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Hello fellow Sanctuary Guardians,
I recently came across the Herald mechanics beacuase I desperetly try to get a Latent Crack of the Heavens.
I think I understood the different Tiers of Terror Zones, how a Herald is triggered and the different Tiers a Herald can reach up to.
My question is, does a Sunder Charm ONLY! drop from Tier 5 Heralds in Tier 4 and Tier 5 Terror Zones? Because that is how I think it works.
And, because of the fact you have to stay in the game and NOT log out to get a Herald to Tier 5, what if most of the areas are allready farmed and get terrotized again, do the monsters get reseted even while staying in the game?
Or do I have to refresh the areas by loging out at some point, because there are no mosters left at some point anymore?
Which would ofcourse end up in all Heralds being reseted to Tier 1 and I have to climb up the whole Tier ladder again. from the beginning.
Description by I recently came across the Herald mechanics beacuase I desperetly try to get a Latent Crack of the Heavens.
I think I understood the different Tiers of Terror Zones, how a Herald is triggered and the different Tiers a Herald can reach up to.
My question is, does a Sunder Charm ONLY! drop from Tier 5 Heralds in Tier 4 and Tier 5 Terror Zones? Because that is how I think it works.
And, because of the fact you have to stay in the game and NOT log out to get a Herald to Tier 5, what if most of the areas are allready farmed and get terrotized again, do the monsters get reseted even while staying in the game?
Or do I have to refresh the areas by loging out at some point, because there are no mosters left at some point anymore?
Which would ofcourse end up in all Heralds being reseted to Tier 1 and I have to climb up the whole Tier ladder again. from the beginning.
Can be used to make Runewords:
Hello fellow Sanctuary Guardians,
I recently came across the Herald mechanics beacuase I desperetly try to get a Latent Crack of the Heavens.
I think I understood the different Tiers of Terror Zones, how a Herald is triggered and the different Tiers a Herald can reach up to.
My question is, does a Sunder Charm ONLY! drop from Tier 5 Heralds in Tier 4 and Tier 5 Terror Zones? Because that is how I think it works.
And, because of the fact you have to stay in the game and NOT log out to get a Herald to Tier 5, what if most of the areas are allready farmed and get terrotized again, do the monsters get reseted even while staying in the game?
Or do I have to refresh the areas by loging out at some point, because there are no mosters left at some point anymore?
Which would ofcourse end up in all Heralds being reseted to Tier 1 and I have to climb up the whole Tier ladder again. from the beginning.
I recently came across the Herald mechanics beacuase I desperetly try to get a Latent Crack of the Heavens.
I think I understood the different Tiers of Terror Zones, how a Herald is triggered and the different Tiers a Herald can reach up to.
My question is, does a Sunder Charm ONLY! drop from Tier 5 Heralds in Tier 4 and Tier 5 Terror Zones? Because that is how I think it works.
And, because of the fact you have to stay in the game and NOT log out to get a Herald to Tier 5, what if most of the areas are allready farmed and get terrotized again, do the monsters get reseted even while staying in the game?
Or do I have to refresh the areas by loging out at some point, because there are no mosters left at some point anymore?
Which would ofcourse end up in all Heralds being reseted to Tier 1 and I have to climb up the whole Tier ladder again. from the beginning.
* All my trades are NON-Ladder and on RotW!
Hello,
As long as you stay in a game, no matter if TZ or not, the game will behave normally in terms of mob presence, so the simple answer is no, ofc they will not respawn in that game, but they will only refresh upon closing said game.
The way I understand how the mechanics behind farming Heralds work - they have a very low chance of dropping one Sunder Charm; even the tier 1 heralds should have a chance, although an incredibly low one at that (probably), but the chances increase towards a sweeter spot from tier 4 on. So, as long as you stay in the same game, farming TZ, and you get to see the "you draw the ire of a Herald" message pop-up, you have to have enough suitable mobs left in an area for one to become a Herald. And if you were to TZ all acts, you have a chance to maybe get even to a tier 10 Herald, and even that won't guarantee a Sunder Charm drop.
And yes, by closing a game, the Herald tier levels will reset, thus you will have to start from scratch again.
I hope that clarifies things a bit.
Good luck! ^^
As long as you stay in a game, no matter if TZ or not, the game will behave normally in terms of mob presence, so the simple answer is no, ofc they will not respawn in that game, but they will only refresh upon closing said game.
The way I understand how the mechanics behind farming Heralds work - they have a very low chance of dropping one Sunder Charm; even the tier 1 heralds should have a chance, although an incredibly low one at that (probably), but the chances increase towards a sweeter spot from tier 4 on. So, as long as you stay in the same game, farming TZ, and you get to see the "you draw the ire of a Herald" message pop-up, you have to have enough suitable mobs left in an area for one to become a Herald. And if you were to TZ all acts, you have a chance to maybe get even to a tier 10 Herald, and even that won't guarantee a Sunder Charm drop.
And yes, by closing a game, the Herald tier levels will reset, thus you will have to start from scratch again.
I hope that clarifies things a bit.
Good luck! ^^
For more detail on what seems to be the working assumptions atm, see https://www.reddit.com/r/diablo2/commen ... cs_sunder/
TL;DR:
- Any Herald can drop a latent sunder.
- T2/3 have noticeably better odds than T1.
- T4/5 have noticeably better odds than T2/3.
- Chaining more T4+ heralds (i.e. sharding game) is hence more desirable to preserve the better drop odds.
- Actively farming any of it is largely a recipe for disappointment. Keep your expectations realistic.
TL;DR:
- Any Herald can drop a latent sunder.
- T2/3 have noticeably better odds than T1.
- T4/5 have noticeably better odds than T2/3.
- Chaining more T4+ heralds (i.e. sharding game) is hence more desirable to preserve the better drop odds.
- Actively farming any of it is largely a recipe for disappointment. Keep your expectations realistic.
This system is terrible. I am new to this but I tried at Sunday with my brother with heralds. We killed 2 and went sleep. My character stayed online. Yesterday after work we played on the same playthrough and killed Herald lvl 5. We activated tz for the whole act. Now I am at work and my brother say that my character went offline.
Now we need to progress from the beginning and lost tz for the whole act. What a bad designed mechanic. How normal players can play it
Now we need to progress from the beginning and lost tz for the whole act. What a bad designed mechanic. How normal players can play it
Silly question, but there is no difference if its "naturally" occurred terrorization of zone or own activation from shards right? I mean, ive killed a bunch of heralds with 288%+ magic find and have seen 0 sunders. At this point in LOD I had already managed to farm 10s of them... They just really made it impossible for casuals to get sunders now, just pushing more people to once again botting more.Schnorki wrote: 1 day agoFor more detail on what seems to be the working assumptions atm, see https://www.reddit.com/r/diablo2/commen ... cs_sunder/
TL;DR:
- Any Herald can drop a latent sunder.
- T2/3 have noticeably better odds than T1.
- T4/5 have noticeably better odds than T2/3.
- Chaining more T4+ heralds (i.e. sharding game) is hence more desirable to preserve the better drop odds.
- Actively farming any of it is largely a recipe for disappointment. Keep your expectations realistic.![]()
Just one solution: gotta play D2 at work!Czaro wrote: 1 day agoNow we need to progress from the beginning and lost tz for the whole act. What a bad designed mechanic. How normal players can play it
In all seriousness, I agree. I've been hunting heralds (offline Nintendo Switch), and have killed plenty of T5 heralds, and have yet to see a single sunder. The only reasons I'm able to kill as easily as I can are a) warlock is stupidly overpowered, and b) I have a collection of the old sunder charms.
Sunder charms were already game-breakingly powerful, but they felt the need to rework them so you could make them even more powerful, then they gatekeep them behind a mechanic that virtually needs sunder charms in order to do said content. I really hope they listen to the community and rework this.
What I'd like to see are increased drop rates, and get rid of the latent/renewed scheme. Instead, have a fairly expensive (but not super expensive) recipe that would reroll a sunder charm. It would be like a new drop, so not only would the ranges be rerolled, but it could even be a different type of sunder.
I mean, if they're not going to rework the already broken sunder mechanic, at least don't make it worse.
Don't think so.Semirotta wrote: 1 day agoSilly question, but there is no difference if its "naturally" occurred terrorization of zone or own activation from shards right? I mean, ive killed a bunch of heralds with 288%+ magic find and have seen 0 sunders. At this point in LOD I had already managed to farm 10s of them... They just really made it impossible for casuals to get sunders now, just pushing more people to once again botting more.Schnorki wrote: 1 day agoFor more detail on what seems to be the working assumptions atm, see https://www.reddit.com/r/diablo2/commen ... cs_sunder/
TL;DR:
- Any Herald can drop a latent sunder.
- T2/3 have noticeably better odds than T1.
- T4/5 have noticeably better odds than T2/3.
- Chaining more T4+ heralds (i.e. sharding game) is hence more desirable to preserve the better drop odds.
- Actively farming any of it is largely a recipe for disappointment. Keep your expectations realistic.![]()
The only difference should be that if it is "natural", you need to wait 30 minutes for the next zone to become available which is typically quite a bit longer than you need to clear the current one. Or you quit and restart and lose your Herald scaling. With a shard on the other hand, you can just keep going until everything is cleared.
Yeah something like this I thought aswell.Schnorki wrote: 1 day agoDon't think so.Semirotta wrote: 1 day agoSilly question, but there is no difference if its "naturally" occurred terrorization of zone or own activation from shards right? I mean, ive killed a bunch of heralds with 288%+ magic find and have seen 0 sunders. At this point in LOD I had already managed to farm 10s of them... They just really made it impossible for casuals to get sunders now, just pushing more people to once again botting more.Schnorki wrote: 1 day agoFor more detail on what seems to be the working assumptions atm, see https://www.reddit.com/r/diablo2/commen ... cs_sunder/
TL;DR:
- Any Herald can drop a latent sunder.
- T2/3 have noticeably better odds than T1.
- T4/5 have noticeably better odds than T2/3.
- Chaining more T4+ heralds (i.e. sharding game) is hence more desirable to preserve the better drop odds.
- Actively farming any of it is largely a recipe for disappointment. Keep your expectations realistic.![]()
The only difference should be that if it is "natural", you need to wait 30 minutes for the next zone to become available which is typically quite a bit longer than you need to clear the current one. Or you quit and restart and lose your Herald scaling. With a shard on the other hand, you can just keep going until everything is cleared.
Its just so weird how hard it is to come up with sunders now. Not a fan of this.
silly questions but is there a FULL guide on this site for RotW mechanisms ? like for DClone and TZone in the menu at the top of the page?
I read bits here and there but my old brains have trouble at getting the full picture
I read bits here and there but my old brains have trouble at getting the full picture
Region: EU Time Zone: CET/DST (playing early morning and evening)
Please post here - I have more than one account thus battle.net not always opened on the good one
Please post here - I have more than one account thus battle.net not always opened on the good one
Pretty sure there is no full guide for it anywhere. At least not from what I've seen.klmklm27 wrote: 1 day agosilly questions but is there a FULL guide on this site for RotW mechanisms ? like for DClone and TZone in the menu at the top of the page?
I read bits here and there but my old brains have trouble at getting the full picture
Doesn't help that blizz refuses to even give us proper patch notes...
There are deep dives on various topics in different places, like the Herald stuff I linked earlier or (more limited) looks at warlock skill behavior but that seems to be about it and is often times also not quite accurate or properly tested yet.
What build are you playing with warlocklectricpharaoh wrote: 1 day agoJust one solution: gotta play D2 at work!Czaro wrote: 1 day agoNow we need to progress from the beginning and lost tz for the whole act. What a bad designed mechanic. How normal players can play it
In all seriousness, I agree. I've been hunting heralds (offline Nintendo Switch), and have killed plenty of T5 heralds, and have yet to see a single sunder. The only reasons I'm able to kill as easily as I can are a) warlock is stupidly overpowered, and b) I have a collection of the old sunder charms.
Sunder charms were already game-breakingly powerful, but they felt the need to rework them so you could make them even more powerful, then they gatekeep them behind a mechanic that virtually needs sunder charms in order to do said content. I really hope they listen to the community and rework this.
What I'd like to see are increased drop rates, and get rid of the latent/renewed scheme. Instead, have a fairly expensive (but not super expensive) recipe that would reroll a sunder charm. It would be like a new drop, so not only would the ranges be rerolled, but it could even be a different type of sunder.
I mean, if they're not going to rework the already broken sunder mechanic, at least don't make it worse.
I play since week or two warlock fire. He should be the best capable to level up. I read it in a guide. I had so much fun that I refused to respec to magic build because the guide said so. With sunder Flame Rift I could end the whole hell but I needed Wand with Lower Resist.
Only way I can think of getting one at this point is gearing up an Echoing Strike warlock with a bound demon and a butt ton of mf on players 7.
Pretty disappointing to come back to the game with this mechanic :/. A simple drop percentage tweak would have been more in line with what this game is about.
Pretty disappointing to come back to the game with this mechanic :/. A simple drop percentage tweak would have been more in line with what this game is about.
I'm playing an Echoing Strike warlock.
I'm playing offline, so I have stuff from before RotW, like some old sunder charms. I don't have a whole lot of high-end gear, but I do have a bit (like the Enigma I moved off my Blade Fury assassin), as well as a physical sunder charm. That, plus Hephasto with the 'cursed' mod, makes things go pretty smoothly. Remember that Lower Resist and Conviction work at one-fifth effectiveness against sundered immunes, but Amplify Damage and Decrepify will work at full effectiveness. This means the sunder brings them to 95 resist, and the curse brings them down to -5. In other words, there is nothing immune to my attacks once Amp triggers.
Remember that there are immunities that Lower Resist and Conviction cannot break, particularly if you're getting them from items. Infinity offers -85 (so -17 versus immunes) and Lower Resist level 3 (the max for charges, I believe) offers -41 (-8 versus immunes). This means for any immunes with fire resist of 125 or more, they will be unbreakable in this way.Czaro wrote: 1 day agoI play since week or two warlock fire. He should be the best capable to level up. I read it in a guide. I had so much fun that I refused to respec to magic build because the guide said so. With sunder Flame Rift I could end the whole hell but I needed Wand with Lower Resist.
I think (not sure; haven't used it yet) that the resist piercing from Apocalypse can break or contribute to the breaking of fire immunity. I do not think it suffers the one-fifth effectiveness penalty that most other resist-breaking skills do.
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