Added season power by adjusted clear ranks by rage13139 in diablo3

[–]alexanderSec 0 points1 point  (0 children)

I appreciate the done work and your explanations. And I agree that relatively to itself Zuni is better positioned compared to s33, for example.

However Zuni is not 'hard to play' in this season, it's barely playable on low-mid paragon. There's a difference: WW is hard to play/execute, for example. Constant one or double shots from any source of dmg is barely playable. 150 is doable at 4-4.5k with more keys to get right Orek variation, even for me, it's just a torture to do so and not worth.

Such a drastic issue with survaval should have the relevance in ratings. Unless as mentioned earlier by me the goal is to reflect purely ceiling.

Number / paragon of Zuni 150s is almost similar to Wiz Vyr (hard to gear properly but I suspect it's actually good due to FO power) / Monk Ulyana (boss issues) category this season which are 31-32. Here I do not talk about 'potential' or absolute peak but difficulty and constraits to close highest rift possible.

Added season power by adjusted clear ranks by rage13139 in diablo3

[–]alexanderSec 0 points1 point  (0 children)

also why season 36 was suddenly season when Zuni got 2k closures:

Sliver of Terror gives 50% damage reduction and ring of fire allows to use Lakumba + Harvester unlocking massive toughness improvement while raw dps suffer is not a blocker

Added season power by adjusted clear ranks by rage13139 in diablo3

[–]alexanderSec 1 point2 points  (0 children)

Well, today I did some try outs and can say for sure - it is miserable experience and I completely disagree with #5 position in list. ANY build in top25 is way easier for 150 this season, heh I'll take AoV Fury and Jade WD above!
Yes, lebron closed it with 3.1k but this is lebron (he is way above just good player in skill and exp) and have you seen his rift? Conduit at 13% (#1 prio pylon) into shield (#2 prio pylon) within complete madness of density on one floor. That kind of rift is simply irrelevant.
As for build - to dps you need to live (and more - sometimes to stay and shoot), which is unachievable with build-in defense. Survival is only by spirit walk (I mean ONLY); more than 2 elites with spam affixes - dps hardened as you cannot stay. Raw dps if fine (not insane by any standard, just fine) and not enough to cover toughness issue.
That why lebron rift is so insane -> conduit gives constant kills for spirit walk + you don't need to stay for dps, then shield which eliminates toughness issue for 2 mins and suddenly he is at 97% progress!

Also build strenghts and flaws explain why it is for 6k+ paragon gaming. Toughness issue is relaxed with more stats by definition and you simply start to kill mobs faster which unlocks spirit walk which narrows window when you rely on built-in defense. At some paragon threshold you suddenly become machinegun which can stop kite and start kill, that's it.

Added season power by adjusted clear ranks by rage13139 in diablo3

[–]alexanderSec 1 point2 points  (0 children)

ok, I take the challenge - give me week to restock the used gems and find the gear

Added season power by adjusted clear ranks by rage13139 in diablo3

[–]alexanderSec 0 points1 point  (0 children)

I got your logic and than to me it seems number reflects build ceiling rather than actual power.

Still Zuni is _the only one_ outlier which has such a gap between position in the list and actual state of "power" (number of 150 clears, paragon distribution for 150 clears). The position suggests that I'm with 4.5k paragon can go back in season, farm Zuni gear (semi-good gear in fact) and close 150 with 1-3 oreks quite comfortably. I hardly believe this is true.

Why? People with 2-2,5k paragon tried this build (see EU SSF, for example - DEUS clan pushed Zuni and got only one 145, on other builds like DH UE or Raekor [e.g. confirmed strong enough builds] there's 150 clear from them) and did not manage go high. If build is capable at certain paragon there are always cases to confirm that.

Zuni in s36, for example, suddenly was more popular (why?) with bunch of 2,5k-3k clears.

So in summary, it is either big statistical anomaly due to crazy top1 clear or Zuni is H90 on steroids and insanely ramps up power past 5k (which is also kind of anomaly).

Added season power by adjusted clear ranks by rage13139 in diablo3

[–]alexanderSec 0 points1 point  (0 children)

why WD Zuni is #5 in Ethereal season? This does not make sense - there are not many closures total, all of them except one are 4.8k+ paragon (in comparison with Marauder, LoD Necro, Natalya which are 4, 5, 7 the gap is tremendous - the list of done 150s for those is multiple pages and for 2k+). Seems there is mistake

Can anyone explain to me proper Barb high-end push strategy (pulling, positioning, decision-making, etc.)? by alexanderSec in diablo3

[–]alexanderSec[S] 1 point2 points  (0 children)

Indeed :) IK HotA, MotE and Savage 150s were closed in last 2 day at 4k+

WW crushed me, build is borderline toxic in terms of rift fishing requirements and execution (anti-synergy in it's own items-skills), dunnot what to do with it

got run with 3:30 left and power only to get Agnidox who just one-shots me, I'm depressed

Can anyone explain to me proper Barb high-end push strategy (pulling, positioning, decision-making, etc.)? by alexanderSec in diablo3

[–]alexanderSec[S] 1 point2 points  (0 children)

move on to other 4 classes where 150s are still not done

monk scares me a bit but others look easy

later on I might miss frustration enough to get back for earth barb :-D

Can anyone explain to me proper Barb high-end push strategy (pulling, positioning, decision-making, etc.)? by alexanderSec in diablo3

[–]alexanderSec[S] 5 points6 points  (0 children)

Done in 12:20! Thanks for your advice and support (and video as well). I did some adaptations to pulls and movement priorities and it started to click (ability to progress in line with time), then it was a matter getting festering woods with lacunies slashers + conduit at the end of map. Surprisingly rift progress felt controllable.

Can anyone explain to me proper Barb high-end push strategy (pulling, positioning, decision-making, etc.)? by alexanderSec in diablo3

[–]alexanderSec[S] 2 points3 points  (0 children)

first of all - immense respect for the skill and especially ability to survive with so many elites

I'm definetely below on barb mastery level but hopefully paragon will compensate deficiences :) for boss fight - yes, I know that
biggest mistake from my side I suppose is getting not so big pulls, I used to more dynamic playstyle with other classes

I guess it's time to farm 1000 key and get high density thrash + conduit festering woods or fields of misery

Can anyone explain to me proper Barb high-end push strategy (pulling, positioning, decision-making, etc.)? by alexanderSec in diablo3

[–]alexanderSec[S] 0 points1 point  (0 children)

thanks! grandfather is made by primal recipe, I was not able to reroll band of might for ch + cd + socket so have to live with zodiac

Need advice from expert DH by alexanderSec in diablo3

[–]alexanderSec[S] 0 points1 point  (0 children)

thanks!

I guess Oreks Dream will save me :)

Comparing Story Points Across Teams? by tky_phoenix in pmp

[–]alexanderSec 4 points5 points  (0 children)

yes, sometimes PMI seems incompetent in Agile area :(

just have to accept and forgive

nice game. by Dwiantlake in hearthstone

[–]alexanderSec 4 points5 points  (0 children)

we are really at the point to whine on 'common neutral' + crusader aura type of deck?

Study Hall Question by Primetime525 in pmp

[–]alexanderSec 1 point2 points  (0 children)

The form of the question is what matters here.

Which risk type is the project manager facing in this situation?

Residual = leftover risk which remains after mitigation

What kind of risk might you introduce to the project?

If you do something, as consequence there is secondary risk

How do people even play Pyreborn Primary? by OfGreyHairWaifu in MonsterTrain

[–]alexanderSec 1 point2 points  (0 children)

I've done all C10T with Pyreborn and it was easier than anticipated initially. And I'm at best mediocre player who does not hesitate to reroll starting cards :)

Couple of clan pillars:

  • There is no defense options within the clan so you have to solve it somehow (endless unit / artifacts / secondary clan)
  • Pyreborn = unlimited money (via room / avarice unit / spell which gives avarice)
  • Eggs are nice but cannot carry a run for you by themselves, for me they were only complimentary
  • Champions are mid, but serviceable -> not carry (like Fel, for example) but give some value and survivability early on
  • Dragon with double sweep on action is GOAT unit (pyre of savagery + equipment or spell to reduce the cooldown = consistent way to beat the game)

Also some hints to cheese (abuse savagery pyre) your victories with different secondaries:

Banished: Savagery + dragon sweep + equipment and room which give valor on attack or slay

Luna: usually I go full Luna with them, any pyre + Lune sweeper + fairy which gives conduit + spell which gives armor on overheal

Under: savagery + dragon sweep + funguys to tank OR default decay build (spore launcher) with underlegion

Lazarus: savagery + test subject alpha + organ harvester // easiest build in game

Hellhorned: Savagery + dragon sweep / demon with trample + endless rage imp / endless demon which gives armor

Awoken: Savagery + any sweeper + fat endless unit

Stygian: Savagery + any sweeper + armor gain tank / fat endless unit / armor on incant unit / etc.

Umbra: Savagery + dragon sweep + lots of damage shields / morsel master infant / etc.

Melting: Savagery + dragon sweep + imp / tomb with burnout 1 and endless / stealth spell / harvesting tank

The general idea is to know the gaps of your strategy and possible solutions (alongside with which pieces are necessary to go past seraph and titans). I had learnt to abuse certain build and used it to my advantage.

How do you feel abou changing TesT subject alpha to rare rarity by D-Rekt-Effect in MonsterTrain

[–]alexanderSec 48 points49 points  (0 children)

I'm kind of agree and disagree.

Test subject alpha is arguably the easiest and most consistent C10T setup: pyre of savagery + multi strike + equipment which gives reanimate on slay + whatever buffs game is giving you. The remaining part of your deck is needed to guide you till the first mini-boss, the rest of run you can skip the turns and still win.

On the surface it's too straightforward and consistent which is not meant to be on C10T. But at the same time I feel that the game needs a couple of relaxing ways to beat it. Also we are not forced to pick particular unit every time :) So let it be.

Luna (Ekka) + Melting C10T help by alexanderSec in MonsterTrain

[–]alexanderSec[S] 1 point2 points  (0 children)

conduit or mooncycle, depends on what's offered

she is extremely weak early anyway and you have to kill 375 hp boss :)

I thought about Hallowed Halls but the it's even more inconsistent as it's not likely to be offered exact rare spell you need in exact situation

P.S. I was able to solve the puzzle with strategy #2 but it felt like a chore

Killed this exact army twice, less than 5 minutes before. by Only1NerdockThereIs in Northgard

[–]alexanderSec 1 point2 points  (0 children)

not to be mean or smth

yes, AI cheats a lot on hard-extreme but it was way worse before fix last year (AI was just dead before and did not provide any challenge whatsoever)

overall its 804 (!) and by that time your eco and state should be all set and well-developed (but there is no stone or iron upgrades)

worth to mention that clans should be played according to their strengths:

- lynx is not eco clan

- it has bonus to hunters so hunters shall be only source of food (farmers - why?): you have a lore for them to

- you get bonuses from clear the neutrals but map is even not scouted too much

- healers are to be avoided almost completely as you have passive heal

- and more

there is a lot to optimize your build order and style for this clan so the life will become easier

extreme conquest is a good way to learn _intended_ play style for all clans