Huge groups of enemies can be disabled with blind. These alone provide far more than 100% damage increase, meaning that the damage dealt by 1 DPS and 1 sup is higher than 2 DPS.ĭebuff monsters: abilities that increase damage taken by monsters, and lower the damage they deal. Provide damage bonuses through skills and items that are clearly aimed at promoting a support playstyle: gem of efficacious toxin and iceblink, occulus ring, strongarm bracers. Having supports in a 4man group is the difference between surviving on GR90 and GR120+. Monk with resistance aura, dodge chance aura, % damage reduction, and insane healing of any damage taken. Barb with CC immunity, armor buff, dodge chance buff, and % damage reduction buff. Killing one small group then moving to the next is much slower. It also removes much of the need for moving around. Pull enemies, allowing the DPS to get fresh white monsters to proc area damage on the elites. Combined with the added bonus of area damage, this alone more than doubles the damage of a DPS (meaning that having two of the DPS instead would mean lower damage) Group enemies, allowing you to hit more targets at the same time. Scout maps, allowing you to never go the wrong way I'll copy here a short rundown of what supports traditionally do in a team, and why we don't just use 4 DPS. Necromancer DPS does not rely as much on the grouping from the monk. There exist also zWiz and zDH builds that have been seeing some success again lately. The zNec makes health globes, the zBarb picks em up and buffs team mates. Insanely strong and clears 90+ in <5 minutes (less even). This entire setup rely on glass-cannon Rathma necs with Skeletal mage - singularity & Reaper's Wraps. Experience Pools grant bonus XP for completing rifts without dying, and is essential for speed runs (actually it's -the- reason why speedruns at lower GRs can be more efficient than higher GRs).Ģ Rathma nec (DPS), 1 globe-spawning zNec, 1 movespeed zBarb. It is common for players to copy the #1 group, but this is not usually efficient.ģ lightning wizards, 1 shrine monk - in-geom based snowballing group that does GR75-85 at a high speed (<3 minutes) and is used to farm XP. This whole post refer to roles in high GR pushing. Nec RGK blood lancer build Bone ringer nec build When the RG spawns, they hopefully doesn't have 30 second death timers already. Sometimes we've seen them bring abilities to buff the WD (specifically during the cold CoE rotation so it works best if you voice communicate). The boss killer usually is a shitty glass cannon that struggle to do much throughout the rift because it takes time for damage to ramp up with bane of the stricken - also they're usually too squishy to stand still and deal damage (for example if they use endless walk set they need the damage reduction when there are many monsters). With all the density in a high GR, the game lags out from calculating all the area damage alone. LoN WD is the exception because it does not use area damage but rely on a bug instead (spirit barrage buffed by +pet damage) so it leaves area damage at 0% which drastically reduces lag. The trash killer are usually the best classes to use area damage. He also provides other buffs and enemy debuffs zMonk build. ZMonk quite simply provides 50% damage reduction (inner sanctuary), a shitload of healing (you look at streams, the players HP is fluctuating a lot but instantly healed back by zmonk) - and crucially cyclone strike. What does fresh monsters do? They give LoN WD more attack speed (Pain enhancer legendary gem) and make him deal more damage. In some of the more open maps, the barb basically pulls the whole map, allowing a steady flow of fresh monsters. The barb has all the knowledge about where monsters are, and he is therefore the shotcaller about where to setup, when to move etc. It is the Barbs job to: scout ahead for places to set up a pull, scout ahead for elite packs, pylons and the right way so the damage dealers doesn't waste time walking. If he drops Furious Charge stacks or goes too far before turning around, the team can die because IP is how they get immunity to CC. In addition to having to make sure to cast Ignore Pain (IP) every ~10 seconds, he uses lots of movementspeed and dashes to get far away between each time he applies IP. He is the leader and the most complicated role by far. ( 2) Set: When the target of your Command Skeletons dies, your skeletons are automatically commanded to attack a nearby target.While your skeletons are commanded to attack a target, you deal 400% increased damage.ZBarb is the boss of the group. Reduces cooldown of all skills by 4 - 7%.
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