I'll give it a shot next time I see tombs. I know all the info you stated but knowing my arcane sanc luck, I can't see every run being under a minute! My load times are pretty fast though so the Warriv to Act 1 would definitely help a bit, I do this often when farming in Act 2. I might have to brush up on my tomb knowledge, I don't know how to read those maps as I usually just full clear them. I assume Duriel is usually to the left of entry, but I'll check. I also don't even have the tombs symbols memorized, but that's simple enough.Schnorki wrote: 3 days ago1) Go to arcane sanctum.justinman114 wrote: 3 days agoThat's like 1 Duriel kill every 1m6s or something? I don't even see how that's possible without single player maps lol. I'd love to see your gameplay if possible. I probably get 5 or 6 Duriels in 30 mins.hyeonsestoast wrote: 4 days agoManaged to clock in 13 Baal kills in the last WSK TZ rotation in Softcore Ladder. Even got Worusk's End x2 out of it. I feel pretty hot right now. Now that I'm able to Teleport, Baal's laughter as he tries to buy time makes me so angry now. It was frustrating before - now his laughter is 50% of my run. >:(
I pulled off 25 Duriel kills in one Tombs TZ rotation while on Ladder just today.I did ignore everything else and Teleport to The Summoner's direction and then head to the correct tomb. I've specced my Warlock to be as tanky as reasonable, so he was able to just brush off Mauler hits.
To be fair, though, it was tense 30 minutes. Korlic's Pain was the other statue I was missing, so I was very tryhard.
2) Find summoner (this is where you actually lose time in these runs as the correct arm of the 4 is indeed random).
3) Look at the glowing symbols behind him.
4) Of the 7 tomb symbols, 6 will be there. The missing one tells you which tomb you need.
5) While you do the above, hit the book to open his portal.
6) Take his portal to canyon.
7) Teleport to the correct tomb, now that you know the symbol. Any chain-farmer and speed-runner should have the directions memorized as the tomb locations are static.
8) Once inside the tomb, find the chamber entrance and head in (again a possible slight time loss here but typically not too bad).
9) Kill Duriel.
10) Collect statue and whatnot as applicable.
11) Exit game
Generally, you rinse and repeat that loop and you can drop your Duriel runs down to pretty solid times. Especially if you get lucky on the arcane guesswork a few times as that should take you to well below a minute for a run. Sadly, I for one tend to get summoner on the 4th arm reliably so...boo...
Since you exited at Duriel, you will zone into act 2 in your next game.
In theory, you would want to avoid that because act 2 zone-in to WP is an unnecessarily long way. In reality though, TPing out from Duriel to hit the waypoint to go to A4 or the like takes just as long, if not slightly longer. TPing out to talk to Meshif and sail out of act 2 is faster but then involves a loading screen and strands you in act 3 which is no better. So as far as the game exit is concerned, you're kind of stuck with act 2.
However, if your load times are fast enough, you can speed up the process in your next game. After you zone into act 2, don't run to the waypoint. Instead, talk to Warriv right next to you and have him take you back to act 1. That'll give you a much shorter distance to the waypoint which you can then take from act 1 directly to arcane sanctum to start your next run and shave off a few seconds. That's especially true if you need to unload to stash as your stash is also closer in act 1 than the detour in act 2.
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Chaos Sanctuary TZ came up just now in Softcore Ladder. Managed to pull off either 25 or 26 Diablo kills. Probably could have worked 1 more in if I had my coffee topped up at hand. >:)
Lord DeSeis was the most important factor, not just because he and his posse are the only valid threat to my character, but also because where he spawns seems random. I had him spawn on top of me and spawnkill me enough times to be still afraid of him despite my OP spec. The Vizier and the Infector were spawnkilled themselves, on the other hand.
p.s.: Of course, 0 statue drops. The bullying persists.
Lord DeSeis was the most important factor, not just because he and his posse are the only valid threat to my character, but also because where he spawns seems random. I had him spawn on top of me and spawnkill me enough times to be still afraid of him despite my OP spec. The Vizier and the Infector were spawnkilled themselves, on the other hand.
p.s.: Of course, 0 statue drops. The bullying persists.
Figured I'd use the arcane TZ to get some numbers to actually put that into perspective.
Mind you, these are based on a more relaxed approach with a non-ideal class (no sorc tele speeds) and a coffee on the side. So there is definite room to shave off a number of seconds when actually going for speed.
Game start up the the first possible summoner location in AS: roughly 12-14 seconds. This is with the relaxed "just walk in A2" approach. Using Warriv and A1 alone shaves off ~3 seconds, give or take.
Each incorrect arm adds around 7-9 seconds to get to the next possible location. With a theoretical average of 2.5 arms needed per game, given the random location assignment, this will add an average of 10.5 to 13.5 seconds to each run. (The first of those 2.5 arms is already included in the 12-14 seconds above)
Killing summoner, looting Key if you're lucky, opening portal: 1 second. Generously. Ideally, you just telestomp him on your way over and your merc takes him out instantly.
Getting into the tomb, taking out Duriel, looting and exiting game: VERY roughly 15-20 seconds. This depends highly on map, your build's Duriel kill speed, how good you are at scouting inside the tomb, exit load time and all that jazz. You can definitely be significantly faster here or significantly slower so I basically just went with my slow time and added a few seconds for good measure.
All in all, that adds up to (12 to 14) + (10.5 to 13.5) + 1 + (15 to 20) = 38.5 to 48.5 seconds for a full Duriel kill cycle. Or an average of 43.5 seconds. If you keep that up for a full TZ rotation, you end up with 41.4 runs. Since you can prep the first one though and just wait outside chamber, let's call it 42 which I guess has always been the only answer to everything anyways so that checks out.
That's again with a relatively relaxed approach.
If you don't have the symbols engraved in your brain yet, you might need another second or two per run to spot which one is missing. And if you're slower at looting, there's another second for ya. Plus if you get "too lucky", you may need to add a stash break or two which costs you a few seconds as well.
On the flip side, if you're using a proper runner build and you're really focusing on speed, you can absolutely drop each run's time by quite a bit still.
Disclaimer:
In line with the more relaxed approach, I didn't bother with a stop watch but counted the seconds in my head. Based on experience, that's typically fairly accurate for me but obviously not quite as precise as a stopwatch would've been. So add a "plus or minus a second" to everything just for good measure.
(Basically, I was mainly just curious for myself but don't care enough to actually bother properly timing it out)
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Deep pain. Profound agony. Sublime torment. Tombs TZ seems to roll only when I sleep. It doesn't matter how many times I can bully Duriel in half an hour if he's never terrorized when I'm awake. Gah.
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