wrote about is just trying to emphasize that one aspect. If a game's items spark your imagination, make you think "OMG, if I just combine these 2 legendaries, and add this third one in, and then another and another, it'll be amazing. I can't wait to get them and try it out!", that's it, the game has you. Discovering new ways to play and creating them by yourself is what makes these games fun in the long term. As good as the gameplay can be and as good as the individual items are, they all have a pretty short expiration date. Finding new builds that change the way you play extends that to the extremes. There's nothing better to me than finding an item or items for a different class that immediately has me thinking I HAVE to try this class out now, look at how great this item is! Then, every once in a while, hop on to your optimally built destruction monster and stomp some crazy high GRs and Torments for some catharsis, just for good measure.


      Conclusion
      In closing, obviously you should play EXACTLY the way that you want to, and if pushing the high GRs and using the absolutely best gear that is available in a season is what's fun for you, then that's great, I'm actually envious of you! If using the same build all the time is what makes the game fun for you who am I to tell you different! This was just about my personal issues with the game and genre, and potential solutions to it. If you found any of this useful (or at all comprehensible), great! Let me know what you think of the whole thing above, from the paradox to the potential solutions and if I missed something in my reasoning. A big part of why I wrote this article (and hope to write more) is to see what other current Diablo 3 players think after 7 years, and to potentially be able to tell Blizzard what we want from Diablo 4, as they seem to not really have a firm idea themselves.
      Why optimal builds hurt the game (for me) and how we can move away from them.
    • By Starym
      The XP/paragon farming meta is changing this season, as the extremely popular Rat runs are no longer the top dog and Demon Hunters are taking on Necromancers for the throne. We have our own guide writer Impact taking us through all the details, from the start, through the Haedrig's set and on to the actual group compositions and builds for the optimal group XP runs in the endgame!
       
      The Rat Run
      For many seasons now the “Rat Run” has held the top spot of being the most efficient and best group composition for farming XP in d3. “Rat Runs” refer to the 3x Necromancer and 1x Barbarian group composition that focuses on the two supports spawning as many health globes as possible so that the two DPS Necromancers, using Reaper's Wraps, can pick them up for quick essence gain. This enables them to continuously summon full essence Skeletal MageSingularity for insane damage potential early on. They  get their name from the Rathma set that Necromancers have, which boosts their Skeletal Mage damage. Over time the build has evolved into using the Legacy of Dreams gem instead for even higher damage potential, but the name stuck. These runs were so off the charts efficient that no other group composition could ever come close to touching them, until now. With the nerfs to Reapers’ Wraps in Season 21 through a 2 second cooldown, the Necromancer has been dethroned. In its place, the Demon Hunter rises.
      Demon Hunters Arrive
      Season 21 is the season of the Demon Hunter.After many long seasons of the Necromancer and “Rat Runs” reigning supreme in the XP grinding meta, the DH is here to take the throne. For those of you planning out your season start, if you are looking to be the most optimal that you can be, then you should be looking to maximize efficiency in whatever you will spend the most time. During a season start, your time playing can generally be broken down into three stages.
      Leveling 1-70 Starter build at 70 with Haedrig’s Gift End-game build While Necromancer is still far and away the best class in the game for a swift 1-70 leveling process, level 70 is where the Demon Hunter will truly take over. Demon Hunters get access to the Shadow’s Mantle set this season, allowing them to access the Impale build as a starter build. The Impale build has a huge multiplier baked into the 2-set for the build, allowing you to start dishing out huge number straight out of the gate. You also can upgrade level 70 rare daggers in your Kanai’s Cube which has a 50% chance to get a Karlei's Point, providing yet another easily accessible multiplier to the build and the best weapon that you will want to use. Finally, if you save your challenge rift bloodshards until level 34, you can try to roll quivers which gives you a 25% chance to get a Holy Point Shot when you roll a legendary quiver. If you do get lucky, you can easily jump straight into t8 or higher once you get your 2pc bonus, giving you a huge start at 70.
       
      The Endgame Build
      Demon Hunters up to this point are arguably the best class, but now we get to where you will spend most of your time in Diablo: your end-game build. It is fun to optimize your season start and getting good builds early is great, but regardless of how you start you can always get to an end-game build within a couple of days, or even within the first day if you are lucky enough. For Demon Hunters, that means playing the GoD Hungering Arrow build.
      Once you have your end-game build, you should be able to clear t16 Nephalem Rifts without much trouble. This means your main source of progression will be in greater rifts. Once you have your full set of correct pieces in your end-game build, your main source of power progression is going to come from farming ancient pieces, getting gem upgrades, and farming XP for paragon levels. The last two specifically are done primarily in greater rifts. With an optimized 4-man group, you can clear higher greater rift levels, much higher than you would be able to achieve solo early on in a season. This enables you to rack up the paragon levels, with some of the more optimized groups even reaching 1000 paragon within the first 24 hours of a season launch. This XP farming meta is where Demon Hunter really shines this season. The optimized 4-man group for farming XP consists of the following:
      1x Support Barbarian 1x Support Demon Hunter 2x GoD Hungering Arrow Demon Hunters The true power of this group lies within the Support Demon Hunter. Thanks to the update to Leonine Bow of Hashir, your Bolas will not instantly explode, pulling in enemies within 24 yards into one spot. The DH can speed through the rift due to the movement speed that the GoD 4 piece bonus brings along with Smoke Screen, creating large, dense groupings of enemies ahead of the support Barbarian and Hungering Arrow DHs. You map out the rift for your team, create nice density of enemies through your Bolas, and then spin on top of the groups using Entangling Shot and Odyssey's End to put a 150% damage amplification on every enemy you hit. This is the single largest support buff that any class in the game can give, making DH an incredibly strong support early on when you need the extra damage.
      The support Barbarian is there to do their normal job helping to toss elites onto the packs for better positioning for Area Damage, while also using all of theirs shouts and the 2 pc HotNS for double effectiveness. Finally, your two GoD DH’s can spin around without stopping, utilizing Blood Vengeance for all their hatred generation so they do not have to stop channeling Strafe.
       
      The true devastating damage potential of this group comp lies within the innate damage that the GoD Hungering Arrow set provides. Thanks to your Devouring Arrow rune, your arrows will gain exponential damage each time they pierce enemies, but can pierce infinitely, only limited by the number of targets you have grouped. The crazy grouping potential that your two supports bring allows your arrows to pierce huge numbers of targets, which means your damage scales more than most classes would even without accounting for Area Damage.
      The GoD Hungering Arrow Demon Hunter build is the best solo-pushing build this season, and the insanely high base movement speed that the build offers without any support items allows you to build for full damage while still moving fast enough to do speed clears without missing a beat. While other speed compositions often must sacrifice damage for better mobility and speed, the Demon Hunters will never need to make that trade. You can abuse the base mobility that the build offers, building full damage, and push higher greater rift levels than any other group composition would ever allow for speed clears.
      If your goal is to be as optimal as possible in Season 21 with a group, you need to be playing the Demon Hunter meta to abuse it for all it is worth.
       

      Related articles:
      Which Class to Play in Diablo 3 Season 21? Solo, Group and Speedfarm Rankings
      Diablo 3 Season 21 Start Times
      Demon Hunter Set Guides Spotlight for Season 21: Gears of Dreadlands
      Diablo 3 Patch 2.6.9 (Season 21 Precursor) Is Now Live + Patch Notes
      Diablo 3 Ban Wave: June 19th
      Is the Season 21 Power Too Good? ZDPS Barb Can Solo GR 150 Without Area Damage
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