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  • (Guide) WW Barb - 50B XP/HR - Full AFK Rift & Grift

    Discussion in 'Demonbuddy Guides' started by Twerkinator, Nov 12, 2015.

    1. Twerkinator

      Twerkinator New Member

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      Hello Buddy-Community

      Updated guide - 29/11-15


      Run from 28/11, bot set to not pick anything up, just xp: *bot set loose with one key and pools:
      [​IMG]

      Screenshot with full statistics after a nine hour session, bot set to pick up legendaries and blood shards
      [HIDE] [​IMG] [/HIDE]
      *The gear worn at the time: http://www.d3planner.com/765748196 *see below for d3planner BIS gear.

      I have fiddled some with the different classes and spec, to try and see where i could get the most XP/HR, with the least effort. This is the reason why i choose this FULL AFK model.
      So there might be a way to gain better xp, if you want to manually make sure your char has pools, but even then it probably wouldn't be much, since this spec is fairly time efficient on Torment VIII (*going with the assumption that keys have to be produced somewhere).

      If you have any suggestions to an optimization in this guide, i'd welcome it wholeheartedly, so feel free to throw in any critique;)

      I've found that the key to high xp, is a combination of several things; High paragon, good gear, POOLS, blizz-server stability, trinity or adventure not clunking up (btw amazing job those guys do :O ), finding the sweet spot for greater rifts level and torment, making sure you have the most time in Grifts and the least time in rifts / town.
      These are the variables I've tried to balance out, and to find the optimal settings for. This is because the time spent in normal rifts or in town, counts just as much towards your avg xp, as the xp you can squeeze out of the greater rift.

      Again, you could also run this build in a pure Grift mode, which will also net a good amount of xp, but my goal when i bot, is to get the highest xp, with the least effort.

      http://www.d3planner.com/617715897 *updated 22-12-2015


      Game difficulty: When you set it in adventure, make sure to check the box "Run Nephalem Rifts If No Keys Found".

      Torment VIII: It has the highest keys per hour with this build.

      Greater Rift 51: With my gear (and since i was paragon 1300), it did them in 4 to 5 minutes. If you take more than 5 to 6 minutes, lower the difficulty.



      Trinity settings: Picking stuff up? Expect that you will loose 1~3 bill per hour per box you tick. *My version is the newest: .81.
      [HIDE]
      [​IMG]



      [​IMG]



      [​IMG]
      [/HIDE]


      Skills: *Boon of bul-kathos is fifth on the amulet

      [​IMG]


      Gear and Stats: *for Grift 51
      http://www.d3planner.com/446188290
      *You probably have to roll vit on either gloves or a weapon to get enough toughness.
      **If you need some extra toughness, you could also use sprint with "rush" for the 12% dodge

      Gear: Wastes Set -Strongarm Bracers - Hellfire amulet - Bul-Kathos weapon - Focus+Restraint
      Cube: Furnace - Leorics crown - Obsidian

      Toughness:
      atleast 15M with one piece that has "life per fury spend".

      Offensive stats:
      The only "real" advise i've got on the offensive stats are that you need 12% AS, and stack some area dmg on shoulder and weps, if it is possible. Remeber, if you die more than once per hour (on anything else than the boss), you loose your pools, and that is a huge part of our xp.

      Gems: Gogok of swiftness, Bane of the Trapped & Taeguk

      [​IMG]


      Misc:
      The stuff changed in the trinity files (open the .cs with notepad) Trinity version: .81

      Progression globes: *Thanks Mrsael! :D file found in; Trinity->Cache->Weightning.cs
      In the optimization of the time spend in the Greater rift, you obviously don't want to pick up progression globes.
      [HIDE]Weighting.cs: Only pick up progression globes when in normal rift.
      Add the line "using Zeta.Game.Internals;" at the top.
      PHP:
       using Zeta.Game.Internals
      Replace the new value for Progression globes
      PHP:
       case TrinityObjectType.ProgressionGlobe:
                                  {
                                      if (!
      TownRun.IsTryingToTownPortal())
                                      {
                                          
      //Shamelessly stolen from Adventurer code, pick up progression cubes only when not in a greater rift.
                                          
      cacheObject.Weight = (90f cacheObject.RadiusDistance) / 90f MaxWeight;
                                          var 
      step QuestInfo.FromId(337492).QuestStep;
                                          if(
      step == 13 || step == 16)
                                          {    
                                              
      //13 or 16 are greater rifts per Adventurer
                                              
      cacheObject.Weight = (1f cacheObject.RadiusDistance) / 1f MaxWeight;
                                          }
                                      }
      *The original value looks like this:
      PHP:
      case TrinityObjectType.ProgressionGlobe:
                                  {
                                      if (!
      TownRun.IsTryingToTownPortal())
                                      {
                                          
      cacheObject.Weight = (90f cacheObject.RadiusDistance) / 90f MaxWeight;
                                      }
      [/HIDE]

      Attack elites on normal rifts, but not in greaters: *Again-> Thanks Mrsael! file found in; Trinity->Combat->Abilities->CombatBase.CS
      So we want to make sure we get the easy progress in normal rifts, while only killing blue packs in greaters. This way we have the best mix of DPS / time spend in both.
      [HIDE]CombatBase.cs: If you check the box "ignore yellow pack" in Trinity it will do so in greaters, but still attack in normal rifts.:D
      Add the line "using Zeta.Game.Internals;" at the top.
      PHP:
       using Zeta.Game.Internals
      Replace everything at the end with
      PHP:
       public static bool ShouldIgnore(TrinityCacheObject cacheObject)
              {
                  if (
      TownRun.IsTryingToTownPortal())
                      return 
      false;

                  if (
      cacheObject == null)
                      return 
      false;

                  if (!
      cacheObject.IsFullyValid())
                      return 
      true;

                  var 
      isRare cacheObject.CommonData.MonsterQualityLevel == Zeta.Game.Internals.Actors.MonsterQuality.Rare;
                  var 
      isMinion cacheObject.CommonData.MonsterQualityLevel == Zeta.Game.Internals.Actors.MonsterQuality.Minion;
                  var 
      isChampion cacheObject.CommonData.MonsterQualityLevel == Zeta.Game.Internals.Actors.MonsterQuality.Champion;

                  if ((
      cacheObject.IsEliteRareUnique || cacheObject.IsBoss || isMinion) && cacheObject.HitPointsPct <= Settings.Combat.Misc.ForceKillElitesHealth)
                      return 
      false;

                  if (
      Trinity.Settings.Combat.Misc.IgnoreHighHitePointTrash && cacheObject.IsTrashMob)
                  {
                      var 
      unitName cacheObject.InternalName.ToLower();
                      if (
      HighHitPointTrashMobNames.Any(name => unitName.Contains(name)))
                      {
                          return 
      true;
                      }
                  }
                  var 
      step QuestInfo.FromId(337492).QuestStep;
                  if(
      step == 13 || step == 16)
                  {    
                      
      //Since we are in a great rift consider ignoring champions and rares based off of trinity config, else always kill
                      
      if ((Trinity.Settings.Combat.Misc.IgnoreRares && (isRare isMinion) || Trinity.Settings.Combat.Misc.IgnoreChampions && isChampion) && !cacheObject.IsBoss)
                      {
                          return 
      true;
                      }
                  }
                     
                  return 
      false;
              }

          }

      Original looks like this:
      PHP:
       public static bool ShouldIgnore(TrinityCacheObject cacheObject)
              {
                  if (
      TownRun.IsTryingToTownPortal())
                      return 
      false;

                  if (
      cacheObject == null)
                      return 
      false;

                  if (!
      cacheObject.IsFullyValid())
                      return 
      true;

                  var 
      isRare cacheObject.CommonData.MonsterQualityLevel == Zeta.Game.Internals.Actors.MonsterQuality.Rare;
                  var 
      isMinion cacheObject.CommonData.MonsterQualityLevel == Zeta.Game.Internals.Actors.MonsterQuality.Minion;
                  var 
      isChampion cacheObject.CommonData.MonsterQualityLevel == Zeta.Game.Internals.Actors.MonsterQuality.Champion;

                  if ((
      cacheObject.IsEliteRareUnique || cacheObject.IsBoss || isMinion) && cacheObject.HitPointsPct <= Settings.Combat.Misc.ForceKillElitesHealth)
                      return 
      false;

                  if (
      Trinity.Settings.Combat.Misc.IgnoreHighHitePointTrash && cacheObject.IsTrashMob)
                  {
                      var 
      unitName cacheObject.InternalName.ToLower();
                      if (
      HighHitPointTrashMobNames.Any(name => unitName.Contains(name)))
                      {
                          return 
      true;
                      }
                  }

                  if ((
      Trinity.Settings.Combat.Misc.IgnoreRares && (isRare isMinion) || Trinity.Settings.Combat.Misc.IgnoreChampions && isChampion) && !cacheObject.IsBoss)
                  {
                      return 
      true;
                  }

                  return 
      false;
              }

          }

      [/HIDE]

      Ignore Pain: file found in; Trinity->Combat->Abilities->BarbarianCombat.cs
      We want to always use ignore pain for the 40% movement speed, even while not in combat.
      [HIDE]BarbarianCombat.cs:
      Change "return false" to "return true"
      PHP:
      public static bool CanCastIgnorePain
              
      {
                  
      get
                  
      {
                      if (
      UseOOCBuff)
                          return 
      true;
      [/HIDE]

      Alternatively you can just grab the modifications here:
      View attachment Trinity.81.zip

      Follower: I use a templar, with hellfire and leoric rings, for the ekstra bit of xp.


      TLDR: 55B/HR XP, change three files in trinity, set Grift level to 48 - 51 (depending on gear and paragon), run it in Torment VIII.
       
      Last edited: Dec 22, 2015
      coldfront1 likes this.
    2. Sebozz

      Sebozz Banned

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      hehe thx for the guide, i think i will burn my 2k grift keys now with barb^^
       
    3. Twerkinator

      Twerkinator New Member

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      Kewl, glad it helped. As a tip, try opening up a few normal rifts in between runs, to get pools from there.
       
    4. evilking

      evilking Member

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      You do 50B/hr doing Grift + rift ? (like if you start with 0 keys) ?
      I think an optimisation would be to use YAR to alternate every X minutes rift (for pools only) and grifts.
      Btw thank you for the guide ! very good job !
       
    5. Twerkinator

      Twerkinator New Member

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      Thanks man!

      Great idea with YAR. I didn't know that, that was possible:)

      Yeah, so i usually start the sessions with one key. But over the span of 6 hours that shouldn't change very much.

      *I know that it sounds like a high number xp-vise. Most other builds usually nets half or so. But to be fair, i did spend quite some time putting this together^^
       
    6. evilking

      evilking Member

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      For the Ignore pain spam, you could use the "Variables" tab in trinity config, and lower the SpellDelay.Barbarian_IgnorePain value. So that you don't have to modify .cs file each time a new trinity is released
       
    7. Twerkinator

      Twerkinator New Member

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      Ye i tried doing that, but i'm pretty much on a "user level" here. When i did it, it still wouldn't cast it outside of combat. but i completely agree that it would be awesome if i didn't have to edit the .cs files as much^^
       
    8. evilking

      evilking Member

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      One more question, where do you have AS and that much area damage ??
       
    9. Twerkinator

      Twerkinator New Member

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      7% AS on both rings. Area dmg is on shoulders, gloves and one weapon.
       
      Last edited: Nov 12, 2015
    10. evilking

      evilking Member

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      Tried this build this night, but got poor results.. lol
      I don't have the good rolls on items.. :(

      What should i change in priority ?
      stats.jpg screen_2015-11-13-08-13-43-971.jpg

      I will try yo find a new hellfire amulett with the good passiv because currently i have Superstition.

      Could you details your roll on each items please ?

      Thank you !
       
    11. Twerkinator

      Twerkinator New Member

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      Ye, getting boon as the 5'th is a really big upgrade;)

      Your deaths per hour also seem a bit to high, try dialing down your grift level to 50 or even 49.

      Regarding the rolls on gear:
      http://www.diablofans.com/builds/67421-rolls

      Just remember that you have to roll vit on either gloves or one of the weapons, otherwise it is not going to be possible to get 15M toughness.
       
    12. Sebozz

      Sebozz Banned

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      furious charge OOC is a waste i think :eek:

      and with 0sec waiting after kill you will lose a lot of blood shards in normal rifts, because bot continue running after boss and dont loot the shards :D

      whats about ring rolls? at your diablofans link i see on rings double CHD?:O You mean CHD,CHC+CDR or IAS?

      btw whats about this rolls/gear?

      For getting the other BP(dust devils)

      http://www.diablofans.com/builds/67458-rolls
       
      Last edited: Nov 14, 2015
    13. Twerkinator

      Twerkinator New Member

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      Right, thanks for the nice catch. I agree that furious charge OOC is a waste.

      Yes attack speed is the third roll on the rings, i also changed it in the link. ^^
      Also you could swap CHD for avg dmg, if it is an ancient ring.
       
    14. Sebozz

      Sebozz Banned

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      what you think about the IAS gear like lacunis instead of strongarms and IAS/dmg/str rolls on weapons?
       
    15. Twerkinator

      Twerkinator New Member

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      I tried it with full DMG on weapons, but the cooldown reduction was just too much to give up. Regarding the areadmg, it is only slightly better than %dmg. So if you have a weapon that has way better rolls, go with the %dmg one.

      So i honestly haven't experimented too much with Lacunis because i don't have any ancient good ones, and also the 30% debuff from strongarms, have a 100% up-time with ignorepain bravado.
      If you try it, and get better results i'd love to hear about it^^
       
    16. hugendubel

      hugendubel New Member

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    17. Twerkinator

      Twerkinator New Member

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    18. hotbot

      hotbot New Member

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      Gonna try this out, do you mind importing this char to http://www.d3planner.com/ and linking the profile?

      Makes it easier for people like me to analyze gear choices:)
       
    19. Sebozz

      Sebozz Banned

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    20. serenevisage

      serenevisage Member

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      1) How are you maintaining Wrath with no CDR other than shoulders (i.e. weapons)? The IAS from Wrath is generally calculated into requirements for breakpoints.

      2) Why BoP over Gogok? The CDR and IAS from Gogok are also generally calculated in for breakpoints and for keeping Wrath uptime high.

      3) You also have War Cry slotted instead of Ignore Pain, and you have Cassius belt (for IP). The knockback from IP is what's keeping the Strongarm's procced, because the Furious Charge doesn't get full uptime in most cases.
       
      Last edited: Nov 15, 2015

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