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Deadset's All Characters Cheat Sheet & Endgame Guide Compendium, Season 22 Edition
S22 COMMENTARY AND THOUGHTS
Greetings, /Diablo! The foreboding Season 22 announces the arrival of shadows - spectres of the past that grow ever thicker, clawing through the shrine and pylon beacons for another chance at fighting the demonic hordes. The Shades of Nephalem past stand by our side in the unrelenting fight against the minions of Hell, eager to spill the blood of our sworn enemies... ...Or level us up really quickly, at least. They're really good at that. Season 22 is a curious crossbreed of past Seasonal endeavors, as it features both an "environmental" effect (the Shadow summons) and a "mechanical" effect (the 4th Kanai's Cube slot). While the latter ends up being more of a uniform buff than a truly build-shattering concoction, it introduces just enough of a theorycrafting tinge to the Season to make both ends of the spectrum - fans of the theory and fans of the spectacle - to maybe make us all happy for once. At very least, we won't be chasing snowballs. As a personal takeaway, I think this Season prompted me to think about starting on more classes and builds than many previous Seasons have managed to. Maybe it's the need to consider the 4th Kanai's Cube slot that gave me pause at each and every concept? Regardless, I think we should all be glad for the confidence on display when it comes to Seasonal changes - this is the first time we see a dual theme, and on top of that both its aspects end up being important and impactful. Add a decent number of mechanical changes to items and sets, and even a paragon category change (who expected that to happen in 2020?), and this is one of the best Seasons we've had in a long, long while. Have a great Season 22, and as always - happy hunting! -Deadset
WHAT'S STRONG, FUN AND MAYBE EVEN NEW IN SEASON 22
BARBARIANS
Haedrig's Gift Beginner Build: Horde of the Ninety Savages Wrath of the Wastes - Rend Built from the ashes of a very old Rend/IK mixture, the Rend Wastes Barbarian truly shows the potential and terror of this DoT build. An unstoppable machine that whirls, cleaves and guts demons like Barbarians were always meant to do. With the newfound powers of Ambo's Pride, this build bleeds his enemies dry in an instant, turning what was once an unassuming bleed into a fearsome nuke that gets applied every second. Couple that with the savage elegance of Whirlwinding, and it's no wonder people will return to this build time and again when it comes to Barb progression. Might of the Earth - Earthquake Never the build at the forefront, Earthquake is nevertheless steady, extremely satisfying and a feast for the eyes. Couple its wholesome rotation with the newfound buffs and you really have a contender for Barb seasonal playtime. If you prefer to devastate a large area over precise shots, like to control the battlefield and gravitate toward rotations that just feel good to execute, Earthquake is your jam. Might of the Earth - Seismic Slam Always underappreciated, but always ready to pounce from the shadows and deliver, the Earthquake set has been quietly sitting very close to the leaderboard's top through a select few, but very devout Barbarian players. Ever since Season 19, we have Seismic Slam the way it should always have been - a thunderous mid-range devastator, the perfected counterpart of its older, pure Earthquake cousin. With the reworked Fjord Cutter, this build is quite the underrated powerhouse.
CRUSADERS
Haedrig's Gift Beginner Build: Aegis of Valor Akkhan/Invoker - Thorns Bombardment Say what now? The Thorn Bombsader is back with a vengeance, and is a force to be reckoned with in Season 22. Dropping barrels of pristine, unadulterated devastation from the skies, this will be one of the best soloing builds for the entire Season. Thorns Bombardment is a calculating, bursty, cooldown centric build that dishes out punishment in spectacular dollops that will take it all the way to GR150. Note that the build survived a hefty PTR nerf and emerged strong - a testament to its pure numbers. Aegis of Valor - Heaven's Fury Shotgun One of the two new sets from Season 20 ascended Crusaders to a whole new level, and evoked the times when the Holy Shotgun was considered OP, because it was the only Reaper of Souls build that demolished T6. Hundreds of millions of damage and health spikes later, this (un)holy amalgamation of items delivers a mixture of Fist of the Heavens and Heaven's Fury Shotgun shots with righteous ferocity that have earned this build the one rigthful nickname: the God Crusader. Aegis of Valor - Fist of the Heavens Not as strong as its counterpart, but just as satisfying - the Fist of the Heavens visuals are undeniable - and one of the best Crusader farming builds out there, again courtesy of the new Aegis of Valor Crusader. Mount up, descend into battle and demolish screens full of demons with violent, electrified arcs covering the entire battlefield? What more could you ask for? This build is stronger in Season 22, making it one of the top tier farmers in the entire game, and a pure pleasure to spread destruction with.
DEMON HUNTERS
Haedrig's Gift Beginner Build: Gears of Dreadlands Gears of Dreadlands - Hungering Arrow (and Bolas!) Using the powers of the Gears of Dreadlands set, this Demon Hunter build combines the deadly precision of Hungering Arrow with the elegance of movement and battlefield maneuverability of Strafe. The end result is one of the most versatile, agile and honestly - just visually appealing playstyles in the game. Valla's Bequest lives on yet another Season, ensuring this will remain the top tier Demon Hunter build for yet another round of 150 clears. Legacy of Dreams - Rapid Fire The emergence of the Rapid Fire build finally brought the close range, Tommy gun-like fantasy of the Demon Hunter class to life - all in a destructive, methodical playstyle that isn't afraid to get into the thick of fights and chaingun-and-grenade its way out. If the strafing evasion of GoD is not for you, and the top of the leaderboard is not your primary concern, this remains one of the most fun ways to play Demon Hunter: right in the demons' faces, melting them off. Gears of Dreadlands/Marauder - Support Using the combined might of the Gears of Dreadlands and Marauder sets, this support Demon Hunter build combines the strong damage buffs and pulling utility from the Entangling Shot and Bolas barrage with the myriad utility and toughness buffs coming from the Companion synergy. I never thought I would include a support build as something to be excited about, but it has been so long since Demon Hunters were this desirable and this versatile in the meta, that I can't help but highlight it.
MONKS
Haedrig's Gift Beginner Build: Patterns of Justice Patterns of Justice - Tempest Rush Rooting its powers firmly in the TR-dedicated Patterns of Justice set, this alternate take on Tempest Rushing gives its Sunwuko brother a run for his money. The set empowers Sweeping Wind to astronomical proportions, stacking all the runes and swelling the vortex of destruction to a veritable cyclone. The opportunity to include the Shenlong fists in the setup in Season 22 elevates it even further! Inna - Wave of Light Although not particularly exciting, this is a purposeful highlight; the ease of starting an Inna Wave of Light build can take you very far into the Season with relatively minor time investment. Inna WoL is a tried and tested build that combines the inherent screen-clearing AoE of Explosive Blasts with the forgiving, easy-to-play Inna set. If you're looking for something to breeze the Season with, this is a strong contender. Raiment Shenlong - Generator The Monk bread and butter. There is nothing wrong with liking this spec, and if you haven't hopped onto Monk in a while, it's still a great choice. If you like to punch things hard and fast and don't fear managing survivability in the closest of melee combat, this build will still deliver.
NECROMANCERS
Haedrig's Gift Beginner Build: Masquerade of the Burning Carnival Masquerade - Bone Spear Testing the full capabilities of the dedicated Masquerade of the Burning Carnival set, this Necromancer build focuses on a unique amalgamation of Simulacrums and Bone Spear to produce a crafty sniping playstyle that can take its time setting up fights due to its impressive endurance. Incredibly capable - likely one of the strongest builds this Season - and most importantly, Land of the Dead-independent (hurrah!), this is a build for all the CDR-weary Necromancers out there! Legacy of Dreams - Corpse Explosion Basing itself on the versatile and adaptable Legacy of Dreams power and stacking a bunch of empowering and synergistic legendary items, the Corpse Explosion Necromancer provides another supremely powerful and visually striking playstyle this Season - and this one relishes on exploding cadavers, which is about the coolest and most Necromance-y thing you could say. High contender for my second build this Season, I've wanted a top tier Corpse Explosion Necromancer ever since this class came into existence. Legacy of Dreams - Poison Scythe Emerging from a combination of the Season 21 changes to the build-defining Haunted Visions amulet, the adaptability of the Legacy of Dreams bonus, and the plethora of Poison-themed skills at the Necromancer's disposal, this Necromancer build offers a simple-yet-deadly playstyle that reaps enemies without a thought for cooldowns. Will this build tickle your fancy for mechanical mastery? Nah. Will it cause theorycrafters to break down build minutae in endless excel tables? Nah. Is it the strongest and laziest Necromancer thing since Bone Storm from ages ago? You betcha.
WITCH DOCTORS
Haedrig's Gift Beginner Build: Mundunugu's Regalia Mundunugu Spirit Barrage The Mundunugu set empowers one of the most visually satisfying builds of Witch Doctors, Spirit Barrage, to a ridiculously powerful level that will (barring any unexpected changes) seal the WD's spot in group play for a long, long time. To top it all off, this build is very versatile across all game activities, and can be adapted to everything from bounties, through keyfarm and speeds, to high end solo and group pushing as the Trash Killer. Truly top tier value of a Headrig's Gift for Witch Doctors this time around! Zunimassa - Carnevil DoD The Carnevil Witch Doctor summons an army of swarming minions at his side, whose adorable mimicking of his blowdart attack - and positively horrifying attack speed - are a sight to behold. This has been a long time coming; Zunimassa has been building up in power over the course of a few patches, with set and item changes that slowly inched it up in viability. It has been overcome by Mundunugu Spirit Barrage for some time now, but remains one of the strongest - and most evocative - builds in the WD arsenal. Helltooth - Zombie Bears Honestly, if this didn't make you check the year of this post, I don't know what could. But yeah, ZOMBIEBAAHS have been buffed now; still nowhere near a contender build, but strong enough to raise an eyebrow and make you chuckle. Seriously, if you choose to run this for GR pushing and Arachyr Chicken for farming, you might be my favorite person on the Internet right now.
WIZARDS
Haedrig's Gift Beginner Build: Typhon's Veil Legacy of Dreams - Mammoth Hydra The Mammoth Hydra playstyle brings the tankier - and more potent - version of the Hydra playstyle, and holds the reigning title of the top Wizard build in S22. If you are looking for a straightforward, durable and classic-feeling Wizard build, I would look no further than this one. Legacy of Dreams - Frozen Orb Leave it to Legacy of Dreams to put Frozen Orb back in the spotlight. Combine the Frozen Orb nostalgia of sorceresses past with the slew of synergistic buffs to items like Wizardspike (holy nostalgia indeed), and you have an awesome new playstyle that leaves enemies debilitated and helpless, watching their frozen death creep ever closer. LoD Energy Twister Alright, well, if the Zombie Bears didn't make you check the year of the post, then maybe this did. Yes, Twisters are back and no, you don't have to stack them in a corner. You can play a honest-to-Diablo spellslinger that drops down Tornados left and right and simply enjoys the obliterating vortex. And isn't that a nice thing indeed?
GETTING STARTED THIS SEASON, OR HOW TO GET TO THE COOL STUFF
We can clearly see an influx of new and returning players - people looking for guidance and advice on early crafting, gambling, and character building foundations. This is my attempt to convey as much information as I can in a single thread. At the very start of the Season, your first job is, naturally, to create a new seasonal hero. While this first choice does not lock you down too terribly, note that the Seasonal Journey rewards you once per Season - only for the character that completes the chapters first. Bearing that in mind, pick your character and go in game. While in town, approach one of the followers that most closely matches your class (Templar for Barbarians, Monks and Crusaders, Scoundrel for Demon Hunters, and Enchantress for Witch Doctors, Necromancers and Wizards), select the "Inventory & Skills" option, take their weapon and equip it yourself - it is a significant upgrade over the base weapon that you start with. Note that once you reach level 7, vendors in all towns - the ones with the nickname "the Fence" in their names - will start selling rings. Each of them has a chance to sell rings that increase your Average Damage (i.e. 2-4 Damage), which is a massive DPS boost early on.
THE IMPORTANT BIT FOR S22 ONLY: LEVELING WITH SHADOW CLONES
This tactic is only available in Season 22, and relates to the Shadow Clones that you get after clicking any shrine or pylon. The clones are AI controlled, high damaging allies that persist for 1 minute before disappearing, but are able to comfortably carry you on difficulties up to Torment VI for extremely fast leveling (~40-50 minutes with some luck and a good route). To execute this leveling strategy, all you need to do is check for shrines at specific waypoints in Adventure Mode — ones that are relatively safe and will not risk your character's life. Once you find the clone, simply run around the zone and let him wreak havoc, leveling you up with a tremendous speed in the process. Note that the Shadow Clones scale with your equipment, so you can check vendors to supplement their damage with some very basic equipment. The following is a list of relevant waypoints (note that they are not fixed spawns, so move down the list if you do not find one):
Act I - Southern Highlands (down from WP and to the left before the bridge);
Act I - Leoric's Manor Courtyard (several spawn points, explore the area a bit);
Act II - Howling Plateau (run up from the waypoint, along the upper rim of the map);
Act II - Road to Alcarnus (run through the area; spawn point near Maghda entrance);
Act III - Bridge of Korsikk (at the waypoint itself; other spawns in the Fields of Slaughter optional);
Act III - Rakkis Crossing (right at the waypoint; optionally run up the bridge);
Act III - Tower of the Cursed Level 1 (along the upper and lower rim of the first section of the map, near WP);
Act III - Tower of the Damned lvl 1 (along the upper and lower rim of the first section of the map, near WP);
Act IV - Realm of Fractured Fate (explore the area near the waypoint, multiple spawn chances);
Act IV - Lower Realm of Infernal Fate (explore the area near the waypoint, multiple spawn chances);
Act IV - Gardens of Hope lvl 1 (near Rakanoth; check right above and right below the waypoint);
Act IV - Gardens of Hope lvl 3 (explore area near waypoint; wells do not work like shrines for shadow clones!)
Challenge Rift Completion and Kanai's Cube
After your character is created, head to the Game Settings menu, go into the Challenge Rifts and start the current weekly run. Note that you have to have completed at least one Greater Rift on your account (either in non-seasonal or previous seasons) to have Challenge Rifts unlocked. Challenge Rifts are a weekly challenge that provides a fixed character and a build (usually using quirky skills and/or heavily unoptimized stats and items), and challenges you to beat the Greater Rift completion time of its original owner. The completion of the Challenge Rift is usually trivial and can be completed either solo or in a group, and will net you a Challenge Rift Reward cache. Open it up in-game with your brand new seasonal character and claim its contents: Death's Breaths, a couple hundred of each of the base crafting materials, Blood Shard, a couple million gold, and 15 each of the Act-specific bounty cache materials. With your newfound riches, upgrade both your Blacksmith and your Mystic craftsmen in town to their maximum rank. Your next important step is to acquire Kanai's Cube. Kanai's Cube is found in The Ruins of Sescheron - the waypoint in the top right corner of the Act III map. From that waypoint, run left towards the city and make your way around the ruins; one of its far corners (typically upper right, lower right, or lower left) will have the entrance to the next zone, the Elder Sanctum. Once in the Elder Sanctum, make your way through the zone, practically to its other end. When you find the Cube and click it, it automatically transports itself back to town. While you are at it, take a look at the Kanai's Cube guide for additional details on its use - it is an incredibly important part of your character progression at any point of the game, so make sure to acquaint yourself thoroughly with its properties.
Which Item to Craft and Extract in the Cube?
One of the strongest early game boosts that you can obtain while leveling is to craft a yellow (rare) level 70 item at the blacksmith, then try to upgrade it into a valuable legendary at Kanai's Cube, and finally extract its property for one of the Kanai's Cube legendary power slots. Note that this strategy is stronger for some classes over others, particularly favoring Demon Hunters, Necromancers, and somewhat Barbarians. The remaining classes can skip this step and directly go to gambling, sparing themselves some disappointment and saving some materials for level 70, since you can do this recipe exactly once at the Season's start (you only have so many Death's Breaths). When choosing which rare item to craft, keep in mind that you are looking to upgrade them into a legendary that provides some form of skill damage multiplier that will skyrocket your leveling efficiency. Every class has a different set of valuable items to attempt for:
Barbarian:
Craft a rare level 70 Two-Handed Mighty Weapon, and use the Upgrade Rare recipe in the Cube to try to obtain either a Fury of the Vanished Peak, The Gavel of Judgment, Bastion's Revered or Blade of the Tribes.
Crusader:
Craft a rare level 70 One-Handed Flail, and use the Upgrade Rare recipe in the Cube to try to obtain either a Darklight, Gyrfalcon's Foote or Johanna's Argument.
Demon Hunter:
Craft a rare level 70 Dagger, and use the Upgrade Rare recipe in the Cube to obtain either a Karlei's Point or a Lord Greenstone's Fan. Demon Hunters are excellent at this strategy since they only have 2 daggers, and they are both great for leveling.
Monk:
Craft a rare level 70 Daibo, and use the Upgrade Rare recipe in the Cube to try to obtain either an Incense Torch of the Grand Temple, Balance or The Flow of Eternity.
Necromancer:
Craft a rare level 70 Two-Handed Scythe, and use the Upgrade Rare recipe in the Cube to obtain either a Bloodtide Blade, Maltorius' Petrified Spike, Nayr's Black Death or Reilena's Shadowhook. Necromancers are excellent at this strategy since they only have 4 legendary Two-Handed Scythes, and they are all great for leveling.
Witch Doctor:
Craft a rare level 70 Staff, and use the Upgrade Rare recipe in the Cube to try to obtain either a Staff of Chiroptera or Wormwood.
Wizard:
Craft a rare level 70 Wand, and use the Upgrade Rare recipe in the Cube to try to obtain either a Fragment of Destiny, Serpent's Sparker, Unstable Scepter or Wand of Woh.
Note that this part of the leveling strategy requires some amount of luck for non-DH and non-Necromancer players. Leveling in a group minimizes the risk of RNG screwing everyone over, but sometimes you will be unlucky; this is nothing to be bothered by, as leveling in Diablo is still a fairly easy and straightforward process. If you are lucky, however, and obtain one of the items outlined above, you will have just about enough Death's Breaths to use the Extract Legendary Power recipe in Kanai's Cube. Do that, and then slot the (now maximized) legendary power of the item in the Cube, netting yourself a considerable leveling bonus. Needless to say, adjust your build accordingly to the legendary power, i.e. if you get Guard of Johanna as a Crusader, make Blessed Hammer your main damage dealing skill throughout leveling.
Spending the Challenge Rift Blood Shards
Your next step is to try and gamble for valuable items from Kadala at level 1. Since not every legendary is available right from the start, the legendary item pools for some classes are restricted in a beneficial way to obtain another strong damage multiplier right from the start. If you do not consider the legendaries listed for your class particularly attractive, you can always gamble for Helms for a considerable chance at obtaining Leoric's Crown; extracting its power and socketing rubies in your helmets throughout leveling will net you a hefty amount of extra experience.
Barbarian:
Gamble for Bracers, trying to obtain either Bracers of Destruction or Bracers of the First Men. Spend any remaining Blood Shards on Boots for a chance at Lut Socks.
Crusader:
Gamble for Bracers, trying to obtain Gabriel's Vambraces. If you are lucky to get them quick, you can also spend some (or all, if you are feeling lucky) on shields for Guard of Johanna or Denial. At level 31, if you have any Blood Shards saved over, or new ones you are willing to spend, you can try your luck at Pants for Hammer Jammers.
Demon Hunter:
Not many great options; you can gamble for Belts, trying to obtain the Hellcat Waistguard, although Grenade comes a little later in the leveling process. Otherwise, either go for Leorics Crown (helm) or the damage proc of Pox Faulds (pants). Another gambling strategy you can attempt is saving shards for level 30, when you can gamble on Quivers for a chance at Sin Seekers, or level 31 - for the additional chance at Holy Point Shot and Spines of Seething Hatred.
Monk:
Gamble for either Boots (hoping to obtain Rivera Dancers or The Crudest Boots) or Bracers (hoping to obtain either Pinto's Pride, Cesars Memento or Gungdo Gear). Adjust your gambling strategy for Monk depending on the item you obtained (if any) on the previous step, where you upgraded a rare item (i.e. gambling for bracers if you got an Incense Torch of the Grand Temple, hoping to get Pinto's Pride).
Necromancer:
Gamble for Gloves, trying to obtain Grasp of Essence, or Rings for Circle of Nailuj's Evol if you upgraded your scythe (see above) into Reilena's Shadowhook.
Witch Doctor:
Not many great options; you can gamble for Mojos, trying to obtain a Gazing Demise, but its usefulness is rather limited in early character progression. Otherwise, either go for Leoric's Crown (helm) or the damage proc of Pox Faulds (pants).
Wizard:
Gamble for Sources at level 1, trying to obtain Winter Flurry, or save them for level 31, when you can gamble on Rings for a chance at Manald Heal, or level 33 - for Source gambling for Etched Sigil.
Crafting a High Level Rare and Reducing Level Requirement
Pick a two-handed weapon category of your choice (2h Axes, Maces, Swords...) and craft a level 70 weapon of the chosen type. Avoid class-specific weapons, since they add a class-specific roll to the secondary stat pool (i.e. Max Fury), making this strat harder. You are looking for a roll with:
At least a Crowd Control secondary stat - Chance to Stun, Slow, Fear,.. etc. On Hit;
Ideally, also a Life per Hit primary stat;
If both these stats are present, you have eliminated a large part of the possible Secondary stats on the weapon. Thus, you can easily reroll the other Secondary stat (the one that is NOT the crowd control stat) into Reduced Level Requirement - making the item wearable up to 30 levels prior to level 70. This is a tremendous damage increase for a large chunk of your leveling process. Of course, if you are very lucky, the Reduced Level Requirement can roll onto your crafted item outright.
Complete a Boss Bounty
An easy early boost to your character in Seasons is to check your bounties for any easily completed act boss killing bounties - the most famous examples being Zoltun Kulle (at the Archives of Zoltun Kulle waypoint) and Maghda (down from the Road to Alcarnus waypoint) in Act II. Another option is Azmodan at the very end of Act III. Simply run past the mobs and go straight for the boss kill. The boss bounties reward you with a Diabolic Hoard chest that is guaranteed to drop you a couple of rare items; they will boost your overall character power nicely right at the beginning.
OTHER, NON SHADOW METHODS OF LEVELING UP
Torment VI Traps Method
Turn the difficulty up to Torment VI and go to the Halls of Agony Level 1. Run and dodge past monsters that come in your way until you reach the falling blades traps; there, lure the monsters towards these traps and watch as they get slaughtered, netting you tremendous experience. This method, while extremely efficient time-wise, is also (arguably) quite unfun and counter-intuitive, not to mention prone to mishaps. Needless to say, this strategy is not Hardcore-friendly and will result in the (frequent) death of your character.
Via Massacre Bonus
You can also consider leveling via Massacre bonuses — a very potent strategy in solo play. The Massacre bonus XP system was revised in Patch 2.4.1 into a multiplicative experience bonus that rewards you for chaining kills of monsters. The caveat is this bonus only works in bounties - and not during Rifts. To successfully pull of long chains of monster kills, pick highly populated zones - the Cathedral (Act I), Halls of Agony Level 3 (Act I), and, most notably, Fields of Misery (Act I). The tactic is to always be on the move, leading monsters into one another, abusing Cursed Chests for monster spawns, and generally using skills with DoTs or high AoE (Rend for Barbarian, Blessed Hammer for Crusader, Multishot for Demon Hunter, Wave of Light for Monk, Locust Swarm for Witch Doctors, Blizzard for Wizards). While Massacre leveling will require frequent restarts of the game (every 5-10 minutes), it will result in some of the fastest leveling in Diablo 3, clocking under the 2 hour mark when you get the hang of it. Due to its individual nature and the level of coordination required to pull it off in a multiplayer game, leveling by Massacre bonuses can only be recommended for 2+ players if they are experienced and have voice communication; this is predominantly a solo leveling technique. It also has the considerable downside of losing the increased legendary drop rate and blood shards of rifting.
Via Cursed Chests
This is one of the faster methods, clocking in under the 1 hour mark with experienced groups that have a Necromancer with them. The reason for the inclusion of the Necromancer is the supremely strong class-specific legendaries that are able to be gambled from the get-go — namely, Grasp of Essence to amplify the damage of Corpse Explosion, and Bloodtide Blade to amplify the damage of Death Nova. Either of those lucky finds can carry an entire group on up to Torment VI difficulty. Ideally, the remaining teammates will support the DPS carry with buffs and as much crowd control as they can muster. The preferred way to level through Cursed Chests is to have individual party members make their own games, and invite the rest of the group when they stumble upon one of the Cursed Chests from the list below. Note that Act IV has no suitable spots.
Act I - The Cursed Cellar - The Old Ruins (dangerous for Hardcore characters due to lack of space!)
Act I - The Cursed Court - Cathedral Level 2
Act I - The Cursed Bellows - Halls of Agony Level 3 (dangerous for Hardcore characters due to fire traps!)
Act II - The Cursed Spire - Archives of Zoltun Kulle
Act II - The Cursed Pit - Archives of Zoltun Kulle
Act II - The Cursed Moors - Shrouded Moors
Act II - The Cursed Temple - Temple of the Firstborn
Act III - The Cursed Garrison - The Battlefields
Act III - The Cursed Bailey - The Ruins of Sescheron
Act V - The Cursed Peat - Paths of the Drowned (dangerous for Hardcore characters due to high damage monsters!)
Via Rifting
For groups and players that do not stress losing an hour in the 1-70 race, the general recommendation is to stick to rifts for the 1-70 journey. Rifts grant you increased legendary drop rate, blood shards for gambling, and a hefty "hand-in" bonus at the end. While rifting has a higher degree of randomness than bounties (map layout, monster density and composition are all RNG), the removal of Rift Keystones as a requirement to open them allows you to simply remake if you get a bad (difficult or slow) rift.
And this is it! Thank you so much for reading this megathread and my guides! Good luck and have a great Season 22!
GungHo Collab - My rating and opinion on each card!
Welcome back gang! Just thought I'd give my own take on each of the Gung-Ho collab rolls. There's so many cards in this collab, and each one is so unique, that I bet it can be hard for many players to figure out what's good or not. I've given a rating and brief explanation as to some thoughts about the cards. I do keep an eye on what's coming out in the future, but I remind everyone that what's popular in Japan may not be popular here, due to access to different cards. So I base my opinions by what's going on here in the NA servers. Like always I make changes based on community feedback. If anything is glaringly wrong I will make changes to prevent misinformation. If it's my opinion that you feel is wrong, leave a comment and we can discuss it below. No one ever fully agrees with a rating list so go easy on me, I don't get paid for this! How I rated cards *not in any particular order* -
Comparison to similar, commonly used cards
Comparison to similar, hard to obtain cards
Uniqueness
Futureproof
Use in the current Meta
Ability to substitute for key subs on Meta teams
Ability to help create new teams
Guardian Goddess Minerva-
Minerva L/R - 9/10 - Fantastic rainbow lead with an easy to trigger leader skill. Excellent candidate for a leaderswap assist. As a sub she can be a nice assist option while having the option to remove ATK debuffs. A team with 8 extra seconds of time extend awakening gets 2.6x burst every 3 turns, which is not nothing.
Minerva L/D - 8/10 - I'm a fan of these leads that offer huge passive shields. The damage isn't tied to the shield which is a big plus. Effectively a 3/18/2 row lead when accounting for shield. As a sub she's pretty boring.
Minerva Assist - 8/10 - The 2nd assist able God killer in the game. The active is pretty bad so leave this one unskilled.
Gamayla -
Gamayla B/L - 6/10 - Not a fan of L match leads. As a sub it has some use as a VDP solution with delay and tape resist, but otherwise it's a pretty mediocre card.
Gamayla B/D - 8.5/10 - 10combo + 7combo + VDP on a card is rare and powerful. 34x potential damage with TPA is also very powerful. 22x TPA damage even when you have the VDP latent. The damage potential is so high that it's hard to rate them any lower.
Gamayla Assist - 8.5/10 - If you need tape resist it's nice to use one that comes with helpful awakenings and a very useful 2 turn delay. The fastest 2 turn delay assist in the game at 9 turns. Great to use for 2 effective SB. Reminds me of Lust and Blood Talisman equips, but delay is often the most valuable for it's helpfulness later in dungeons.
Knight Kisaragi -
Kisaragi L/G - 8/10 - Combo orbs are starting to become popular and it pairs nicely with the newly buffed 10x personal damage at 10 combo. Combo orbs awakenings are rare and almost never come attached to a card that can deal personal damage. The active skill can kill problem high defense spawns in AA4 like Aten and the Tamadras.
Kisaragi L/D - 9/10 - The primary issue with this card has always been the lack of SB and monster type. With the most recent buff the problem with SB has been fixed. The ONLY 99 turn light skyfall active in the game. I think it will take a while for people to dust this card off, but they should be able to find many more teams that this card fits on now with the extra SB+ awakening.
Kisaragi Assist - 8/10 - I've fallen in love with combo orbs lately. An assist able combo orb + SB + 40% poison resist + laser + bicolor change seems very good to me. Competition with Pride Egg lowers the rating.
Loki, Wily God of Destruction -
Loki B/L - 8/10 - Reminds me of Touya. Paired with himself you will have 25% overall HP while taking only 6.25% damage from attacks... however if you can't trigger the leader skill you will die. Unlike Touya, the damage multiplier is tied to the shield, so stalling is impossible. It's possible to abuse the low HP by stacking Auto-RCV latents to become immortal, but that would require a minimum of 6 water orbs a turn or death. As a sub he seems generic. The team HP is nice, but choosing between 7combo/+2SB/Super blind; is not. The active is also similar to all the other 'Burst+movement time' actives we've been seeing lately.
Loki B/D - 9/10 - Capable of clearing all content including Shura 2. I changed my opinion on this card due to more research. I'm still not sold on Loki being popular past the next few months, but time will tell. Until then, any lead that can handle such tough content gets a 9 from me.
Loki Assist - 8/10 - The killers have the potential to be amazing in the future, as of now they're lack luster.
Aoi Shikigami -
Aoi D/R - 8.5/10 - The killers are all nice for Shura. Your subs don't need to always deal damage, they just need to deal damage when it matters. Against the Devil floor Aoi can deal 40x-137x damage to the devils depending on killers. With 3x Machine killer you can deal 61x-136x damage to machine depending on health. The active, while not amazing, at least ensures a kill board while triggering the >80%HP awakenings.
Aoi D/D - 9/10 - Buffed with an extra >HP awakening. Personal damage is now x16 against everything, x48 against Dragons and Gods, x162 with latents. The active does everything you want from making tons of dark orbs, lowering personal life to 1, and no skyfall for farming. *I already have 2, I'm hoping for 1 more to form a system for my Lu Bu TA2 team.
Aoi Assist - 7/10 - I've had this thing for years. It's always been good, not great. Good for cards like Aten for unbindable + damage boost. The active can be useful for TA2 farming.
Luluna -
Luluna - 8.5/10 - She's since been buffed and as a lead she looks like she can be very good, especially when paired with herself or Nero. The damage multiplier is bad, but it's made up for with 3 additional combos when matching 6 wood. Paired with Nero you will have a 2.25/263/2.25/25% team that starts at 6 combo whenever making a row. This allows the use of 10 combo subs like Rajang, Sloth, and Chibi Skuld, all while stacking rows for heavy damage. Her active skill is decent and a low enough CD to use multiple times through longer content. As a sub she's pretty decent but pretty generic. Could be used as a way for wood teams to bypass VDP+combo shield.
Luluna Dark - 8.5/10 - As a lead she has a unique ability to remove awoken binds whenever healing for whatever it's worth. Could be very useful in future dungeons. As a sub she's a stellar damage solution, that comes with a cleric active, that ALSO comes with a 3x burst. Her only drawback is the single skill boost, but you can't have 3 7combo and 4 killer without sacrificing other awakenings.
Luluna Assist - 8/10 - There's a very real lack of assists with wood rows. This one comes with 80% hazard resist. The active is very similar to Zela's hat. It's best use is to get past VDP + combo floors.
Lost Gear -
Lost Gear - 2/10 - All the "Match L" leaders are garbage IMO. As a sub it has some weird potential to form an "almost" 30% heal per turn loop.
Lost Gear chibi - 4/10 - The leader skill is ideal for swapping in after starting with a 7x6 or exp/rank lead. However Lost Gear's leader skill requires the lame L match. As a sub it can be used as a damage solution with cloud or resist or players with undeveloped monster boxes.
Bradamante -
Bradamante - 9/10 - Like Gamayla, 10combo + 7combo + VDP is rare and powerful. Brada also comes with super blind resist which is arguably the most important right now due to Shura floor 4. The 5 turn active is powerful and can be used to take advantage of jammer skyfall and hazard debuffs. The rest of the awakenings are solid.
Bradamante Chibi - 9.0/10 - I'm going to break this card, just you all wait. This is the first time we've had a leaderswap active attached to a card that can be a powerful leader. Entering any dungeon with a 7x6/exp/rank lead will allow Chibi Brada to swap places on turn 1, effectively becoming a 7x6/exp/rank lead, but with 2/18/2/25% leader stats. Works very well as a sub for Base Bradamante.
Dazzling Beast Goddess, Tsukuyomi -
Yomi B/G - 10/10 if you own a Norza, 9/10 if you don't. Even after all this time Yomi/Norza is still an excellent team capable of handling all content. Yomi/Norza is only at it's best when you can loop 2 Norza, so owning your own Norza is a huge plus. She's also fine sub with good awakenings. The heart L awakenings are rare and can help overcome certain gravities.
Yomi B/D - 8.5/10 - There's a lot of potential here. A 3 turn row maker or low CD base. Most people only have 1 Yomi and due to the popularity of Yorza, the Dark Yomi hasn't seen the light. With combo orbs becoming more popular and Yorza becoming less popular, I can see Dark Yomi becoming an excellent option for future teams.
Yomi Assist - 9/10 - I can't rate an assist able machine killer with useful awakenings and active any lower, at least not until Shura 2 becomes popular.
Healing Archangel Raphael -
Raphael G/L - 6/10 - Lots of VDP damage but that's about it. Can't even use Balance killers to help against Shura Floor.20 Plum. >80% awakenings often aren't helpful if you face a floor for more than 1 turn. The active is lame.
Raphael G/D - 8/10 - 10x personal damage while passively boosting team damage. The active is pretty useful considering it's a tri-color board that includes hearts. 2xSB is just at the cusp of what I find acceptable for transform teams.
Raphael Assist - 8/10 - FUA on an assist is still very rare. The active can be used on any color team. Increasing a single cards damage by 50% is also significant. I like equips like these as they open up team building options for typically unused teams due to lack of FUA.
Reginleif -
Reginleif D/B - 10/10 - The type, the sub attributes, 5SB, low CD active, and cleric active. This card fits so well on so many teams. If you watch a random Japanese video using a dark team, odds are you'll see Reginleif. The 15% skyfall for 3 turns every 6 turns is also very powerful. Any orb has a 16.6% chance of falling. That means for 3 turns, every 6 turns, a third of all orbs will drop as dark.
Reginleif D/D - 8.5/10 - TPA teams will find use for this as they come with 3SB, a useful active, and an active short enough to assist a delay or haste adding to the effective SB. I have them pre-emptively increased in rating due to the upcoming release of MA Raijin.
Reginleif Assist - 9/10 - Hard to rate any killer assist lower, especially one of the popular ones like Dragon, Machine, God and Demon. The cleric active can be used by any team, however the skyfall is probably detrimental to non-dark teams. The final 2 floors of AA4 and the final floor of TA2 are all Dragon type.
Lakshmi, Goddess of Fortune -
Lakshmi L - 10/10 - After using Rajang for a while I learned the power of cards with 2x 10combo. She can also use any killer giving her 84x personal damage vs any of the chosen monster types. All of the awakenings are nice. The active provides a 30% shield for 75% of your turns. That active also allows teams with only 25% shields to finally handle all gravities, including Green Menoa. The almost full coverage of enhanced fire orbs is icing on the cake.
Lakshmi D - 9/10 - As a lead she's not great, but as a sub she looks very good. Great personal damage with the ability to reach 27x with an L match. ATK stat is so high that she does roughly the same 7 combo damage as Amatsu who has 4x 7combo, while obviously doing much more with an L match.
Lakshmi Assist 8/10 - Some teams need help with gravities. The multiple turns is extremely useful against Green Menoa.
Great Witch of the Dark Flowers, Reeche -
Reeche - 8/10 - Buffs to her leader skill make her a perfectly fine rainbow lead. The additional skill charge awaken lowers her effective active CD from 10 to 7.5
Reeche Assist - 9/10 - The value of this assist goes down if you currently hold another 2 turn damage+color absorb active. These 2 turn "Reeche actives" are invaluable in Shura realm. 2 turns of color+damage absorb is usually required for the Final Menoa. 30 turn CD is very long compared to other 2 turn Reeche actives nowadays but it's better than nothing.
Twin Stars of Purgatory, Belial -
Belial - 2/10 - Meh
Belial Chibi - 8/10 - 30x personal damage with 90x damage against Gods. Reasonable 2 skill boosts. A fantastic 5 turn tri-color board changer with hearts. The active also cancels out any ATK debuffs. The lack of TPA teams in the meta prevents this card from being an all-star.
God of Commerce, Mercury -
Mercury - 2/10 - Meh
Mercury Chibi - 7/10 - It's not a very good leader. As a sub it has merit as a low CD orb maker. The killers are actually useful considering the most annoying Menoa for a wood team are Attacker and Defender types.
Shust -
Shust - 6/10 - Has many potential uses as a farming sub/lead, but not much else. I don't often see a lot of water <%50HP teams. Typically I would prefer to stick with building dark teams for <%50HP teams because the subs are often useful outside of farming.
Shust Chibi - 8/10 - Reminds me a lot of Chuan, but with up to 4SB. Excellent utility sub. 4 turn row maker with the upside of removing ATK debuffs. Can be a powerful farming lead depending on player skill.
Goddess of Purity, Artemis -
Artemis - 2/10 - I don't see the point in her awawkenings and the active is unexciting.
Artemis Chibi - 3/10 Bad heart cross leaderskill (9 seconds???). Lame latents. Unexciting active skill.
Kaguya, Princess of Tsukuyomi -
Kaguya - 4/10 - If you absolutely are hurting for SDR she's fine. Her multi-purpose active is good for canceling out many debuffs.
Kaguya Assist - 6/10 - The active helps solve many late game debuffs. The inherited unbindability can be useful in non-Shura dungeons.
Goddess of the Past, Urd -
Urd D - 3/10 - Even on <50%HP teams she seems underwhelming. Could maybe see use on a low life TA2 team for all the devil + healer floors.
Urd Chibi - 10/10 - Fantastic farming lead. 3 fire orbs every turn is very powerful, especially when you can do it twice. Updated my rating on this one thanks all.
Goddess of the Present, Verdandi -
Verdandi Revo - 4/10 - Niche sub that can be used to kill Gods. Currently not a lot of Gods in our end game diet.
Verdandi Chibi - 10/10 - A 4SB sub that can hold an equip to grant another 3-4 turns of effective SB. Massive VDP damage. Can reach up to 94x God damage. Can be used in lieu of a 2nd Norza (I don't recommend this due to zero healing every other turn). The active and FUA are very helpful for leads like Velkhana.
Goddess of the Future, Skuld -
Skuld G/L - 5/10 - If you are hurting for SBR at least this sub offers damage. However it's incredibly rare to field a team that would need so much SBR.
Skuld Chibi - 10/10 - 10combo + 7combo + VDP is rare and powerful. Has 8 slots for awakenings and can use ANY latents. The active skill is fantastic by itself or as a low CD assist base. 3 skill boosts naturally with the ability to get up to 5. There's even an option for full poison resist.
5\ Chibis -* All 3 of the 5* Chibis are excellent leaders for new players.
Helen Chibi - 9/10 - 5500 effective personal healing with an excellent active skill on a short CD. Highest healing green card in the game.
Konohanasakuya Chibi - 9/10 - Arguably better than Inahime for Gileon Shura realm teams. 72x machine damage without using a killer. The very low 3 turn CD can allow for the use of another colodamage absorb assist to ensure killing Green Menoa without stalling.
Tenfufa (chibi) - 7.5/10 - 91x Balance killer with a fantasticly short CD that is great to use or assist over. The uses are niche but she's arguably the best Balance killer in the game and they can carry any assist. I expect to see her used as an indespensible sub for many ranking/farming teams.
Amlynea is one of the 5 powerful key heroes that anyone can possibly roll from the regular REM machine now. Im sure everyone tried to evade her and Menuit just because.. well.. lets face it, these 2 are not as system-able as the other 3 (Gileon, Ferule and Euchs). But don't despair just yet if you ever roll Amlynea, or possibly dupes of it (like me lol.. i rolled 3 of it, and my only key hero(ine). It could've been the others but she decided to be the one for me.. but still.. 3..?). This is a simple guide for those who're in the lost on what to do with her. Note that this guide will fully focus on her from Shura context. Short advertisement here - Im running Amlynea here. So if you need one - 318,098,317 About Amlynea Amlynea is a pure rainbow lead that requires only Healer type and Attacker type on the party. She requires ALL colors (fire, water, wood, light and dark) to activate her LS properly. Pre transform, she is a 15x (225x if double) and 50% (75% shield if double), while post-transform, she is a 25x (625x if double) with same amount of shield. Being a pure rainbow lead, she instantly gain haters from those who dislike rainbow team, especially those that requires all colors.. because of board RNG that tend to fuk many rainbow teams during intense situation. But she is designed to be in full control of how the board will look like thanks to her short 2 cd 2 turns spinner generator post-transform. This mean that she can get all colors board 100% of the time. Sounds like a perfect lead? No.. like every other key heroes, she also have her own faults.
She is highly susceptible to locks. This makes Caladbolg and LMenoa her natural enemies in Shura, with the latter being the dangerous one when she locks a non 5 color board. Now heres hoping they will buff her AS to include board unlock too without raising her cd.
She is highly susceptible to orb bind. That makes Arondight and Claiomh her natural enemy too, particularly the latter one that will just 150% gravity you if you didn't kill her within 3 turns.
Alot of her best healer / attacker subs are not available in NA. Particularly the one and only Togata Mirio from MHA collab that works as her one and only multiturn damage + attribute absorb counter. If damage is not a concern to you, then sure the offtype Reeche (normal, GH or NY versions) can work too (Mirio on its own is a pure support type).
Being a pure rainbow lead, she is susceptible to void shield too. If you're not planning on using anti void latent for this, then the only ontype subs available in NA you can use on the party are Shelling Ford, Envy dragon and Aljae. Aljae is the better one for this, due to her short cd turn and strong damage post-transform. But if you don't want to waste a sub solely for countering void shield, then sure use anti void latent.
She has no auto FUA. But her AS makes heart column making easier.
Pre-transform, she is weak against hazard skyfall. Floor 1 without anti jammer latent is really going to be bothersome, especially with limited board changer.
Team building is really REM heavy and very strict. Almostly no slot for farmable unit to be in the team.
Now her pros
She has long movement time. Just by pairing with herself pre-transform will give you additional 6s movement time (total 11s movement time not including subs). Post transform that would be extra 8s (13s movement time not including subs). With this, you can opt (in fact this is the better choice) using HP+ badge to give yourself more HP. Normally the movement time will be around 16-19s depending on your choice of subs.
Her AS counters bad board. The 2 spinners are randomly located on the board, but that shouldn't pose you any trouble to grab the orb you want and solve it.
She has strong heal because her best attacker subs are generally healer type as well, giving more RCV to the team.
She can clear Shura first floor easily, and tank until both leads are up before moving on to Lucifer floor. She is just that good with her 75% shield.
150% gravity is not a threat at all. So don't worry stalling in Deneb's floor and not using element absorb counter. Same goes to GMenoa too.
Final floor's Menoas on boost mode is not a threat too if you can activate the shield all the time (beware LMenoa) and can easily heal to full.
One of her staple sub is readily available in SDKH. But only if you can roll it...
Team building Having no access to many great collabs, team building in NA is stricter than JP. But that doesnt mean you cannot build one. There are 2 ways to build her team.
Pair with herself.
Pair with Fasca for 7x6.
Should be noted that in Shura, if you're not confident to clear Lucifer's 2nd and 3rd game on 7x6, then just pair with another Amlynea. Because of awoken bind, you only have 5s (7.5s on 3rd game) to clear the game, and that on 7x6 is pretty harsh. This guide will only focus on building Amlynea x Amlynea, focusing mainly on wood damage. Not gonna go towards Fasca route. Also there are other pairings too like Amlynea x Aljae or Amlynea x Feygoran. You can give it a try using same sample subs below. But the HP part isn't going to be pretty, especially when tanking the final floor. List of subs you can use for the team are
Academy Valeria - Best SB stick for the team. Also sports strong damage with her triple 7c. Can opt to have 1 or 2 (for quick transform on floor 1) in the team.
Aljae - For those who're not into anti void latent. She is viable as a sub too and sports strong damage with her 4 7c, and short anti void shield AS. Her only fault is she has no skill boost, but that is fine.
Asuna 2nd evolution - Damage absorb counter. Plus blind immunity and covering water part of the team.
REVO Feygoran - SB stick, FUA, DKali board changer, orb bind and awoken bind clearer and covering dark part of the team. This is a staple sub in the team (optional in Fasca build).
REVO Tachibana - SB stick, poison immunity and covering fire part of the team. If you can up Amlynea as early as floor 1, then she is optional. Otherwise she is needed to cover the fire part pre-transform.
REVO Fujin - No Asuna? Thats fine. She comes in handy too. But with that team building will become even more stricter.
REVO Envy Dragon Jevi - 5 SB with 2 turns vdp buff and strong triple 7c. But i prefer Aljae over this one..
List of assists you can use
Aljae assist - If you're using Valeria, then its best to use Aljae assist instead of Aljae on the team. This is better than Shelling Ford assist because it changes the board to all 5 colors as well.
Date Masamune assist - Skill boost and 80% poison resist. Poison resist is optional because of Tachibana but that skill boost is really handy to have.
Uesugi Kenshin assist - Skill boost and 80% jammer resist. Handy to have.
Mari Ceres assist - 4 turn 50% shield + 5 turns awoken bind and orb bind clear. A must have definitely.
Takeda Shingen assist - Skill boost + 80% blind resist. Optional if you have Asuna.
Sheen assist / W assist - Damage booster based on finger / skill boost. Good to have for final floor.
Reeche assist - All forms of Reeche assist are good. Best one would be GH version for its additional skill boost
Any delay assist - Would be fine to have, tho its optional. One with skill boost like Chidori Kaname assist or fire Shelling Ford assist will do fine.
With that, here's the proposed team you can build in NA (this is my build btw)
REVO Tachibana Ginchiyo (L/R) (With Mari Ceres assist, and anti jammer skyfall latent) - 4 skill boost
REVO Feygoran (With Reeche assist, best one would be GH version, with 4 machine killers) - 4/5 skill boost.
Amlynea (with Sheen or W assist, 4 sdr + 1 killer latent) - 3 skill boost.
Those with double Academy Valeria can opt with the following (aim to get first floor up so that Amlynea can cover fire part). All Valerias will have skill boost super awakening.
Amlynea (with Date Masamune assist, anti void latent) - 4 skill boost
Academy Valeria (with delay + skill boost assist like fire Shelling Ford card, with 4 sdr + 1 killer latent) - 7 skill boost
Academy Valeria (any assist with skill boost, 2/4 sdr + 1/2 killer latent) - 7 skill boost
REVO Feygoran (With Reeche assist, best one would be GH version, with 4 machine killers) - 4/5 skill boost.
Amlynea (with Sheen or W assist, 4 sdr + 1 killer latent) - 3 skill boost.
Floor guide in Shura (important ones only)
F1 - Aim on clearing middle and either left or right mini machine then stall until both leads are up. Dont make 5 or more match when killing the desired target, else you will lose the opportunity to stall for Amlynea. Use Feygoran or any shield / delay if needed. Best case is not using Feygoran here if you aim to transform Amlynea on 3rd floor. If you can transform either Amlynea on F1, then its okay to use Feygoran. Note that only transform 1 of the Amlynea in here. Keep the other one for floor 4. Also note that when i said stall, it means clear the board without triggering the LS (match 3 colors + heart).
F3 - Pray that you get Phact instead of Leonis. If you have either Amlynea up and transformed on F1, then Leonis is not an issue at all.
F4 - Transform the 2nd Amlynea to delay all the robots. Then stall and kill.
F6 - If its Deneb, just stall until she her absorbs run out. Then kill. If this is Alcyone, then hit the 1% resolve. On next turn, either pop a damage buffer (if you have any up) OR if you have Feygoran with 4 machine killers (and 7c SA) make a rainbow with 3 wood match to ensure you can hit the remaining 1%.
F8 - Use either Feygoran or Mari Ceres to clear the orb bind, then go for kill.
F14 - Before reaching the fat dragon, ensure that either Mari Ceres or delay is up, in case the rainbow dragon appears.
F15 - Make a wood blob to hit all the devils. Kill the wood one first followed by the other 2 on the right. The fire one is usually the last one to die so no worry.
F20 - Before entering here, ensure that your orb bind clearer (Feygoran or Mari Ceres) is up so that Xiang Mei doesn't pose threat. The only concern one would be Xin Hua. If you have Aljae assist then this shouldn't be an issue. Problem is only if its Aljae as sub, with her 1 turn void piercing AS. Its not a guaranteed kill without damage buff. If you have Asuna with you, take the chance to generate light orb from the spinner and make a VDP of it while matching other 4 colors.
F22 - The only concern one would be light and dark Menoa. Light one will spam board lock while the dark one will spam awoken bind on you. If these 2 are up, then use immediately use Reeche and damage booster to 2 shots these 2.. otherwise just tank and kill.
Cogmind Beta 10.2 "Forbidden Lore: Cogmind the ARG"
Forbidden Lore: Cogmind the ARG It's a special event for Halloween, and more! Starting today and for the entire next month, playing Cogmind automatically enters a new mode built as part of a Cogmind/roguelike/tech-themed ARG. Unlike previous special modes, this one doesn't actually make sweeping gameplay changes, but instead challenges you to hunt for clues with help from forbiddenlore.gridsagegames.com, scouring the game and internet for passwords to special lore. More on that later... As you'll see in the changelog, this release is clearly much bigger than just the event, scoping larger than planned as I started early on work to make some of the balance adjustments scheduled for Beta 11. There is still a lot more to come on that front, but a few items were either more urgent, or just things I felt like prioritizing a bit to see how they pan out as considerations regarding the bigger areas of the upcoming rebalance continue to get hashed out on Discord and the GSG forums. Beta 10.2 also includes a bit of new content, but I'll be leaving that for players to discover.
Cogmind Beta 10.2 "Forbidden Lore: Cogmind the ARG" (201030) changelog:
NEW: Unique Halloween mode for 2020, automatically activates on 10/29 for anyone who has played at least 10 runs (lasts through November)
NEW: Command line argument "-forceMode:Halloween2020" (or "-forceMode:ForbiddenLore") to enable the Halloween mode from 2020, regardless of system date
NEW: [Forbidden Lore mode] Hunt for clues with help from forbiddenlore.gridsagegames.com to scour the game and internet for passwords to special lore
NEW: 1 new prototype robot
NEW: 1 new weapon
NEW: Most door-access terminals in 0b10 converted to new Door Terminal prop
NEW: Hostile 0b10 bots that lose track of Cogmind raise alert
NEW: Relay Coupler [NC] combined with Signal Jamming RIF ability also blocks busy Engineer calls for reinforcements
NEW: Escape key recenters view on Cogmind if currently following drone
NEW: Advanced Commands help for message log includes Shift-Alt-z for note-taking
NEW: Version check now includes build number, allowing for in-game notifications about smaller unannounced updates
NEW: Screenshots of difficulty selection, title screen, and intro sequence have unique filenames
MOD: Special-purpose 0b10 terminal functionality limited to locally listed hacks, and special manual hacks where applicable
MOD: W base defenses changed
MOD: Data Cores can no longer be stolen by Master Tearclaws
MOD: Programmers require an active Remote Datajack to hack targets
MOD: Programmers no longer hack targets once disarmed
MOD: Sensor layout as learned from a certain NPC's data core behaves differently
MOD: Field Lobotomy Kit no longer works on unpowered, unconnected, or broken bots
MOD: Movement due to ramming and knockback makes all the same checks regular movement entails, ensuring the same results in terms of environmental factors
MOD: Ramming an adjacent target is no longer a valid way to immediately escape stasis
MOD: Ramming drones without destroying them no longer produces matter
MOD: Base chance for all Recall() hacks reduced by 10%
MOD: Master Thief encounters occur under different circumstances
MOD: Only Master Thieves capable of stealing from inventory and prioritizing target parts
MOD: Base steal chance of all Tearclaws reduced
MOD: Thieves have innate bonus to using Tearclaws
MOD: Nerfed CR-A16's weapon
MOD: Terrabomb reduced to 1 slot
MOD: locate_prototypes effect limited to a range of 15
MOD: Threat Obfuscation RIF ability level progression effect reduced from 25,50,75 to 25,40,50
MOD: Armor Integrity Analyzer effect description clarified to specify no impact on any area of effect attacks, rather than singling out launchers
MOD: Transmission Jammer toggle animation highlighting of jammed bots changed from red to yellow
MOD: Core Cannon critical hit chance reduced to 0%
MOD: Satisfying the conditions for a Warlord response from cave seals overrides the effect of core reset
MOD: Launcher-using bots take ally resistances into account when deciding whether to fire on targets in close proximity
MOD: Extended game C prefab added in Beta 10 reduced in size, composition adjusted
MOD: Map export images prefix filename with current world seed
MOD: Font config file format updated to maintain compatibility with engine changes
FIX: Murdering more than one Exile did not count any beyond the first in the scoresheet for the Uniques/NPCs Destroyed tally [zxc]
FIX: Hostiles would not attack unconnected drones [zxc]
FIX: Unconnected drones could follow through map exits [zxc]
FIX: Using a Reconstructor while standing on a Slip Node moved to the side instead of remaining at the same position [zxc]
FIX: Dormant bots ignored enemy cloaking effect when checking for wakeup [zxc]
FIX: C-40 Crushers might get stuck and fail to pathfind to otherwise reachable target [Valguris]
FIX: Was possible to simultaneously activate two Remote Datajacks by removing a launcher while autoUnreadyLauncher option active [Valguris]
FIX: Robots disabled while transitioning into/out of siege mode would allow the process to finish even while still disabled [Vectis]
FIX: Ally with PICKUP or COLLECT order could overflow inventory capacity if final acquired item is multislot [Vectis]
FIX: Recalled squads, coupler squads, and fabrication retrieval Haulers could be blocked by a Sentry standing on their intended exit [MTF, JackNine, Tone]
FIX: Beta 10 caused Transmission Jammers to no longer block non-combat robot calls for reinforcements in certain situations [MTF, JackNine, Terminus]
FIX: Core reset interactions with Beta 10's new extended endings was broken, fixed in earlier silent hotfix [GJ, Terminus]
FIX: Beta 10 part drop destruction warning system caused Go Naked command to leave one part attached if insufficient space to drop everything [GJ]
FIX: Self-destructing before depth -9 reused total score from previous full run in same session on game over screen [Hippasus]
FIX: Log messages for ramming terrain and machines did not match up with the type of method used [MTF]
FIX: Siege mode did not prevent ramming terrain or robots [NikolayAg]
FIX: Matter decay due to overheating was deducting energy instead [aoemica]
FIX: Beta 10 new endings broke game over screenshot tags for w8 and several types of losses [CaptainWinky]
FIX: [Player 2 mode] Player 2 situational dialogue typo [sterv]
FIX: Ally with a PICKUP order would move to nearby Scrap and Derelict Logs even though unable to acquire them
(I didn't highlight "more important" entries in the changelog like I normally do, since the vast majority were being highlighted anyway when I went to do that :P) Saves from earlier versions are incompatible with Beta 10.2, but even if you're on Steam and Cogmind automatically updates, Beta 10/10.1 is still available via its own legacy branch and you can roll back to finish a run in progress first if you like. As with any other release, I might do quick unannounced hotfixes in the coming hours or days if players discovereport something new and urgent (the chance is somewhat higher with 10.2 because this release went without the usual prerelease playtesting by Patrons to keep it a surprise for everyone). We now have an even more specific version check system based on build number, so if you're playing and have the News feature active, it'll remind when you're playing without the most recent hotfix.
Let the ARG Begin!
Cogmind is pretty big on lore, creating a deeper world with its various factions, NPCs, and the stories they share. And there's so much more room out there! In the lore you can already find references to pieces of the world which don't currently exist, some of them likely to happen one day (some of them guaranteed :P), but reliable information is spotty. This Halloween event will fill a few gaps and also give glimpses of other locations and inhabitants of Tau Ceti IV. Starting from the event's home page, at the bottom you'll see your first hint. Hints suggest where in the game world you'll find either a password or another clue as to how to obtain the password, and with that password you can follow the link on the event page to the next level, which will also reward you with FORBIDDEN LORE (and usually a bit of art to go with it). For simplicity the username at every level is always simply "cogmind", it's the password that will be unique each time and that's what you'll have to figure out. In-game clues can take a variety of forms, but are always presented as some sort of text, be it NPC dialogue, a special announcement, etc. Although I know at least a few people who could definitely complete this entire challenge on their own, not everyone will be capable of figuring out every step alone. Don't be afraid to ask the community for tips or additional hints along the way at various levels where you need it. I'm sure there'll be plenty of discussion and help available on the Discord. Working together with others to solve the mysteries would also make it easier to rise through the levels more quickly, since multiple runs will be required to follow every hint. I suggest using a new password on the site immediately after discovering it, in case the next hint is somewhere still within reach in your current run, in order to achieve it more quickly. This being an ARG, most of the passwords are actually found outside the game itself. Good luck :)
ARG Addendum
Shout out to PlasticHeart for putting together the CogFont based on fonts developed for the game, which came in quite handy when making the event website :D Forbidden Lore mode will automatically activate for you on new runs started on or after 10/29 (through November), if you've played at least 10 runs before. If you want to play beyond the end of the event, or regardless of your run count, you can still force it by adding a command line parameter when running COGMIND.EXE: "-forceMode:ForbiddenLore". Within Steam this is handled by going to Cogmind > Properties > Set Launch Options, like this example from Player2 mode earlier this year. (Note that although the event mode will be accessible after the period is over, and likely also in future versions, but I can't 100% guarantee that it will be fully completable forever since, as an ARG, advancing relies on the presence of information found outside the game, elsewhere on the internet.) If you want to play a regular run during the event, you can suppress date-based event triggering by adding the "-noSpecialMode" command line parameter. If the event mode is active, you'll see a notice in your message log on startup. *(though again this mode doesn't really affect much in the way of gameplay, even though runs in this mode will technically go to a separate leaderboard)
Rebalancing
Beta 10.2 includes a fair number of nerfs, and the changelog itself isn't nearly as balanced as I like to keep it (an equal helping of both buffs and nerfs/new features is best), but we'll be getting plenty more buffs and fun stuff to play with in Beta 11, and in this release I just took advantage of the opportunity to prioritize responding to areas the community has been cheesing the hardest by moving up planned changes, or just increasing the overall challenge level of various parts of the game. Also a number of the nerfed bits here were intentionally introduced as OP features with the intention of tweaking them after seeing how they were used. On that note, against the trend there is a new potentially OP weapon you might be able to get your hands on ;) To address some of the biggest changes here... All those easily-hackable single-tile door terminals that were a major security liability for 0b10 are a thing of the past. They now do nothing more than open their door, as opposed to providing one after another weak backdoor into the mapwide system :P (i.e., no indirect hacks there). All such terminals now also have unique names so they're even more recognizable at a distance, the majority simply being called "Door Terminal," although this change also applies to the other instances of special-purpose terminals that control something nearby.
Prior to now, with assistance from door terminals a good hacker could very easily end up with far more terminal resources than they could reasonably need and exhaust, especially in certain branches with lots of blast doors. Now instead of simply running out of hacking target ideas, these builds may in some cases have to be a little more selective, or in some cases have a (slightly? xD) harder time getting access to a suitable Terminal on short notice. This change does also negatively impact builds that could only effectively use low-level Terminals to begin with, but those builds have had numerous buffs over previous releases to begin with. Another change related mostly to flight-hack builds is that alert is now also raised when enemies lose track of you! The primary hostile interaction for gaining alert has traditionally been through destruction, but if you're zipping all over the place frequently attracting attention then slipping away it makes sense that the Complex should respond to that, too. I'm really interested to see the results of this change, which could add a bit of pressure to flight runs and make stealth approaches that much more enticing rather than simply outrunning everything but then safely remaining on the same map. The amount of alert involved here might be further tweaked, but we'll see how it pans out in the current release first. Also the current result of high alert accrued via this method will be assault dispatches, as usual, but the response will be different in future versions--I just haven't gotten to that point and added this bit first. Programmer allies were nerfed by making them unable to hack if disarmed, a sad loss because it was quite fun to have a disarmed hacker friend literally owning everything, when it happens naturally, but players were starting to intentionally create these OP allies so that behavior had to be removed and put them on par with hostile Programmers. Master Thieves got a pretty significant overhaul. They've been in the game for a while now but no one was really taking advantage of them until much more recently. Even more changes are probably in order, but the related mechanics are no longer quite so abusable. A range of individual parts were adjusted as per the changelog, mostly nerfs of various degrees, although you've also got single-slot Terrabombs now, which will make those a lot more enticing (technically that and a few other items on the list were modified as part of silent post-release 10.1 updates, but are included in the changelog this time around since they were otherwise not recorded or announced here). There's not a ton of QoL like we usually have each release, but I did add Escape key support for recentering on Cogmind while cycling through multiple drone views with Enter:
News
Cogminder aoemica has built a wonderful tool, dubbed Cog-Minder, a very convenient site to filter and search through Cogmind's many items.
Notice the Spoiler button there which can be toggled on to include everything, even uniques and other special parts you'll only find in mid-/late-game branches or the extended game. You can leave that off if you're just starting out and want an unspoiled experience but would like to examine "regular" parts. Over on my Twitch channel I streamed my first Beta 10 run, a hover run that eventually went on to obtain one of the new endings.
That's the first of five videos, a looooong run because 1) it hit a ton of locations and 2) there was a lot of discussion along the way :P. (More recently on the channel I'm trying out the space roguelike Prospector, which is pretty cool.) Starting this week over on Patreon we're also voting for secondary QoL features that patrons want to prioritize for Beta 11, so the results from that should probably be known by the time the next announcement comes around.
We know what happened after a good year or more of players joking about the possibility of "Combat Swarmers" (TRACKERS!). Well, the long-running joke that followed that is "Combat Recyclers." Hmm...
It's time to talk about perks; and perk balance. Today we'll talk about Tier 2.
Today we'll talk about Tier 3* Yesterday, we talked about the tier two perks in multiplayer and how we could potentially rebalance the scales a bit. But today, we talk about the Law Breaker's favorite tier; tier 3. Considered essentially the 'stealth' tier, Tier 3 can make you feel like it was your destiny to be here... in the BOX. We'll cover the perks in the order that they appear in MP; so let's talk Tier 3.
Gung-Ho, Ghost, Cold Blooded, Ninja, Spycraft.
Gung-Ho:
"To be avoided, and if necessary ignored, were gung-ho platoon leaders who drew enemy fire by ordering spectacular charges. Ground wasn’t gained that way; it was won by small groups of men, five or six in a cluster, who moved warily forward in a kind of autohypnosis, advancing in a mysterious concert with similar groups on their flanks." Gung-Ho allows you to fire/use equipment while sprinting, move at full speed while reloading, switch weapons faster, take less fall damage and fire semi-accurately while sliding. What's wrong with it?: There's waaaaaaaaay too much going on here, essentially what Gung-Ho is trying to say is that it removes a number of movement penalties. You no longer have a sprint-to-fire delay, and it integrates half of Amped from MW2019, in that it allows you to swap weapons faster. What can we do to fix it?: As it is right now, it doesn't belong in the tier 3 perk slot, instead it's more reasonable to sit in tier 1, replacing Forward Intel. Tier 3 as we'll see later on down the line seems to be dedicated to getting and denying intel. Pieces of the perk could also be split off into other perks, such as reduced fall damage being given to Ninja. Since launchers have no additional attachments, using Gung-Ho could also add additional reserve launcher as well as increase launcher reload speed, so we can have the full Amped experience.
Ghost:
"Ghost, come in! This is Price! We're under attack by Shepherd's men in the boneyard! Soap, hold the left flank! Do not trust Shepherd! I say again, do not trust Shepherd! Soap, get down!" Ghost makes you undetectable by Spy Planes while you're moving above a certain speed, planting or defusing, or controlling Scorestreaks. What's wrong with it?: Not a damn thing. Unlike the IW Ghost, which makes you undetectable by UAVs at all times, making camping extremely viable, the Treyarch Ghost makes campers have to move around. If there's one complaint that I do have, you aren't invisible from Spy Planes while crouch-walking. What can we do to fix it?: Change the detection speed to be anything faster than standing still, or if that cannot be done, than to at minimum full crouch-walk speed.
Cold-Blooded:
"I was singing on the street that day when a man walked up and led me astray he said, "What you doing boy doing today?" I said "Nothing old man trying to make some pay." And that's when I started I started to see, he was a full blown cold blooded killing machine." AI-controlled Scorestreaks will not target you, and player-controlled Scorestreaks will not highlight you. Show up cold on Thermal. Players in vehicles won't see your nameplate. What's wrong with it?: Much like Ghost, not much. Cold-Blooded has been refined, and re-refined for years throughout each CoD iteration. So, now it works exactly as intended. What can we do to fix it?: Not a damn thing.
Ninja:
"I never go back on my word! That's my nindo, my ninja way!" While using Ninja you sprint more quietly. You're resistant to Field Mic when sprinting. And your operator speaks only when necessary. What's wrong with it?: While you sprint quietly, you are still audible, and very easy to hear if you're listening hard enough. However, if the sprinting sound was to be completely muted, the perk would be potentially over-powered and more wildly used. What can we do to fix it?: Honestly, I don't have an answer to this. Making the footsteps quieter would essentially make them silent, creating that issue I just spoke about. Perhaps moving some perk bonuses to Ninja might balance it out a bit.
Spycraft:
"There are some who become spies for money, or out of vanity and megalomania, or out of ambition, or out of a desire for thrills. But the malady of our time is of those who become spies out of idealism." Hack enemy Field Upgrades. Immune to Counter Spy Plane, Jammer, Tracker, and Paranoia. Won't trigger Proximity Mines or Gas Mines. Booby trap enemy Care Packages. What's wrong with it?: Well, much like Gung-Ho, there's a lot here... which could be evenly distributed into other perks. What can we do to fix it?: Immunity to Tracker could be moved into Ninja, immunity to Paranoia could be moved into Forward Intel. The perk also seems to interact with care packages, which means Engineer's Care Package reroll could be integrated into Spycraft, and allow you to reroll enemy CPs as well.
Deadset's All Characters Cheat Sheet & Endgame Guide Compendium, Season 21 Edition
S21 COMMENTARY AND THOUGHTS
Greetings, /Diablo! As the flavorful text of the Season ever so eloquently puts it, the air is thick with demonic stench, and Sanctuary crackles with elemental chaos - the Trial of the Tempests is nigh! This Season's power, as you might have already realized, evokes the S19 theme of devastating procs that dictate the flow of battle. Unlike S19 however, where those powerful effects were beholden to the mayhem of your own character, this time they answer to one thing only - the unrelenting flow of time itself! Or, in short, it's a time-based proc. Of reasonable power, and quite a bit of RNG. We think. Its final version was never really shown on the PTR. But I digress! It would be a lie to say I didn't have fun with S19's screen-obliterating procs, and if S21 manages to take me back to those blissful, post-D4 announcement BlizzCon days, I would be satisfied. Once again, we have two new sets to play with, and much like Season 20, it feels like one of them got the short end of the stick. Necromancers got the Masquerade of the Burning Carnival set, a valiant attempt at freeing the class from the Land of the Dead, hyper-cooldown optimization tyranny. To the developer's credit, the playstyle is well constructed, and despite my early PTR gripes that "it's another Bone Spear thing, Pestilence exists, grr!", the interplay with Simulacrum provides just enough of a difference to really make it stand out. The changes to Simulacrum as a whole are one of the patch's highlights, and it finally stands toe to toe with other summoner options for Necros in terms of flavor, flexibility and enjoyment to play. And even though a considerable bump in damage would reaaaally be nice, I can't imagine Necromancers would be displeased by S21 - not after seeing how the new Legacy of Dreams-based Corpse Explosion and Poison Scythe builds trample the highest tiers of content. Demon Hunters got the real sweet deal in my book though. I have long championed Strafe as the coolest skill in the class' arsenal (I might have watched the Matrix one too many times as a kid), and even though you could and maybe even did play a RoV Natalya's build with it back in the day... it just never really did it justice, did it? (No wonder Natalya DHs jumped ship to Rapid Fire first chance they got.) Now we have the real Strafe set in the face of Gears of Dreadlands, and I will be rocking this stylish 6-piece in order to style on demons and make pincushions out of them all Season long! I only wish Chakram got some love alongside Hungering Arrow and Bolas, but eh - there's always next Season. Have a great Season 21, and as always - happy hunting! -Deadset
Haedrig's Gift Beginner Build: The Shadow's Mantle Gears of Dreadlands - Hungering Arrow (and Bolas!) Using the powers of the Gears of Dreadlands set, this Demon Hunter build combines the deadly precision of Hungering Arrow with the elegance of movement and battlefield maneuverability of Strafe. The end result is one of the most versatile, agile and honestly - just visually appealing playstyles in the game. Whether the interactions with Valla's Bequest are intended or not remains to be seen, but this is a guaranteed contender for the most played build this upcoming Season, and with good reason! Gears of Dreadlands/Marauder - Support Using the combined might of the Gears of Dreadlands and Marauder sets, this support Demon Hunter build combines the strong damage buffs and pulling utility from the Entangling Shot and Bolas barrage with the myriad utility and toughness buffs coming from the Companion synergy. I never thought I would include a support build as something to be excited about, but it has been so long since Demon Hunters were this desirable and this versatile in the meta, that I can't help but highlight it. Now if only they made Calamity good again. Sigh.
NECROMANCERS
Haedrig's Gift Beginner Build: Grace of Inarius Masquerade - Bone Spear Testing the full capabilities of the dedicated Masquerade of the Burning Carnival set, this Necromancer build focuses on a unique amalgamation of Simulacrums and Bone Spear to produce a crafty sniping playstyle that can take its time setting up fights due to its impressive endurance. While a tad underpowered for the highest of high endgame pushes, this is still a capable - and most importantly, Land of the Dead-independent (hurrah!) - build for all the CDR-weary Necromancers out there. Legacy of Dreams - Corpse Explosion Basing itself on the versatile and adaptable Legacy of Dreams power and stacking a bunch of empowering and synergistic legendary items, the Corpse Explosion Necromancer provides another supremely powerful and visually striking playstyle this Season - and this one relishes on exploding cadavers, which is about the coolest and most Necromance-y thing you could say. High contender for my second build this Season, I've wanted a top tier Corpse Explosion Necromancer ever since this class came into existence. Legacy of Dreams - Poison Scythe Emerging from a combination of the Season 21 changes to the build-defining Haunted Visions amulet, the adaptability of the Legacy of Dreams bonus, and the plethora of Poison-themed skills at the Necromancer's disposal, this Necromancer build offers a simple-yet-deadly playstyle that reaps enemies without a thought for cooldowns. Will this build tickle your fancy for mechanical mastery? Nah. Will it cause theorycrafters to break down build minutae in endless excel tables? Nah. Is it the strongest and laziest Necromancer thing since Bone Storm from ages ago? You betcha.
BARBARIANS
Haedrig's Gift Beginner Build: Might of the Earth Suggested Top/Most Fun Build to Run: Wrath of the Wastes - Rend Built from the ashes of a very old Rend/IK mixture, the Rend Wastes Barbarian truly shows the potential and terror of this DoT build. An unstoppable machine that whirls, cleaves and guts demons like Barbarians were always meant to do. With the newfound powers of Ambo's Pride, this build bleeds his enemies dry in an instant, turning what was once an unassuming bleed into a fearsome nuke that gets applied every second. Couple that with the savage elegance of Whirlwinding, and it's no wonder people will return to this build time and again when it comes to Barb progression.
CRUSADERS
Haedrig's Gift Beginner Build: Thorns of the Invoker Suggested Top/Most Fun Build to Run: Aegis of Valor - Heaven's Fury Shotgun One of the two new sets from Season 19 ascended Crusaders to a whole new level, and evoked the times when the Holy Shotgun was considered OP, because it was the only Reaper of Souls build that demolished T6. Hundreds of millions of damage and health spikes later, this (un)holy amalgamation of items delivers a mixture of Fist of the Heavens and Heaven's Fury Shotgun shots with righteous ferocity that have earned this build the one rigthful nickname: God Crusader. In short, it's still pretty damn OP, even with two Seasons in a row worth of nerfs.
Haedrig's Gift Beginner Build: Jade Harvester Suggested Top/Most Fun Build to Run: Mundunugu Spirit Barrage The Mundunugu set empowers one of the most visually satisfying builds of Witch Doctors, Spirit Barrage, to a ridiculously powerful level that will (barring any unexpected changes) seal the WD's spot in group play for much longer than the flavor-of-month Poison Nova will for Necros. To top it all off, this build is very versatile across all game activities, and can be adapted to everything from bounties, through keyfarm and speeds, to high end solo and group pushing as the Trash Killer.
WIZARDS
Haedrig's Gift Beginner Build: Firebird's Finery Suggested Top/Most Fun Build to Run: Vyr - Archon Transforming the Wizard into an unstoppable being of Arcane destruction, the Achon build simply has it all - power, mobility, versatility. For the modest investment of two relatively easy-to-obtain sets - Vyr and Chantodo - this build will take you into the highest of Greater Rifts, and with a relatively simple to grasp playstyle to boot. This remains one of the strongest builds you could go for on a Wizard, and has an excellent character power-to-time-invested ratio.
GETTING STARTED THIS SEASON, OR HOW TO GET TO THE COOL STUFF
We can clearly see an influx of new and returning players - people looking for guidance and advice on early crafting, gambling, and character building foundations. This is my attempt to convey as much information as I can in a single thread. At the very start of the Season, your first job is, naturally, to create a new seasonal hero. While this first choice does not lock you down too terribly, note that the Seasonal Journey rewards you once per Season - only for the character that completes the chapters first. Bearing that in mind, pick your character and go in game. While in town, approach one of the followers that most closely matches your class (Templar for Barbarians, Monks and Crusaders, Scoundrel for Demon Hunters, and Enchantress for Witch Doctors, Necromancers and Wizards), select the "Inventory & Skills" option, take their weapon and equip it yourself - it is a significant upgrade over the base weapon that you start with. Note that once you reach level 7, vendors in all towns - the ones with the nickname "the Fence" in their names - will start selling rings. Each of them has a chance to sell rings that increase your Average Damage (i.e. 2-4 Damage), which is a massive DPS boost early on.
Challenge Rift Completion and Kanai's Cube
After your character is created, head to the Game Settings menu, go into the Challenge Rifts and start the current weekly run. Note that you have to have completed at least one Greater Rift on your account (either in non-seasonal or previous seasons) to have Challenge Rifts unlocked. Challenge Rifts are a weekly challenge that provides a fixed character and a build (usually using quirky skills and/or heavily unoptimized stats and items), and challenges you to beat the Greater Rift completion time of its original owner. The completion of the Challenge Rift is usually trivial and can be completed either solo or in a group, and will net you a Challenge Rift Reward cache. Open it up in-game with your brand new seasonal character and claim its contents: Death's Breaths, a couple hundred of each of the base crafting materials, Blood Shard, a couple million gold, and 15 each of the Act-specific bounty cache materials. With your newfound riches, upgrade both your Blacksmith and your Mystic craftsmen in town to their maximum rank. Your next important step is to acquire Kanai's Cube. Kanai's Cube is found in The Ruins of Sescheron - the waypoint in the top right corner of the Act III map. From that waypoint, run left towards the city and make your way around the ruins; one of its far corners (typically upper right, lower right, or lower left) will have the entrance to the next zone, the Elder Sanctum. Once in the Elder Sanctum, make your way through the zone, practically to its other end. When you find the Cube and click it, it automatically transports itself back to town. While you are at it, take a look at the Kanai's Cube guide for additional details on its use - it is an incredibly important part of your character progression at any point of the game, so make sure to acquaint yourself thoroughly with its properties.
Which Item to Craft and Extract in the Cube?
One of the strongest early game boosts that you can obtain while leveling is to craft a yellow (rare) level 70 item at the blacksmith, then try to upgrade it into a valuable legendary at Kanai's Cube, and finally extract its property for one of the Kanai's Cube legendary power slots. Note that this strategy is stronger for some classes over others, particularly favoring Demon Hunters, Necromancers, and somewhat Barbarians. The remaining classes can skip this step and directly go to gambling, sparing themselves some disappointment and saving some materials for level 70, since you can do this recipe exactly once at the Season's start (you only have so many Death's Breaths). When choosing which rare item to craft, keep in mind that you are looking to upgrade them into a legendary that provides some form of skill damage multiplier that will skyrocket your leveling efficiency. Every class has a different set of valuable items to attempt for:
Barbarian:
Craft a rare level 70 Two-Handed Mighty Weapon, and use the Upgrade Rare recipe in the Cube to try to obtain either a Fury of the Vanished Peak or The Gavel of Judgment.
Crusader:
Craft a rare level 70 One-Handed Flail, and use the Upgrade Rare recipe in the Cube to try to obtain either a Darklight, Gyrfalcon's Foote or Johanna's Argument.
Demon Hunter:
Craft a rare level 70 Dagger, and use the Upgrade Rare recipe in the Cube to obtain either a Karlei's Point or a Lord Greenstone's Fan. Demon Hunters are excellent at this strategy since they only have 2 daggers, and they are both great for leveling.
Monk:
Craft a rare level 70 Daibo, and use the Upgrade Rare recipe in the Cube to try to obtain either an Incense Torch of the Grand Temple, Balance or The Flow of Eternity.
Necromancer:
Craft a rare level 70 Two-Handed Scythe, and use the Upgrade Rare recipe in the Cube to obtain either a Bloodtide Blade, Maltorius' Petrified Spike, Nayr's Black Death or Reilena's Shadowhook. Necromancers are excellent at this strategy since they only have 4 legendary Two-Handed Scythes, and they are all great for leveling.
Witch Doctor:
Craft a rare level 70 Staff, and use the Upgrade Rare recipe in the Cube to try to obtain either a Staff of Chiroptera or Wormwood.
Wizard:
Craft a rare level 70 Wand, and use the Upgrade Rare recipe in the Cube to try to obtain either a Fragment of Destiny, Starfire, Unstable Scepter or Wand of Woh.
Note that this part of the leveling strategy requires some amount of luck for non-DH and non-Necromancer players. Leveling in a group minimizes the risk of RNG screwing everyone over, but sometimes you will be unlucky; this is nothing to be bothered by, as leveling in Diablo is still a fairly easy and straightforward process. If you are lucky, however, and obtain one of the items outlined above, you will have just about enough Death's Breaths to use the Extract Legendary Power recipe in Kanai's Cube. Do that, and then slot the (now maximized) legendary power of the item in the Cube, netting yourself a considerable leveling bonus. Needless to say, adjust your build accordingly to the legendary power, i.e. if you get Guard of Johanna as a Crusader, make Blessed Hammer your main damage dealing skill throughout leveling.
Spending the Challenge Rift Blood Shards
Your next step is to try and gamble for valuable items from Kadala at level 1. Since not every legendary is available right from the start, the legendary item pools for some classes are restricted in a beneficial way to obtain another strong damage multiplier right from the start. If you do not consider the legendaries listed for your class particularly attractive, you can always gamble for Helms for a considerable chance at obtaining Leoric's Crown; extracting its power and socketing rubies in your helmets throughout leveling will net you a hefty amount of extra experience.
Barbarian:
Gamble for Bracers, trying to obtain either Bracers of Destruction or Bracers of the First Men. Spend any remaining Blood Shards on Boots for a chance at Lut Socks.
Crusader:
Gamble for Bracers, trying to obtain Gabriel's Vambraces. If you are lucky to get them quick, you can also spend some (or all, if you are feeling lucky) on shields for Guard of Johanna or Denial. At level 31, if you have any Blood Shards saved over, or new ones you are willing to spend, you can try your luck at Pants for Hammer Jammers.
Demon Hunter:
Not many great options; you can gamble for Belts, trying to obtain the Hellcat Waistguard, although Grenade comes a little later in the leveling process. Otherwise, either go for Leorics Crown (helm) or the damage proc of Pox Faulds (pants). Another gambling strategy you can attempt is saving shards for level 30, when you can gamble on Quivers for a chance at Sin Seekers, or level 31 - for the additional chance at Holy Point Shot and Spines of Seething Hatred.
Monk:
Gamble for either Boots (hoping to obtain Rivera Dancers or The Crudest Boots) or Bracers (hoping to obtain either Pinto's Pride, Cesars Memento or Gungdo Gear). Adjust your gambling strategy for Monk depending on the item you obtained (if any) on the previous step, where you upgraded a rare item (i.e. gambling for bracers if you got an Incense Torch of the Grand Temple, hoping to get Pinto's Pride).
Necromancer:
Gamble for Gloves, trying to obtain Grasp of Essence.
Witch Doctor:
Not many great options; you can gamble for Mojos, trying to obtain a Gazing Demise, but its usefulness is rather limited in early character progression. Otherwise, either go for Leoric's Crown (helm) or the damage proc of Pox Faulds (pants).
Wizard:
Not many great options; you can gamble for Bracers, trying to obtain Ashnagarr's Blood Bracer, but its defensive properties are not very useful early on. Otherwise, either go for Leoric's Crown (helm) or the damage proc of Pox Faulds (pants). Another gambling strategy you can attempt is saving shards for level 31, when you can gamble on Rings for a chance at Manald Heal,or level 33 - for Source gambling for Etched Sigil.
Crafting a High Level Rare and Reducing Level Requirement
Pick a two-handed weapon category of your choice (2h Axes, Maces, Swords...) and craft a level 70 weapon of the chosen type. Avoid class-specific weapons, since they add a class-specific roll to the secondary stat pool (i.e. Max Fury), making this strat harder. You are looking for a roll with:
At least a Crowd Control secondary stat - Chance to Stun, Slow, Fear,.. etc. On Hit;
Ideally, also a Life per Hit primary stat;
If both these stats are present, you have eliminated a large part of the possible Secondary stats on the weapon. Thus, you can easily reroll the other Secondary stat (the one that is NOT the crowd control stat) into Reduced Level Requirement - making the item wearable up to 30 levels prior to level 70. This is a tremendous damage increase for a large chunk of your leveling process. Of course, if you are very lucky, the Reduced Level Requirement can roll onto your crafted item outright.
Complete a Boss Bounty
An easy early boost to your character in Seasons is to check your bounties for any easily completed act boss killing bounties - the most famous examples being Zoltun Kulle (at the Archives of Zoltun Kulle waypoint) and Maghda (down from the Road to Alcarnus waypoint) in Act II. Another option is Azmodan at the very end of Act III. Simply run past the mobs and go straight for the boss kill. The boss bounties reward you with a Diabolic Hoard chest that is guaranteed to drop you a couple of rare items; they will boost your overall character power nicely right at the beginning.
LEVELING UP
And this is it! You've made it to the actual leveling part! :) Outside the Cursed Chest strategy that requires Necromancer presence in the group, you have three major class-agnostic options:
Torment VI Traps Method
Turn the difficulty up to Torment VI and go to the Halls of Agony Level 1. Run and dodge past monsters that come in your way until you reach the falling blades traps; there, lure the monsters towards these traps and watch as they get slaughtered, netting you tremendous experience. This method, while extremely efficient time-wise, is also (arguably) quite unfun and counter-intuitive, not to mention prone to mishaps. Needless to say, this strategy is not Hardcore-friendly and will result in the (frequent) death of your character.
Via Massacre Bonus
You can also consider leveling via Massacre bonuses — a very potent strategy in solo play. The Massacre bonus XP system was revised in Patch 2.4.1 into a multiplicative experience bonus that rewards you for chaining kills of monsters. The caveat is this bonus only works in bounties - and not during Rifts. To successfully pull of long chains of monster kills, pick highly populated zones - the Cathedral (Act I), Halls of Agony Level 3 (Act I), and, most notably, Fields of Misery (Act I). The tactic is to always be on the move, leading monsters into one another, abusing Cursed Chests for monster spawns, and generally using skills with DoTs or high AoE (Rend for Barbarian, Blessed Hammer for Crusader, Multishot for Demon Hunter, Wave of Light for Monk, Locust Swarm for Witch Doctors, Blizzard for Wizards). While Massacre leveling will require frequent restarts of the game (every 5-10 minutes), it will result in some of the fastest leveling in Diablo 3, clocking under the 2 hour mark when you get the hang of it. Due to its individual nature and the level of coordination required to pull it off in a multiplayer game, leveling by Massacre bonuses can only be recommended for 2+ players if they are experienced and have voice communication; this is predominantly a solo leveling technique. It also has the considerable downside of losing the increased legendary drop rate and blood shards of rifting.
Via Rifting
For groups and players that do not stress losing an hour in the 1-70 race, the general recommendation is to stick to rifts for the 1-70 journey. Rifts grant you increased legendary drop rate, blood shards for gambling, and a hefty "hand-in" bonus at the end. While rifting has a higher degree of randomness than bounties (map layout, monster density and composition are all RNG), the removal of Rift Keystones as a requirement to open them allows you to simply remake if you get a bad (difficult or slow) rift.
And this is it! Thank you so much for reading this megathread and my guides! Good luck and have a great Season 21!
BETA 10: WARLORD FOREVER! The full ambient soundscape is here, and it's not alone! Beta 10 also comes with expanded bothacking abilities, two more alternate endings, many more types of drones, and of course lots of other features to improve the overall experience. Diving right in here... (Note: Beta 10 is far too large to fit the entire release notes in a Reddit post, so I've had to share the changelog here as an image rather than text. For a normal view of the full release notes, see this same announcement on the forums!)
Saves from earlier versions are incompatible with Beta 10, but even if you're on Steam and Cogmind automatically updates, Beta 9.6 is still available via its own legacy branch and you can roll back to finish a run in progress first if you like.
Ambient Soundscape
You can now fully hear the world of Cogmind! Cogmind has always had a ton of sound effects that help bring the world to life, but as far as continuous tracks go, for many years we've only had a few ambient sounds emitted by special machines and sample mapwide tracks in a couple maps as a test. Now all named machines have their own audio, as do all the maps! Hear an array of Construction Platforms at work in the Factory, the rumble of a Megafabricator in the distance, Plasma Injectors down in the Mines, the hum of Power Conduits, busy Mainframes echoing throughout the Research branches, and so much more. Aside from thematic mapwide drones that meld everything together, when you're not blasting robots and using the interface the audio experience is primarily defined by environmental factors, yet another new facet of Cogmind's emphasis on immersion.
Here's a debug shot visualizing the variety of machine audio across a Factory floor, where each unique sound is associated with a random color.
Any gaps or areas where no specific local machine can be heard will generally have a higher-volume mapwide ambient track to unify the floor's audio and maintain the theme, as you can see in this visualization of mapwide ambient volumes (brighter is higher volume).
I wrote an in-depth article about the content and process behind Building Cogmind’s Ambient Soundscape (visual overview). Related to the expansion of Cogmind's audio content we have an important new advanced option, muteAudioOnFocusLoss, which you might want to turn on if you do a lot of Alt-Tabbing and prefer that Cogmind not continue playing its audio while you're in some other window. We might want that to be on by default, but it's off for now since I need to make sure it doesn't mess anything up first :P (it seems okay so far, anyway--I've been using it for a while now, but that's just me). The soundscape is also fully accessible in text form as well, a new feature that will benefit both those who can't turn up the volume or simply want the extra visual reinforcement enabled by being able to also "read" all the audio sources. This is made possible via a new Audio Log, off by default but toggled in the options menu.
See the Audio Log in the top-right corner, listing all heard ambient audio sources and their relative volume as heard from the current location as I walk around a Materials map:
Here's another demo showing ambient sound sources alongside sound effects and the visual sound effect system as a battle rages outside this room:
There's a summary of Audio Log features and behavior in the manual, or if you want an even more in-depth look at how the system was built you can check out the article I wrote on the topic: Audio Accessibility Features for Roguelikes (visual overview). The install size of the game has definitely gone up as a result of all the new audio, by a whopping 50%! It wasn't exactly huge to begin with, but with Beta 10 we're going from 30MB to 45MB.
New Endings
We have two new endings, bringing us to a total of nine different ways to win! I won't spoil the new ones here except to say that they're both a part of the extended game, and to point out the obvious, that yes the "expanded Warlord arc" indicated in the changelog is what you've been waiting for if you're one of us Warlord fans. Warlord forever! (Hopefully...) Each of the new endings presents new challenges beyond what was already in the game, and of course as with the other seven, they each come with their own unique animated ending sequence. A ton of work went into these endings as a whole, and based on initial feedback from patrons they seem to have turned out pretty well. I even had to add a whole new type of UI window to enable you to trigger access to one of the new endings--you'll know it when you see it ;) On a related note, I've also expanded some NPC interactions that people have wanted to see over the years. Under the right circumstances it's been possible to get certain major NPCs to meet each other, but in the past they wouldn't take notice or otherwise react in any way. Now they do, usually with consequences :P
Drones and AI
There was a decent list of optional features to consider for Beta 10, and this time patrons voted to prioritize a drone mechanics rework together with a significant expansion of the types of drones available. It's turned out pretty nicely, resolving what I saw as some longstanding issues while adding fun new options at the same time. Importantly, the new additions are not simply "drone with guns A, drone with guns B, etc.", or even drones using just standard tech, but instead come with unique features or behavior that can enable special strategies, or at least just be really fun to use--launch decoys, self-guided bombs, your own posse of thieves, drones that do your hacking for you, and more!
Drone Bay Basics The most fundamental change with respect to drones is that you must have an attached and functional matching type of bay in order to use them. The bay does not actually need to be active, however (activating a bay is simply a way to launch drones). There are a number of implied changes connected to this one, including:
Releasing a drone directly from a bay on the ground (e.g. with '>') can only be done if a functional matching type of bay is already attached
Zionite Recon dispatches now arrive as a Z-Drone Bay (since you can't have drones without a bay anymore :P)
Drone bays never autoactivate on attach, regardless of part autoactivation settings
If you remove the necessary drone bay (or it's destroyed xD), all related drones will take on the new "Unconnected" status and shut down. You lose the FOV info, but can gain it back again immediately by attaching an appropriate bay.
This requirement really opened up the drone space for more possibilities and was pivotal in making the new drones much more interesting since the bay becomes a part of the requirement for using them, meaning we can get more powerful/numerous drones because the bay itself can be huge or heavy as a balancing factor to compensate :) One surely welcome QoL under this new system is that if you have multiple matching drone bays and the attached one is full, drones can actually return to those which are currently in your inventory, as long as one has sufficient space. Less Micro Overall there'll be less micromanagement involved with drones, and in some cases other allies as well, with the biggest change being the complete removal of the GOTO order! That feature just encouraged a lot of micromanagement to get the most out of allies, especially drones which could then be carefully moved around to explore manually in some cases, and would often be optimal but tedious (i.e. not good). (Even after the removal you can technically still get them generally where you want by using a combination of movement, waiting, and STAY orders, though this incurs a time cost which can be prohibitive except when very important.) This encouraged me to make some improvements to the AI as well, most importantly that unarmed followers will slightly trail behind rather than gathering around your current location. And they'll be smart about retreating ahead of you if you're retreating, too, generally keeping them out of the line of fire (unless you're suddenly ambushed from behind, or surrounded, in which case good luck :P).
Implementation: Instead of following your precise location, unarmed followers will target a point lagging behind you, as demonstrated here in debug mode (you can't normally see the point itself)
Drones and all allies will also really do their best to avoid stepping on known traps now. It turns out that although they would never path through traps, they might sometimes decide to stand on one if you were hanging around near it long enough. Fleeing drones will now always RETURN automatically, rather than running around wildly, so it'll be easier to get them back and they'll be much more likely to survive longer. By extension, any disarmed combat drones will also automatically return, possibly improving their lifespan as well. The potential drawback here is that they might lead enemies right back to your position! Of course if you're not there when the enemies finally arrive then it's all good anyway... (or you can choose to sacrifice the drone by removing the bay to disconnect it and then you'll be fine, too) Drone QoL One long-requested new feature is the ability to have the map view follow a drone as it moves. You can easily cycle through your drones using the normal Enter key (or center mouse button), which highlights them and their FOV. You can just use this to more easily check where they are, or even pass turns while focused on them and watch as they explore even distant areas.
Acquiring Drones A majority of the new drone bays are available in the early game, although every single type except for one is a unique part, so you won't be seeing all of them in the same run. Less unique drones with similar mechanics might be available in the future (for example via Merchants!), but there's currently no good place to add them yet so I decided it would be better to make the bays unique so they could be especially useful or fun. Many are available in the Mines via a new prefab encounter, and the rest are scattered about in other plot areas. One is a regular 0b10 prototype bay.
RIF Expansion
For all the Botlord builds out there, the pool of potential robot hacking abilities has been expanded from 9 to 15. Half of the new ones can be obtained multiple times to increase their effectiveness. (Skip this section if you want to discover them on your own!) Here's an overview of what's new...
Hotswap allows you to automatically swap in additional matching Couplers in sequence from your inventory when the effective code value of current attached Couplers is insufficient for the desired hack. (No this doesn't mean hacking directly from inventory Couplers, but it does reduce the need to free up utility slots and attach additional Couplers mid-combat, while also allowing you to more easily get the most out of your existing Couplers.)
With Command Fork you have a chance to duplicate each hack, also applying it to the visible applicable target nearest to the initial target, at no extra cost! It's compatible with most hacks, excluding generate_echo, map_walls, map_earth, map_route, or those that would have no meaningful effect. This is super useful because you can hack a combat bot and have the same hack affect a nearby different type of combat bot for which you don't even have a Coupler--very powerful under the right circumstances! (link_fov fork demo) (demo of forking overload_power and streamctrl_high)
Threat Obfuscation reduces all influence increases by a certain percentage (depending on your ability's level).
Signal Jamming blocks local transmissions from visible hostiles while you have a matching Coupler attached, making it impossible for them to share information about your current position. Also prevents calls for reinforcements, and suppresses alarm traps. Basically against bots it's like having a targeted Transmission Jammer, a nice little bonus for having a given Coupler.
Zone Cloak causes extermination squads to take longer to pinpoint your position for dispatching, essentially the same effect as taking out Garrison Access points, but you get it for free.
With any [NC] Coupler attached, Watcher Feeds makes it possible to tap into the visual feed data of all 0b10 Watchers within a range of 24! This basically gives you temporary access to free drones that can maintain visual contact with enemies without themselves being attacked. One less reason to destroy Watchers :P (demo of the Watcher Feeds effect--while applicable, the link range is highlighted in faint yellow)
Mechanics
You can ram walls and machines now! Doing this is will mess you up pretty bad and there are warnings against it, of course, to help prevent you from smashing your face into that adjacent nuclear reactor, although if you're getting really desperate and squads are gathering around, this might actually be a good idea ;)
So it's there if you need it. This also provides a last ditch way out of escaping situations in which you've accidentally allowed Engineers to entomb you without any weapons to escape :P Ramming like this uses the same old force melee commands.
We also have a more controversial mechanical adjustment in terms of using melee weapons in dug out spaces. For a number of reasons being able to safely dig winding tunnels could be pretty cheesy, even more so using them to fight pursuers. Projectile weapons could cause instant cave-ins when used like this from within unstable areas, but not melee weapons. Now all weapons are treated the same in this regard. The chance of melee attacks causing a cave-in are lower than, say, a kinetic cannon, but it is no longer completely safe to do so. In terms of tunnel combat I imagine the effect of this change is less of an issue for players since that practice probably wasn't as widespread, though this does also affect the ability to dig consecutively through multiple spaces with a melee weapon, which will no doubt cause concern for some stealth builds which will need to consider alternative options if they can't risk a cave-in. In any case, we'll see how things turn out, but stealth is already super effective and melee digging in particular was only one small part of that effectiveness.
Balance
Trackers have been nerfed. See the multiple changelog lines regarding them :P The changes essentially mean they'll be a bit slower to catch up to you, and also have to be within view before they can open fire. Technically this is also an indirect nerf to builds that liked to farm Trackers and take their OP gear to turn it agaist 0b10, but players who could do that were few and far in between (in Rogue mode, at least xD). We also have some OP weapon nerfs, specifically the Firepult and Guided EMP Blaster. Both are still good, but were definitely way too good earlier. The Firepult nerf in particular was planned to happen eventually, but don't worry, it's still quite good, just can't be used indefinitely because the idea behind most EX-tech was that it's stuff which is fun and effective to play with through the early/mid-game rather than become something you stash away to help crush the extended game :P. Some other Exiles parts will likely be revisited in the next release for updating as well (they were intentionally made OP when first introduced basically just for fun, since you can't get them every run anyway). Impact weapons got a situational buff across the board, since all walls and reinforced barriers are now weaker against them. I made some changes to the Access garrison situation, namely removing the original extremely deadly result of visiting one, a nasty surprise for anyone doing it their first time that was probably not survivable for most builds. The origial effect (instant Max Security!), was my first reaction to Pimski trying to loop indefinitely since it was an easy way to use the game's existing content to mostly discourage or outright block that possibility. Now there's a much less deadly result specifically for that situation. Going inside that garrison itself has gotten more dangerous, however--I mean it's Access, right?! :)
QoL
Our favorite three-letter combo around here! We've got some useful new protective warnings, including most importantly a warning if you're attempting to attack from a position that might cause a cave-in as a result, since it can be easy to that accidentally in the heat of battle. (This warning also includes melee attacks, as per the earlier mechanical change mentioned earlier.) There's also a warning if your attempted line of fire is blocked by another robot, since a fair number of people don't seem to notice that as readily, especially if the situation is changing as a lot of bots are moving around during combat (note that the LOF indicator also changes color). Previously used guided waypoints can now be recalled even if some were outside FOV (demo). By request, as long as you have Tactical HUD mode active, parts that have been damaged for whatever reason (like... being shot :P) now retain a box around their integrity display in your parts list until your next action, so that you can more easily recall what has just taken damage (demo). I've activated this behavior by default, but if it bothers you you can deactivate it in advanced.cfg using partDamageIndicatorsRetained. Also by request, we now have the ability to add custom log notes! Log notes could later be expanded in a number of ways depending on player needs, but the primary purpose behind its current form is to allow you to leave in-game notes about what you were doing at the end of a play session, making it easier to pick up where you left off next time. This feature is currently only accessible via Shift-Alt-z, but we'll be later getting a new menu system for easier access to all Shift-Alt key combo features, including mouse accessibility. And no, your notes do not appear in the final scoresheet at this time (they're excluded from log output and only appear in game). I've updated any Mines reward encounters that required randomly visiting a hidden location, which encouraged the optimal tactic of scouring every inch of the Mines in search of them, especally in the hope of uncovering the famous early Exp. Sensor Array. As you can see, the event is now triggered by rifling through some visible Scrap. The original behavior was meant as a placeholder until there was a better solution--now we have one :) We've got a couple little special mode updates as well. First of all a dedicated indicator for when your built-in sensors are being jammed, since the normal indicator was attached to sensor parts, which you may not even need in RPGLIKE mode :P Player 2 now displays their parts with raw integrity values rather than as percentages.
Community
I've been doing a lot of streaming over the past months, about half of it Cogmind-related. In fact, we'll be starting a new run today, not long after Beta 10 is officially released here :) Past streams are archived on my YouTube channel, including the relatively recent Magneto run where we go for that achievement, some RIF runs, and others checking out the new ambient audio, including one dev testing stream. Many others have been streaming lately as well, including MTF, Tone, Valguris and other top players. The Discord is a good place to get a heads up on streams and when people are planning to go live. For those of you out there interested in the latest flavor of cheese, Pimski has put together an Exiles Kill Guide demonstrating a new pastime among Cogmind's more brazen and greedy (and evil!) players. As per the announcement last month, the leaderboards are back in action and better than ever. I'll be continuing to expand their features down the line. The next leaderboard reset will come tomorrow now that Beta 10 is out! All the current scores are from the Beta 9 builds (although the separate patron leaderboards include some Beta 10 and prerelease runs).
The Road to More
Thanks to all patrons and players for your support! We've still got that OP rating, so the next goal still stands. Keep the reviews coming :D Reminder: There will eventually be a big free expansion happening that adds Merchants (in fact there are a growing number of references in the game foreshadowing their arrival, including more in this release ;)), though I haven't yet decided for sure whether it will be before or after 1.0. Regardless, we've got lots and lots of plans, both small and large, still out there just waiting for some attention...
Deadset's All Characters Cheat Sheet & Endgame Guide Compendium, Season 20 Edition
S20 COMMENTARY AND THOUGHTS
Greetings, /Diablo! The time is nigh for yet another Season, this time themed as the Forbidden Archives. Its power, as many of you already know, allows you to use any Kanai's extracted power in any slot of the Cube, which can result in three weapon powers, three armor powers, three jewelry powers, or any combination or ratio of these that you can think of. The seasonal theme for S20 is decently flavorful, but deceptive in its depth - in reality, most builds in Diablo 3 post-RoS and Kanai's addition are pre-designed with the addition of a specific weapon, armor and jewelry power in mind, which are not easy to deviate from - especially for solo players. (I'm not the only one who feels this way - you can hear wudijo's excellent thoughts on the subject here and here ). Interestingly, we are about to see a repeat of S19's case where the class without a new set (Barb back then) becomes the most played one due to other circumstances; this time around, it will be the Necromancer, due to their ability to stack weapon powers. This naturally leaves the question for the current state of the new sets, and while not as overwhelmingly powerful as the ones introduced in S19 (Valor and Patterns), they still provide interesting options to build around, or at least have a break from the usual builds in S20. The Wizard's Typhon's Veil is the least desirable of the additions due to its lacking numbers and bare mechanics, to a point where it struggles to compete with its own LoD variant, let alone a GR pushing staple like the Vyr Archon. That being said, you can absolutely play a very appealing LoD Hydra build with the reworked legendary items. The Horde of the Ninety Savages set is a solid addition to the Barbarian roster, and will see a lot of S20 play. A huge part of the reason is its 2-piece power necessitating its inclusion in Support setups, but used in its 6-piece entirety it also provides a very capable speed farming setup, a decent and easy-to-grasp non-competitive GR solo pushing setup, and an exotic, yet quite capable Rift Guardian Killer variant. I encourage you to look at Rob2628 's experimentation on the subject if you haven't - the build's wobbly survivability is not an issue when played in the right circumstances and tiers. The Mundunugu Spirit Barrage Witch Doctor is the strongest of the new additions, and arguably one of the strongest builds in the game right now, especially for soloing. I definitely plan on dusting off my WD for the season despite the potential for Necro shenanigans, and if you are interested in delving deep into the Spirit Barrage mechanics I can only encourage you to look into fellow theorycrafter svr90 's reasearch on the topic; it's a fascinating read that shed much light on how Spirit Barrage is used to this day. Have a great Season 20, and as always - happy hunting! -Deadset
Create a shortcut to your Diablo .exe file (not the launcher .exe). You should use the 64-bit version in /x64 if you normally use this version.
Go into the properties of the .exe and edit the shortcut target.
Add " -launch", including the space at the start, but without quotation marks. Save your changes and use the shortcut - Diablo 3 will start up shortly afterwards.
You will need to log in with your account details and, if you have an Authenticator, you will need to enter the code manually.
Make sure to double check the region you are logging into with the options menu on the log-in screen.
GETTING STARTED THIS SEASON
We can clearly see an influx of new and returning players - people looking for guidance and advice on early crafting, gambling, and character building foundations. This is my attempt to convey as much information as I can in a single thread. At the very start of the Season, your first job is, naturally, to create a new seasonal hero. While this first choice does not lock you down too terribly, note that the Seasonal Journey rewards you once per Season - only for the character that completes the chapters first. Bearing that in mind, pick your character and go in game. While in town, approach one of the followers that most closely matches your class (Templar for Barbarians, Monks and Crusaders, Scoundrel for Demon Hunters, and Enchantress for Witch Doctors, Necromancers and Wizards), select the "Inventory & Skills" option, take their weapon and equip it yourself - it is a significant upgrade over the base weapon that you start with. Note that once you reach level 7, vendors in all towns - the ones with the nickname "the Fence" in their names - will start selling rings. Each of them has a chance to sell rings that increase your Average Damage (i.e. 2-4 Damage), which is a massive DPS boost early on.
Challenge Rift Completion and Kanai's Cube
After your character is created, head to the Game Settings menu, go into the Challenge Rifts and start the current weekly run. Note that you have to have completed at least one Greater Rift on your account (either in non-seasonal or previous seasons) to have Challenge Rifts unlocked. Challenge Rifts are a weekly challenge that provides a fixed character and a build (usually using quirky skills and/or heavily unoptimized stats and items), and challenges you to beat the Greater Rift completion time of its original owner. The completion of the Challenge Rift is usually trivial and can be completed either solo or in a group, and will net you a Challenge Rift Reward cache. Open it up in-game with your brand new seasonal character and claim its contents: Death's Breaths, a couple hundred of each of the base crafting materials, Blood Shard, a couple million gold, and 15 each of the Act-specific bounty cache materials. With your newfound riches, upgrade both your Blacksmith and your Mystic craftsmen in town to their maximum rank. Your next important step is to acquire Kanai's Cube. Kanai's Cube is found in The Ruins of Sescheron - the waypoint in the top right corner of the Act III map. From that waypoint, run left towards the city and make your way around the ruins; one of its far corners (typically upper right, lower right, or lower left) will have the entrance to the next zone, the Elder Sanctum. Once in the Elder Sanctum, make your way through the zone, practically to its other end. When you find the Cube and click it, it automatically transports itself back to town. While you are at it, take a look at the Kanai's Cube guide for additional details on its use - it is an incredibly important part of your character progression at any point of the game, so make sure to acquaint yourself thoroughly with its properties.
Which Item to Craft and Extract in the Cube?
One of the strongest early game boosts that you can obtain while leveling is to craft a yellow (rare) level 70 item at the blacksmith, then try to upgrade it into a valuable legendary at Kanai's Cube, and finally extract its property for one of the Kanai's Cube legendary power slots. Note that this strategy is stronger for some classes over others, particularly favoring Demon Hunters, Necromancers, and somewhat Barbarians. The remaining classes can skip this step and directly go to gambling, sparing themselves some disappointment and saving some materials for level 70, since you can do this recipe exactly once at the Season's start (you only have so many Death's Breaths). When choosing which rare item to craft, keep in mind that you are looking to upgrade them into a legendary that provides some form of skill damage multiplier that will skyrocket your leveling efficiency. Every class has a different set of valuable items to attempt for:
Barbarian:
Craft a rare level 70 Two-Handed Mighty Weapon, and use the Upgrade Rare recipe in the Cube to try to obtain either a Fury of the Vanished Peak or The Gavel of Judgment.
Crusader:
Craft a rare level 70 One-Handed Flail, and use the Upgrade Rare recipe in the Cube to try to obtain either a Darklight, Gyrfalcon's Foote or Johanna's Argument.
Demon Hunter:
Craft a rare level 70 Dagger, and use the Upgrade Rare recipe in the Cube to obtain either a Karlei's Point or a Lord Greenstone's Fan. Demon Hunters are excellent at this strategy since they only have 2 daggers, and they are both great for leveling.
Monk:
Craft a rare level 70 Daibo, and use the Upgrade Rare recipe in the Cube to try to obtain either an Incense Torch of the Grand Temple, Balance or The Flow of Eternity.
Necromancer:
Craft a rare level 70 Two-Handed Scythe, and use the Upgrade Rare recipe in the Cube to obtain either a Bloodtide Blade, Maltorius' Petrified Spike, Nayr's Black Death or Reilena's Shadowhook. Necromancers are excellent at this strategy since they only have 4 legendary Two-Handed Scythes, and they are all great for leveling.
Witch Doctor:
Craft a rare level 70 Staff, and use the Upgrade Rare recipe in the Cube to try to obtain either a Staff of Chiroptera or Wormwood.
Wizard:
Craft a rare level 70 Wand, and use the Upgrade Rare recipe in the Cube to try to obtain either a Fragment of Destiny, Starfire, Unstable Scepter or Wand of Woh.
Note that this part of the leveling strategy requires some amount of luck for non-DH and non-Necromancer players. Leveling in a group minimizes the risk of RNG screwing everyone over, but sometimes you will be unlucky; this is nothing to be bothered by, as leveling in Diablo is still a fairly easy and straightforward process. If you are lucky, however, and obtain one of the items outlined above, you will have just about enough Death's Breaths to use the Extract Legendary Power recipe in Kanai's Cube. Do that, and then slot the (now maximized) legendary power of the item in the Cube, netting yourself a considerable leveling bonus. Needless to say, adjust your build accordingly to the legendary power, i.e. if you get Guard of Johanna as a Crusader, make Blessed Hammer your main damage dealing skill throughout leveling.
Spending the Challenge Rift Blood Shards
Your next step is to try and gamble for valuable items from Kadala at level 1. Since not every legendary is available right from the start, the legendary item pools for some classes are restricted in a beneficial way to obtain another strong damage multiplier right from the start. If you do not consider the legendaries listed for your class particularly attractive, you can always gamble for Helms for a considerable chance at obtaining Leoric's Crown; extracting its power and socketing rubies in your helmets throughout leveling will net you a hefty amount of extra experience.
Barbarian:
Gamble for Bracers, trying to obtain either Bracers of Destruction or Bracers of the First Men. Spend any remaining Blood Shards on Boots for a chance at Lut Socks.
Crusader:
Gamble for Bracers, trying to obtain Gabriel's Vambraces. If you are lucky to get them quick, you can also spend some (or all, if you are feeling lucky) on shields for Guard of Johanna or Denial. At level 31, if you have any Blood Shards saved over, or new ones you are willing to spend, you can try your luck at Pants for Hammer Jammers.
Demon Hunter:
Not many great options; you can gamble for Belts, trying to obtain the Hellcat Waistguard, although Grenade comes a little later in the leveling process. Otherwise, either go for Leorics Crown (helm) or the damage proc of Pox Faulds (pants). Another gambling strategy you can attempt is saving shards for level 30, when you can gamble on Quivers for a chance at Sin Seekers, or level 31 - for the additional chance at Holy Point Shot and Spines of Seething Hatred.
Monk:
Gamble for either Boots (hoping to obtain Rivera Dancers or The Crudest Boots) or Bracers (hoping to obtain either Pinto's Pride, Cesars Memento or Gungdo Gear). Adjust your gambling strategy for Monk depending on the item you obtained (if any) on the previous step, where you upgraded a rare item (i.e. gambling for bracers if you got an Incense Torch of the Grand Temple, hoping to get Pinto's Pride).
Necromancer:
Gamble for Gloves, trying to obtain Grasp of Essence.
Witch Doctor:
Not many great options; you can gamble for Mojos, trying to obtain a Gazing Demise, but its usefulness is rather limited in early character progression. Otherwise, either go for Leoric's Crown (helm) or the damage proc of Pox Faulds (pants).
Wizard:
Not many great options; you can gamble for Bracers, trying to obtain Ashnagarr's Blood Bracer, but its defensive properties are not very useful early on. Otherwise, either go for Leoric's Crown (helm) or the damage proc of Pox Faulds (pants). Another gambling strategy you can attempt is saving shards for level 31, when you can gamble on Rings for a chance at Manald Heal,or level 33 - for Source gambling for Etched Sigil.
Crafting a High Level Rare and Reducing Level Requirement
Pick a two-handed weapon category of your choice (2h Axes, Maces, Swords...) and craft a level 70 weapon of the chosen type. Avoid class-specific weapons, since they add a class-specific roll to the secondary stat pool (i.e. Max Fury), making this strat harder. You are looking for a roll with:
At least a Crowd Control secondary stat - Chance to Stun, Slow, Fear,.. etc. On Hit;
Ideally, also a Life per Hit primary stat;
If both these stats are present, you have eliminated a large part of the possible Secondary stats on the weapon. Thus, you can easily reroll the other Secondary stat (the one that is NOT the crowd control stat) into Reduced Level Requirement - making the item wearable up to 30 levels prior to level 70. This is a tremendous damage increase for a large chunk of your leveling process. Of course, if you are very lucky, the Reduced Level Requirement can roll onto your crafted item outright.
Complete a Boss Bounty
An easy early boost to your character in Seasons is to check your bounties for any easily completed act boss killing bounties - the most famous examples being Zoltun Kulle (at the Archives of Zoltun Kulle waypoint) and Maghda (down from the Road to Alcarnus waypoint) in Act II. Another option is Azmodan at the very end of Act III. Simply run past the mobs and go straight for the boss kill. The boss bounties reward you with a Diabolic Hoard chest that is guaranteed to drop you a couple of rare items; they will boost your overall character power nicely right at the beginning.
LEVELING UP
And this is it! You've made it to the actual leveling part! :) You have three major options:
Torment VI Traps Method
Turn the difficulty up to Torment VI and go to the Halls of Agony Level 1. Run and dodge past monsters that come in your way until you reach the falling blades traps; there, lure the monsters towards these traps and watch as they get slaughtered, netting you tremendous experience. This method, while extremely efficient time-wise, is also (arguably) quite unfun and counter-intuitive, not to mention prone to mishaps. Needless to say, this strategy is not Hardcore-friendly and will result in the (frequent) death of your character.
Via Massacre Bonus
You can also consider leveling via Massacre bonuses — a very potent strategy in solo play. The Massacre bonus XP system was revised in Patch 2.4.1 into a multiplicative experience bonus that rewards you for chaining kills of monsters. The caveat is this bonus only works in bounties - and not during Rifts. To successfully pull of long chains of monster kills, pick highly populated zones - the Cathedral (Act I), Halls of Agony Level 3 (Act I), and, most notably, Fields of Misery (Act I). The tactic is to always be on the move, leading monsters into one another, abusing Cursed Chests for monster spawns, and generally using skills with DoTs or high AoE (Rend for Barbarian, Blessed Hammer for Crusader, Multishot for Demon Hunter, Wave of Light for Monk, Locust Swarm for Witch Doctors, Blizzard for Wizards). While Massacre leveling will require frequent restarts of the game (every 5-10 minutes), it will result in some of the fastest leveling in Diablo 3, clocking under the 2 hour mark when you get the hang of it. Due to its individual nature and the level of coordination required to pull it off in a multiplayer game, leveling by Massacre bonuses can only be recommended for 2+ players if they are experienced and have voice communication; this is predominantly a solo leveling technique. It also has the considerable downside of losing the increased legendary drop rate and blood shards of rifting.
Via Rifting
For groups and players that do not stress losing an hour in the 1-70 race, the general recommendation is to stick to rifts for the 1-70 journey. Rifts grant you increased legendary drop rate, blood shards for gambling, and a hefty "hand-in" bonus at the end. While rifting has a higher degree of randomness than bounties (map layout, monster density and composition are all RNG), the removal of Rift Keystones as a requirement to open them allows you to simply remake if you get a bad (difficult or slow) rift.
ENDGAME HIGHLIGHTS FOR SEASON 20
Now that you have made it here, what do you have to look forward to? :)
BARBARIANS
Haedrig's Gift Beginner Build: Immortal King's Call A guide that will take you through the leveling process efficiently and optimize your seasonal Barbarian. Some of my personal endgame build highlights for this Season include:
Wrath of the Wastes - Rend Built from the ashes of a very old Rend/IK mixture, the Rend Wastes Barbarian truly shows the potential and terror of this DoT build. An unstoppable machine that whirls, cleaves and guts demons like Barbarians were always meant to do. With the newfound powers of Ambo's Pride, this build bleeds his enemies dry in an instant, turning what was once an unassuming bleed into a fearsome nuke that gets applied every second. Couple that with the savage elegance of Whirlwinding, and it's no wonder people will return to this build time and again when it comes to Barb progression.
Might of the Earth - Seismic Slam Always underappreciated, but always ready to pounce from the shadows and deliver, the Earthquake set has been quietly sitting very close to the leaderboard's top through a select few, but very devout Barbarian players. In Season 19, we finally have Seismic Slam the way it should always have been - a thunderous mid-range devastator, the perfected counterpart of its older EQ cousin. With the reworked Fjord Cutter, this build is quite the underrated powerhouse.
CRUSADERS
Haedrig's Gift Beginner Build: Seeker of the Light A guide that will take you through the leveling process efficiently and optimize your seasonal Crusader. Some of my personal endgame build highlights for this Season include:
Aegis of Valor - Heaven's Fury Shotgun One of the two new sets from Season 20 ascended Crusaders to a whole new level, and evoked the times when the Holy Shotgun was considered OP, because it was the only Reaper of Souls build that demolished T6. Hundreds of millions of damage and health spikes later, this (un)holy amalgamation of items delivers a mixture of Fist of the Heavens and Heaven's Fury Shotgun shots with righteous ferocity that have earned this build the one rigthful nickname: God Crusader. In short, it's pretty damn OP, even with the Season 20 nerfs.
Aegis of Valor - Fist of the Heavens Not as strong as its counterpart, but just as satisfying - the Fist of the Heavens visuals are undeniable - and one of the best Crusader farming builds out there, again courtesy of the new Aegis of Valor Crusader. Mount up, descend into battle and demolish screens full of demons with violent, electrified arcs covering the entire battlefield? What more could you ask for?
DEMON HUNTERS
Haedrig's Gift Beginner Build: Natalya's Vengeance A guide that will take you through the leveling process efficiently and optimize your seasonal Demon Hunter. Some of my personal endgame build highlights for this Season include:
Natalya - Rapid Fire The emergence of the Rapid Fire build finally brought the close range, Tommy gun-like fantasy of the Demon Hunter class to life - all in a destructive, methodical playstyle that isn't afraid to get into the thick of fights and chaingun-and-grenade its way out. With its focus on channeled destruction, the Natalya set is the other perfect home for this build, aside from the traditional LoD take on it - and a very high performing build, too. With Natalya's Vengeance being the free set in Season 20, it's a good time to give this build... a whirl. ;)
Shadow - Impale The ninja-like, assassin playstyle of Shadow Impale ramps up in power so fast, that it often sits at the top of the leaderboard for a week, waiting for slower builds to catch up. Impale DHs vault in, plant a dagger in an elite's back (usually ending its life outright), and then disappear in the shadows, onto their next target. The build has grown to include the Aughild set for additional elite devastation, making it one of the ultimate 'hunting' styles in the game.
MONKS
Haedrig's Gift Beginner Build: Uliana's Stratagem A guide that will take you through the leveling process efficiently and optimize your seasonal Monk. Some of my personal endgame build highlights for this Season include:
Patterns of Justice - Tempest Rush Rooting its powers firmly in the TR-dedicated Patterns of Justice set, this alternate take on Tempest Rushing gives its Sunwuko brother an equal competitor. The set empowers Sweeping Wind to astronomical proportions, stacking all the runes and swelling the vortex of destruction to a veritable cyclone.
Sunwuko - Tempest Rush Empowered by a slew of changes to its core items, the Tempest Rush Monk offers one of the most fluid, easy-to-grasp and satisfying endgame playstyles, one that draws monsters in helpless piles and alternates periods of sustain damage with carefully calculated bursts of cold destruction. I've been looking for a relaxing, chill Monk endgame build for a while, and this is their perfect answer to Whirlwind Barbs.
NECROMANCERS
Haedrig's Gift Beginner Build: Trag'Oul's Avatar A guide that will take you through the leveling process efficiently and optimize your seasonal Necromancer. Some of my personal endgame build highlights for this Season include:
Legacy of Dreams - Poison Nova This folks, is the One You Get To Play Once. The existence and viability of this build relies entirely on the Season 20 bonus, and with the stack of weapon powers towering its burst damage to ridiculous proportions, this poisonous obliterator will lead to some of the most spectacular GR clears this Season, rest assured.
Legacy of Dreams - Singularity Love them or hate them, you can't deny Singularity Necromancer is one of the most ruthlessly effective summoner builds in the game; cold, calculating and intensive to play (both in terms of resource management and, befitting of Necromancers, frailty of the character). Replacing The Legacy of Nightmares for that of Dreams, Singularity Necros stay at the peak of their offensive power through Convention of Elements, Krysbin and the Circle of Nailuj rings.
Legacy of Dreams - Coprse Lance The Corpse Lance Necromancer is a highly mobile, bursty, timing-oriented spec that bides its time and Lances everything into oblivion once Land of the Dead reaches the lands of the living. This is certainly one of the more divisive playstyles in terms of enjoyment, but once its cooldowns line up, you cannot deny its power. It can also be adapted into a Poisonous variation for Rift Guardian killing for non-Crusader parties, which shouldn't be underestimated!
WITCH DOCTORS
Haedrig's Gift Beginner Build: Spirit of Arachyr A guide that will take you through the leveling process efficiently and optimize your seasonal Witch Doctor. Some of my personal endgame build highlights for this Season include:
Mundunugu Spirit Barrage The Mundunugu set empowers one of the most visually satisfying builds of Witch Doctors, Spirit Barrage, to a ridiculously powerful level that will (barring any unexpected changes) seal the WD's spot in group play for much longer than the flavor-of-month Poison Nova will for Necros. To top it all off, this build is very versatile across all game activities, and can be adapted to everything from bounties, through keyfarm and speeds, to high end solo and group pushing as the Trash Killer. My personal pick for S20.
Zunimassa - Carnevil DoD The Carnevil Witch Doctor summons an army of swarming minions at his side, whose adorable mimicking of his blowdart attack - and positively horrifying attack speed - are a sight to behold. This has been a long time coming; Zunimassa has been building up in power over the course of a few patches, with set and item changes that slowly inched it up in viability. Season 19 will see the continued domination of this build, with the Zuni Fetishes empowered by the craftable Aughild set (fitting just right into the vacant slots of the setup) and the Attack Speed madness of Echoing Fury in the Cube.
Jade Harvester WD With power to match his imposing name, the Jade Harvester is a force to be reckoned with - crippling the enemies with damage over time effects, and then recklessly diving in to 'consume' and apply their entire duration instantly with a well placed Soul Harvest. This build now benefits from the Captain Crimson craftable set, as well as The Flavor of Time amulet, keeping it high in the WD pantheon of builds.
WIZARDS
Haedrig's Gift Beginner Build: Vyr's Amazing Arcana A guide that will take you through the leveling process efficiently and optimize your seasonal Wizard. Some of my personal endgame build highlights for this Season include:
Legacy of Dreams - Mammoth Hydra The Mammoth Hydra playstyle brings the tankier - and more potent - version of the Hydra playstyle in Season 20, as well as the triumphant return to viability for the summoner Wizard. If you are looking for a straightforward, durable and classic-feeling Wizard build for a change of pace from the hectic Archon staple, I would look no further than this one.
Typhon's Veil - Frost Hydra Of course, the set-based version of Hydras is still a very capable build in its own right, just undertuned to where it should be if it aims to be a competitive Wizard playstyle. Don't let that discourage you for more casual play however, as it is more than capable of clearing the vast majority of Diablo content, and its multi-headed Hydra focus allows for more fun and experimentation to the Mammoth Hydra adherence of its LoD counterpart.
Vyr - Archon Transforming the Wizard into an unstoppable being of Arcane destruction, the Achon build simply has it all - power, mobility, versatility. For the modest investment of two relatively easy-to-obtain sets - Vyr and Chantodo - this build will take you into the highest of Greater Rifts, and with a relatively simple to grasp playstyle to boot. This remains one of the strongest builds you could go for on a Wizard, and has an excellent character power-to-time-invested ratio.
Thank you so much for reading this and my guides! Good luck and have a great Season 20!
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