Diablo III Patch v1.08 was released May 8, 2013, after several weeks of balancing on the PTR.
...
— The 1.0.8 Xp/hr Farming Guide --
Hello hello!
With the Paragon 2.0 revealed, many monks have turned their attention back to the xp/hr grind. As usual, I approached this with spreadsheets, data tracking, math and min/maxing and I am here to present what I believe to be the highest possible xp/hr build and route for monks in patch 1.0.8.
Note: This is a SOLO build. I am well aware that groups can break the 300m xp/hr mark but some of us prefer to go it alone. For those wayward travelers, here are my findings.
Intro
First off, what is the deal with paragon 2.0 and why should you care about farming xp/hr right now?
Currently, when your character hits paragon 100, you can no longer gain EXP. This means, for many monks, the grind comes to an end and the feeling of 'always progressing' goes away.
Furthermore, because your paragon 100 character has significantly higher stats and magic find than your lower-paragon characters, it feels bad to play on your alts or new characters.
With the paragon 2.0 system, your account will have a paragon levels for SC and HC which will determine the bonuses that each of your characters get. Furthermore, paragon levels will no longer have a cap!
This means that playing on your newly made DH and your 50k elite kills Monk will both gain you xp toward a higher total paragon level and you will reap the benefits of your hard earned xp on either char equally!
When this change happens, the total EXP of all your current level 60 characters will be combined into one unified paragon level.
Basically, the more paragon 100 characters you have when Paragon 2.0 goes live, the higher your account paragon level will be!
Got it, what about this setup, what am I getting myself into?
Two things:
1. You will be using or learning to use the interaction between Exploding Palm - Strong Spirit and Wave of Light.
I have a pretty comprehensive guide on this build that you can check out here:
http://us.battle.net/d3/en/forum/topic/9244925015
However, I will go into some detail in this guide as well.
2. This guide focuses on the zones 'Decaying Crypts' and 'Fields of Misery' in Act1. If you are looking for some variation from Act1, you won't find it here!
Table of Contents
Note: You can use the links provided to quickly navigate through this Guide!
http://us.battle.net/d3/en/forum/topic/10307820683?page=1#2
http://us.battle.net/d3/en/forum/topic/10307820683?page=1#3
http://us.battle.net/d3/en/forum/topic/10307820683?page=1#4
http://us.battle.net/d3/en/forum/topic/10307820683?page=1#5
http://us.battle.net/d3/en/forum/topic/10307820683?page=1#6
________________________________________________
'Life is either a daring adventure, or nothing at all' ~ HK
Druin, the happy monk
- Version: v.1.0.8 US. Players can now identify all items in their inventory by speaking to Deckard Cain or by using the Book of Cain that can be found near the shared stash in all Acts.
- Diablo III Patch v1.08 was released May 8, 2013, after several weeks of balancing on the PTR.
Videos
All of my videos can be found at --
www.youtube.com/Druin13
—[ Main Walkthrough ]--
• http://youtu.be/h2GjEIgkU28
Here you will find the vast majority of the guide’s information.
There are three parts to this video – Intro, Spec&Gear and The Walkthrough. You can skip to any of the parts if you just want to see the route I use!
—[ Casual Run-through ]--
• http://youtu.be/l4KxnanytAo
This video shows the more casual version of this xp/hr run in which you do not hunt to Decaying Crypts and instead just take whatever the map offers.
—[ 250m xp/hr run ]--
• http://youtu.be/WrcyADnpukM
Here you can chill out and listen to some music while watching me blaze through a ~15 minute run and get >250m xp/hr in the process.
—[ Dual-wield run ]--
• http://youtu.be/VnOQ0FEaIh4
Here I showcase the same build with dual-1h weps and Dashing Strike - Quicksilver instead of Tempest Rush - Tailwind.
The XP Run
There are two variations on this run. The first is higher xp/hr but a lot more work and the second is a very relaxed version that gives ~10-15% less xp/hr.
—————————————[ Decaying Crypts Spam ]————————————--
Note: this is the highest xp/hr run that I know of currently
—[ Path ]--
Quest = Return to New Tristram
I. Make new game
• Take 'Fields of Misery' waypoint
• Check for Decaying Crypt spawn
• If 'no' -- leave game repeat step I
• If 'yes' -- go to step II
Note -- use this map to help find DC quickly --
http://imgur.com/BwCUe5p
Credit -- BattleBra
II. Enter Decaying Crypts
• Run through each part of DC
• Allow the Wretched Mothers to spawn zombies
• Kill elite packs if you find any
• Continue spawning zombies until you find the entrance to Decaying Crypts level 2
III. Enter Decaying Crypts level 2
• Activate the event 'The Family of Rathe' by talking to the girl
• Open the Resplendent Chest
• Kill the Rathe Family and talk to the little girl to complete the quest
• Port back to town
IV. Take 'Festering Woods' waypoint
• Go West from the waypoint and find 'Warrior's Rest'
• Kill the elite in Warrior's Rest and go back to FW
• Go East from WR and find 'Crypt of the Ancients'
• Kill the elite in CotA and port to town
• You should now have 5 stacks of NV
V. Take 'Cemetery of the Forsaken' waypoint
• Go North-West from the WP and enter 'Fields of Misery'
• Clear FoM such that you end up at the Decaying Crypt entrance
Note -- use these maps to path through FoM efficiently --
http://imgur.com/bF71ydk,QBQaGLP#0
http://imgur.com/bF71ydk,QBQaGLP#1
VI. Enter Decaying Cryps level 1
• Clear Decaying Crypts
• Port back to town and leave game
—[ Explanation ]--
This run is all about finding Decaying Crypts and then using the automatic 2x NV stacks in Decaying Crypts level 2 to get incredible xp/hr.
The major downside to this run is that you have to remake games over and over in order to find Decaying Crypts before you can get your XP. There will be times when this is extremely annoying and times when you will snag 4x DC's in a row and feel wonderful.
To start, you will make a game with the 'Return to New Tristram' quest-line.
Then you take the waypoint to Fields of Misery. From here, you will need to check to see if Decaying Crypt has spawned in your game.
This map is BY FAR the easiest way to check for Decaying Crypt --
http://imgur.com/BwCUe5p
Note -- this is not my map, credit to whomever made it!
Once you have found a game with Decaying Crypt in it, you are ready to rock and roll.
Equip some spirit-regen gear (if you are using Tempest Rush) and get an SoJ equipped so you are ready to take down any elites you might find in DC.
The next step is generally referred to as 'priming' Decaying Crypt and involves running through it once without killing anything so that the monsters called 'Wretched Mothers' have a chance to spawn a TON of zombies. Each Mother spawns 3 zombies at a time and can spawn up to 15(?) total. The First run-through of DC is designed to roughly double the total number of mobs in the dungeon.
While skipping through DC, you may run into an elite pack or two. As long as these elites aren't the Ghost monster type, I suggest killing them. You will get 2x NV from DC level 2 and 2x NV from Festering Woods, so you only need to kill 1 elite in DC to max out at 5. However, any additional elites you kill in DC won't be able to mess up your trash-farming and will lessen the need to run around Festering Woods trying to find WR or CotA.
Note -- the dream here is to find 3x elites in DC so you can skip Festering Woods all-together!
(seriously though, don't kill ghosts ... they take something like 10x longer than other elite packs)
Once you have reached the path down to DC level 2, take it and collect your free NV stacks!
Decaying Crypt level 2 has an automatic Resplendent chest which gives you 1 NV stack for opening it and it also has an event that involves killing 3 extremely easy zombies (that are unaffected by knockback from bells! YAY!) and then talking to a little girl for your second NV stack.
Assuming DC wasn't exceedingly nice to you and you are at less than 5 stacks of NV, you should now head over to Festering Woods where there are two dungeons called 'Warrior's Rest' and 'Crypt of the Ancients' which have 100% chance to spawn Elites in them.
Here is a FANTASTIC Festering Woods map to help explain where WR and CotA are --
http://www.diablowiki.net/File:The_festering_woods_map.jpg
I recommend doing WR before CotA because CotA has more xp-value minions in it and you will net slightly higher xp this way.
Once you hit 5 stacks, it's time to get killing. (remember to equip your Hellfire Ring instead of your SoJ as your elite killing time is over for now!)
It is important to note that Fields of Misery is a 'static' map in that it is always the same shape and size and it has specific 'zones' that spawn a variety of events and dungeons.
Here is an extremely handy map to show where things spawn --
http://imgur.com/JoLK2A7
Note: I did not make this map, credit to Iralie from d3db.com
Head back to town and take the 'Cemetery of the Forsaken' waypoint. The reason for this WP over the Fields of Misery WP is it allows for a very clean run-through of FoM. You start in a corner so you are able to run an extremely efficient path that clears the whole map and ends up at the Decaying Crypts.
I drew on Iralie's map to show t he two routes to use when clearing FoM depending on where DC spawns --
If Decaying Crypt spawns in the South location -- http://imgur.com/bF71ydk,QBQaGLP#1
If Decaying Crypt spawns in the North location -- http://imgur.com/bF71ydk,QBQaGLP#0
While clearing FoM, you should have 5 NV stacks so skipping elites is HIGHLY recommended.
Once FoM is clear, you should be sitting at the entrance to Decaying Crypt ... head on in!
At this point, it can be a good idea to drop some stats in order to equip a Leoric's Signet ring for ~30% more xp. This is only recommended for people with very good gear or people on lower MP levels. The monsters in DC have MUCH lower HP than those in FoM and thus require less DPS to kill efficiently.
I personally switch out my 2x Nat's for Zuni Boots + Leoric's Signet.
Begin working your way through Decaying Crypts. It should be JAMMED with monsters from your first run-through.
It is almost always correct to TR or DS through packs of mobs to get to dead-ends then work back to intersections because the longer those Wretched Mothers are alive, the more monsters there will be to kill and the more xp you will be getting!
Once you have killed the vast majority of the zombie horde, you are done with the run and can leave the game and spam-make new games until you find another Decaying Crypt.
This run takes extreme advantage of the fact that Decaying Crypt is currently the highest xp/hr zone in the game AND the fact that it comes with an automatic 2x NV stacks. I recommend this run to anyone who wants to absolutely max their xp/hr.
—————————————[ Fields of Misery All Day ]————————————--
—[ Path ]--
Quest = Return to New Tristram
I. Make new game
• Go West from the waypoint and find 'Warrior's Rest'
• Kill the elite in Warrior's Rest and go back to FW
• Go East from WR and find 'Crypt of the Ancients'
• Kill the elite in CotA and port to town
• While moving between these dungeons, kill all elites you find
Note -- You should have 2-5 stacks of NV
Note -- remember to equip your SoJ for this part!
II. Take 'Cemetery of the Forsaken' waypoint
• Go North-West from the WP and enter 'Fields of Misery'
• Clear FoM following an 'efficient' path
Note -- use this map to path through FoM efficiently --
http://imgur.com/JmlB2J6
• If you find the dungeon 'Decaying Crypts' move to step III immediately
• Else, when FoM is clear, leave game and start at step I
III. Enter Decaying Crypts leve 1
• Run through each part of DC without killing things
• Allow the Wretched Mothers to spawn zombies
• If you have 2 NV stacks -- Kill up to one elite pack (DO NOT KILL GHOSTS)
• If you have 3-5 NV stacks, skip all elites
• Continue spawning zombies until you find the entrance to Decaying Crypts level 2
IV. Enter Decaying Crypts level 2
• Activate the quest 'The Family of Rathe' by talking to the girl
• Open the Resplendent Chest
• Kill the Rathe Family and talk to the little girl to complete the quest
• Zone back into Decaying Crypts level 1
V. Enter Decaying Crypts level 1
• Clear Decaying Crypts level 1
• When DC1 is clear, leave game and start at step I
—[ Explanation ]--
This run is MUCH more laid-back than the first run. You simply make a game, get stacks of NV in Festering Woods then clear FoM. If Decaying Crypts spawns ... awesome! If not, it's still a ton of XP.
You start out porting to Festering Woods, equipping your SoJ and clearing the elites in Warrior's Rest + Crypt of the Ancients.
Unlike the first run, you should kill all random elites you find in Festering Woods AND it is worth it to complete the mini-quests 'The Last Stand of the Ancients' and 'Eternal War' which both give stacks of NV and take similar time to killing an MP10 elite pack.
Here is a FANTASTIC Festering Woods map to help explain where WR and CotA are --
http://www.diablowiki.net/File:The_festering_woods_map.jpg
I recommend doing WR before CotA because CotA has more xp-value minions in it and you will net slightly higher xp this way.
Once you have killed the elites in WR and CotA, you should have between 2 and 5 stacks of NV. This is enough to start killing monsters!
Equip your Hellfire ring and head to the 'Cemetery of the Forsaken' waypoint. This will allow you to run Fields of Misery from a static-starting-spot which makes for efficient pathing!
Clearing FoM efficiently requires running a snake-like pattern through the zone that curves around the auto-spawn map tiles.
Here is a map (credit to Iralie at d3db.com) that I drew on to show the basic pathing through FoM when starting at the CotF waypoint --
http://imgur.com/JmlB2J6
If, during your run, you happen to find the Decaying Crypts random-spawn dungeon, immediately drop what you are doing and enter it.
This is the best xp/hr in the game AND it's worth 2x free stacks of NV!
The next step is generally referred to as 'priming' Decaying Crypt and involves running through it once without killing anything so that the monsters called 'Wretched Mothers' have a chance to spawn a TON of zombies. Each Mother spawns 3 zombies at a time and can spawn up to 15(?) total. The First run-through of DC is designed to roughly double the total number of mobs in the dungeon.
While priming DC, if you have 2 stacks of NV (you saw 0 additional elites in Festering Woods) kill the first elite you come to in Decaying Crypts for a third stack. (this will get you to 5 from the 2 freebies at the end)
Eventually, you will end up at the way down to Decaying Crypts level 2. In DC2 there is a 100% spawn resplendent chest and a 100% spawn 'event' that is extremely easy. Both of these give NV stacks.
Use these two events to cap out your NV then head back into Decaying Crypts level 1. This dungeon, once primed, is absolutely NUTS. It is packed wall-to-wall with zombies and they have near-zero HP. Start spamming EP-SS and Bells and wade through horde after horde until you reach the entrance back to Fields of Misery.
You should have 5 stacks now, so just continue on your way through FoM with increased NV xp and enjoy the ride!
Rinse-repeat and you will get some pretty massive xp/hr.
Spec
Here is the spec shell that is required to make this whole plan come together --
http://us.battle.net/d3/en/calculator/monk#e.aSV!.Xb!..Y.Z
—————————————————[ Skills ]—————————————————--
—[ Wave of Light ]--
This is one of the 'non-negotiable' skills in the build.
The idea is to use Wave of Light to do MASSIVE AoE damage to packs of trash mobs and, when it crits one of the mobs that has Exploding Palm on it, it causes a chain reaction killing the entire pack.
Furthermore, Wave of Light is a good elite-killing skill which you will need to gather NV stacks before the start of the FoM clearing.
You can also use Wave of Light defensively as it is usually a full-heal when cast.
Runes --
Wall of Light
I like Wall of Light the most for my specs because it gives the highest chance to 1 shot the pack once EP is down. It is quite mana intensive and if you end up dropping Exalted Soul for OWE it can be extremely cumbersome to cast.
I recommend Wall of Light for higher-DPS people and monks using 1h weps because in both cases it gets you closer to the 1 shot zone.
If you know you won't be 1 shotting the pack, stay away from Wall.
Empowered Wave
This is the other rune of choice for Wave of Light and I think it's all-around better than Wall of Light.
EW has the best spirit->damage conversion ratio out there and it is extremely good for killing elites to get stacks.
If you are using a lower-max-spirit build or looking for a bit more eHP over 'one-shot' potential, Empowered Wave is the way to go as it provides much more stable incoming life and much more manageable combos.
—[ Exploding Palm - Strong Spirit ]--
This skill is 100% non-negotiable.
If you want to run this route without EP:SS, by all means do so. However, there is nothing currently in the game that compares to this skill when it comes to killing large packs of trash.
The concept: You apply EP to 2-4 monsters in a pack of ~50 mobs. You then cast Wave of Light until at least 1 of the 2-4 monsters with EP on them dies. When this happens, the EP on-death-explosion will kill one of the other monsters with EP and it will set off a chain reaction killing the entire pack of mobs.
Because SS gives you 5 spirit per monster hit, you will end up with a completely dead pack of mobs and 100% spirit allowing you to gather the next pack and start the combo over again.
Additionally, EP-SS can be used to GREATLY reduce the time it takes to kill the two elite-packs in Festering Woods.
To do this: get one of the 3 Minions that come with the elite down to ~10% HP. Cast EP-SS on each of the 3 minions taking care to make sure they are all within EP AoE range of the elite.
Make sure you have a high-elite-dmg SoJ equipped.
Activate Overawe, bell once and watch the 10% HP Minion die, explode, kill the other Minions who die and explode and all 3 of them do their HP * [0.5 (EP) * 1.48 (Overawe) * 1.3 (SoJ)] = 96.2%
If done correctly, you can melt an MP10 Elite pack down in mere seconds.
Some notes about EP when used on elites --
1. If the elite pack has RD, you will need to either not use EP or wait for the RD to fall off ALL 4 targets before triggering the explosions. If an Elite Minion EP explosion hits a single monster with RD active, you will die instantly.
2. If the pack has the shielding affix, make SURE the main elite doesn't have the shield when you go to trigger the EP chain or you will miss out on tons of damage.
3. Some monster-types are nearly impossible to EP correctly. The Skeletal Archers in Warrior's Rest, for example, are quite hard to get to group up. For these types of monsters, simply try to hit the elite with 1 of 2 of it's Minions as opposed to working REALLY hard to hit all 3.
—[ Sweeping Winds ]--
This skill is usually what will keep you alive when you are surrounded by monsters.
The rune you choose to run depends on what your monks weaknesses are.
Runes --
Inner Storm
IS is by far my favorite rune because it gives me much needed spirit when killing elites and wading through Decaying Crypt and it is enough to keep my monk alive. That being said, Inner Storm is only for monks with very high eHP and very high DPS. It has a small radius and does the least possible SW damage so it is not advised for monks who are having a bit of trouble surviving.
Fire Storm
FS is the best healing rune for SW. It might not seem like it, but in FoM and DC, Firestorm's extra radius (10yards -> 14 yards) accounts for almost 2x damage. This is because it covers ~2x the area of normal SW and that area is chalk-stalked with monsters when you are in the thick of it.
I recommend FS for any monk who is having eHP issues.
Blade Storm
BS gives the most damage when fighting elites and also improves healing when surrounded by trash. It's a nice middle-of-the-road pick between IS and FS.
I recommend BS for monks who are in that middle-zone where you need a little more eHP but not the incredible amount FS provides so you can use the extra elite damage.
—[ Movement Skill ]--
The the empty spot on right-click (in my build, you can bind it to whatever you want!) you should have a movement skill.
The two options are:
Tempest Rush - Tailwind
If you are a 2h monk, it should 100% be TR-T. This skill is insane and it allows you to fly around the map, easily getting stacks and then easily collecting groups of mobs in FoM to corral and destroy.
Tempest Rush would be the best in all cases but it costs more spirit the higher your Attacks Per Second gets so dual 1h have a lot of trouble using it efficiently.
Note: If you use TR, expect to rubberband to your death sometimes ... I know this feels terrible but even with this dampening TR's efficiency, it is still the best movement skill available.
Dashing Strike - Quicksilver
This is the replacement for TR-T if you are a dual-1h monk. DS-Q is also an amazing skill but it requires much more work for the same result as TR-T.
DS-Q scales up with Attacks Per Second so it is ideal for quick-attack monks. It is also pretty close to free which lets dual-1h monks shy away for all that spir/sec gear that 2h monks love.
DS-Q also has the advantage of granting near-invincibility. It is REALLY hard to die once you get good at DS-Q and this can be a good reason to use it even if you have a 2h equipped.
—[ Mantra ]--
Obviously your monk will be running a Mantra as they are extremely powerful and quite free!
Mantra of Conviction - Overawe
This is, without question, the best mantra if you can use it. There are precious few ways to make the explosion from EP do more damage and MoC is one of the major ones.
Here is how it works:
If a monster dies while EP is on them, it will explode doing 50% of that monster's max HP to all surrounding monsters. If those monsters are affected by MoC-O (active) when the explosion takes place, it will do 50%*1.48 = 74% of the original monster's HP instead of 50%. That is a LOT of extra damage.
Additionally, Overawe will increase the damage that your SW does and thus the life you constantly gain from it. This allows for a bit of easier living.
I recommend MoC-O to all monks that can use it. It does require a fair amount of eHP to get overawe to work because you have to survive during the time you are casting EP during which SW is your only incoming life source.
Mantra of Evasion - Backlash
This is the mantra of choice for monks who are having a little trouble surviving and/or doing the full combo to 1 shot packs.
Backlash is a pretty amazing Mantra when surrounded by monsters because its DPS scale exponentially (hits more mobs AND procs more). It will make you almost 100% invincible which is quite nice and it will soften up the mobs around you while you apply EP's and get your spirit back for that killing blow with WoL.
The major downside to this mantra is that killing elites takes WAAAAAAAY longer. It is not recommended for that reason specifically. However, living > killing elites faster.
I recommend Backlash for all monks who are having any problems with eHP what-so-ever.
Note: Backlash snapshots specific stats such as CHD/APS/LS which can make for some very funny gear-swap specs. If you are using Backlash, I recommend checking out my Backlash snapshot guide here -- <guide pending>
————————————————[ Passives ]————————————————--
—[ Seize the Initiative ]--
This passive is OP. It gives TONS of eHP for all monks regardless of gear choice and MP10 FoM calls for good eHP.
No real discussion needed here.
—[ Exalted Soul ]--
This passive helps execute the combo more easily and gives you more spirit to work with once the combo is completed.
I consider ES to be a 'convenience' passive and I recommend dropping it if you need to use something like OWE on your 2h monk.
—[ The Guardian's Path ]--
This passive is invaluable as a 2h monk because it grants 35% more spirit from ALL your spirit generating sources which include EP-SS, spir/sec gear, FoT-Q ... ect.
I feel this is mandatory as a 2h monk and useless as a 1h monk.
—[ One With Everything ]--
Because of how important eHP is in this run, I recommend using OWE to any dual-res stacking monk. You can drop TGP if you are using dual-1h weps or ES if you are a 2h user.
Maps
Each of these maps can be found linked throughout the guide so go there if you want some context!
Fields of Misery
• With all zones and spawn locations listed and highlighted
http://imgur.com/JoLK2A7
Credit -- Iralie from d3db.com
Fields of Misery
• With pathing for efficient clear (ignores Decaying Crypt)
http://imgur.com/JmlB2J6
Fields of Misery
• With pathing for efficient clear (North Decaying Crypt Spawn)
http://imgur.com/bF71ydk,QBQaGLP#0
Fields of Misery
• With pathing for efficient clear (South Decaying Crypt Spawn)
http://imgur.com/bF71ydk,QBQaGLP#1
Fields of Misery
• Guide/map on how to find Decaying Crypts quickly
http://imgur.com/BwCUe5p
Credit -- BattleBra
http://us.battle.net/d3/en/forum/topic/9792849467
Festering Woods
• With a complete set of details and potential locations for various dungeons / events
http://www.diablowiki.net/Festering_Woods
Misc
<pending>
Reserved
Reserved
Reserved
Reserved
First. My place in history has been carved into stone.
Dang nabbit. Dargasonus beat me to it.
You don't know how hard it was for me not to c-c-c-ombo breaker =D
Can't view walkthroughs atm. says private. maybe you're still editing. thanks for the comprehensive guide.
first!
That's what I would have typed if I was the first poster...but I'm not.
That's what I would have typed if I was the first poster...but I'm not.
![Diablo Diablo](https://img00.deviantart.net/a9f6/i/2015/239/4/2/diablo_ii__lod__2_baal__lord_of_destruction_by_holyknight3000-d97fnh9.jpg)
sixth!
That's what I would have typed if I was the first poster...but I'm not.
You are a bit bored, aren't you? :D
@Druin
Great job although I wouldn't say it is a solo run or you need to run this particular build for it (Well...you don't do, but it sounds a bit like this^^). You can also doing runs like this in a group. Basically the same, just more XP/hr and more KIllspeed^^
But TR-Monks and Barbs are awesome to 'prepare' the crypt...Barbs even might be better, because they're cheaper and they don't need GKreg... :)
Can't view walkthroughs atm. says private. maybe you're still editing. thanks for the comprehensive guide.
Still editing! Will change the title of the post when I am done.
Great job although I wouldn't say it is a solo run or you need to run this particular build for it (Well...you don't do, but it sounds a bit like this^^). You can also doing runs like this in a group. Basically the same, just more XP/hr and more KIllspeed^^
But TR-Monks and Barbs are awesome to 'prepare' the crypt...Barbs even might be better, because they're cheaper and they don't need GKreg... :)
This guide is very specifically to show how to max your xp/hr as a solo monk.
I do not think changing any of the things I have showcased will result in a higher xp/hr.
So no, you don't NEED this build to do this run ... hell I could probably do this run naked if I put my mind to it! However, you do need this build if you want to get the max xp/hr.
I acknowledge that grouping is potentially higher xp/hr than this. However, I hate groups and I know many others do as well.
Plus, I am willing to bet money that me soloing this run is better than ~99% of the groups out there. If you factor in the time and energy it takes to get a group together and hold it together for any meaningful period of time, I might actually come out ahead in a true-xp/hr average in even more cases. <3
________________________________________________
'Life is either a daring adventure, or nothing at all' ~ HK
Druin, the happy monk
Equip your Hellfire ring and head to the 'Cemetery of the Forsaken' waypoint. This will allow you to run Fields of Misery from a static-starting-spot which makes for efficient pathing!I got my wd route now thanks man I'm such a nub I've been using FoM waypoint and arsing around
Clearing FoM efficiently requires running a snake-like pattern through the zone that curves around the auto-spawn map tiles.
Here is a map (credit to Iralie at d3db.com) that I drew on to show the basic pathing through FoM when starting at the CotF waypoint --
http://imgur.com/JmlB2J6
100% I'm gonna work on my snaking
Awesome so far. Will check the videos when I get home.
One thing I do slightly different which may be easier if you are doing infinite TR or have enough to run it for awhile.
Waypoint to Drowned Temple, run back to FoM, check top possible location, if there great. If not, keep going down in a general angle leaning towards the right of the screen to check bottom location.
To me, I always prefer knowing the starting location vs me having to find out where I am then determine the best way to search at that point.
But that may just be a personal preference for me...
One thing I do slightly different which may be easier if you are doing infinite TR or have enough to run it for awhile.
Waypoint to Drowned Temple, run back to FoM, check top possible location, if there great. If not, keep going down in a general angle leaning towards the right of the screen to check bottom location.
To me, I always prefer knowing the starting location vs me having to find out where I am then determine the best way to search at that point.
But that may just be a personal preference for me...
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Diablo Iii Patch 2.4
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Anyone know when the new patch is coming ?
No.........but I think it still early for this patch...........probably not before summer....
I think it's a patch blizz dont want to rush......(they must boost all those low level legendaries and test them out)
I think it's a patch blizz dont want to rush......(they must boost all those low level legendaries and test them out)
Erm, well, theres nothing official, but the past 3 patches or so have been released about a month apart, and theres always been not much about when they're being released til about a week before hand, unless they give it a PTR, in which case, 2 weeks.
Give it another 10 days and I reckon we might hear something.
Give it another 10 days and I reckon we might hear something.
No.........but I think it still early for this patch...........probably not before summer....
I think it's a patch blizz dont want to rush......(they must boost all those low level legendaries and test them out)
Travis day never stated that low level legendary buffs would go into 1.0.8. He said it would happen at some point:
'We’d like to continue with this line of reasoning and use it to make Legendaries more powerful. In the future, we plan to allow Legendary items to also roll their base stats (weapon DPS and armor value) at the level of the monster that dropped them.'
Only the identify all button was announced to be in the patch.
I hope you're right though, and that it does go in 1.0.8....dying to get my hands on a lvl 63 homunculus!
Diablo Iii Patch 2.3.0
Erm, well, theres nothing official, but the past 3 patches or so have been released about a month apart, and theres always been not much about when they're being released til about a week before hand, unless they give it a PTR, in which case, 2 weeks.
Erm, about a month apart?
1.0.4 - 21/08/2012
1.0.5 - 17/10/2012 (8 weeks after 1.0.4)
1.0.6 - 28/11/2012 (6 weeks after 1.0.5)
1.0.7 - 13/02/2013 (15 weeks after 1.0.6)
...and some of these were available on the PTR for over a month.
I will bet late april.
lol they didnt even open ptr yet so i guess around september tbh
they are tooo busy to developing the game to PS3/and 4 dont you see tath? :D
Soon™
hope it comes soon
I think about the 2 may the patch will come out
No, we're still lacking the act 4 monster density build for the PTR.
If it's great, I don't mind waiting. Wouldn't want anything half !@# done
2014 year at best
A handful of patience is worth more than a bushel of brains.
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