99Rifts

GR LEVEL CALCULATOR - MAX XP/HOUR

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Hi All,

I've created an excel file calculator for best GR level to chose in order to get most XP/hour ratio. Check it out and let me know what do you think. Comments are always welcome!

Hope it helps!

Cheers

Edited by 99Rifts
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    • By Qzcz
      Hi,
      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 

      to:

       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:
      Equip:

      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).
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      Inarius's Understanding Inarius's Martyrdom Inarius's Conviction Inarius's Will Inarius's Reticence Inarius's Perseverance Other:
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