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If you want to stop or take a break, it's optimal to stop 'after' completing a 5th shard level (5, 10, 15, 20, 25, etc). That's because you'll be able to use waystone blueprints at those levels to reenter at the same shard level and continue where you left off.
So, try to complete at least 5 shard levels per run, doesn't matter if you timed it or not, and always try to end 'after' completing a shard level that is a multiple of 5.
Not the end of the world if you need to stop early though, if you stop at something like level 43 you can still use a waystone to reenter at 40.
Changed with latest patch to every 2 shard levels.
also, if you're farming and not uprunning to reach highest checkpoint Gman, then just do 2 shards regardless, ie enter on ex shard 30, cash out after clearing 31 boss room
Thanks for correcting. I dislike giving out of date info or misinformation by mistake. Haven't played the new patch yet, should have checked.
Is this a sign of a bad build,or is SR meant to be a tough grind where each shard section is considered a small milestone?
Also, even when trying to focus on speed, the clock runs down by the end of the first shard. Again, is this a sign of a bad build?
If every 2 shards is a checkpoint then I'm a little confused because I've checked out at the end of 2 and also given up on 3 and don't see an option to start from 3. Is it "every 2 shards, starting from shard 5" or something?
It is a common question / complaint, if you get to shard 4 and cash out, you can only restart at 4 or before, not 5.
early shards basically have campaign scaling so bosses should feel about the same +-mutator difference, then from shard 5? upwards they get increased scaling so they start to have more and more stats compared to their campaign variant
if you're struggling big time, ignoring time on the early shards(that can be normal), probably means you're missing something regular in your setup, resist for defence or rr for dps increase etc.
Stuff like budget builds should generally "stroll" through SR up until shard 15-20/having enough defence and offence to basically still treat it as "easy" as campaign bosses
if you don't feel like it's a chore/"unfun struggle", sounds like build is fine?
there is only one boss that one hits me evertime. don't remember the name. lazarius or larecius or something. looks like a undead rouge in wow, with a yellow bubble. left click. dead insta.
Zantarin(i'm assuming is him since he's the only one with yellow bubble) has 2½ mechanics/gimmicks to be aware of, one obviously being his bubble/shield reducing dmg, either dispel it or wait for it to wear off/nuke him down.
Then he has a shotgun (also carries his Sunder) which is triggered when you're mid+ range away, simply stand close to him to never trigger it, or if you trigger it on the run in, just run away until he's cast it (will twirl his wand/have regular sunder FX flash warning)
After that it's usually a simple tank and spank fest with, with the caveat he has RR debuff so you ofc need some res overcap on vit/pois/chaos?, and you can't lifesteal from him direct so need either heals or to leech off his minions.
i thought the bubble was damage reflection because i die insta when i attack him melee. aha a shotgun. thx :)
you ok?
and yea, *16* projectile shotgun to be exact, which usually tends to 1shot a lot of chars if eaten right to the face
https://www.grimtools.com/monsterdb/1156/skills
I notice that the "bonus seconds" mechanic means that there is a tipping point with the clock - go fast enough and you get bonus seconds frequently. Go just a little bit slower and you infrequently get bonus seconds and the clock runs down before you can even reach the shard boss.
I'm not sure I understand "campaign leveling"; because while I've not beaten the 3rd shard yet I do get 2x character level ups for clearing the first 2 shards which is incredible leveling speed. Maybe I should just grind the first 2 shards until I can complete them with spare time on the clock?