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Diablo II Remastered Edition Battle.net1PP Barbarian Efficient Money Playing Skills Sharing
Diablo 2 remaking barbarians is one of the main occupations in the game. How do barbarians make money quickly? To share with you the efficient money-making skills of a Diablo II remake of Battle.net1PP barbarian.

Disclaimer: This post is not a zero-based guide to making money barbarians, but mainly to share some skills with friends who have played making money barbarians but feel inefficient enough. In fact, it is not difficult to find a strategy online. Personally, I recommend the post "Hammer Devil: Re-imagine Gold and Find a Wild War" on d2jsp of Diablo 2 Forum. In addition, d2planner, a tool on maxroll website, is recommended, which can easily simulate the assembly and calculate the output (except the attack speed gear, random reinforcement of ar, cb, ds, halo and even monsters can be automatically included in the calculation). Because sensitive words are easy to appear in long posts, please forgive me if you find an English word suddenly inserted in some places.

First of all, it is clear that the environment we are discussing is the most efficient way to make money by using building CD (90 seconds before, now about 40 seconds) under Battle.net1PP. Some friends are more open, and some friends are offline stand-alone, so some optimization techniques mentioned in this post are not necessarily optimal solutions, but the analysis ideas should be similar. The main feature of Battle.net1PP is that the monster's blood volume is not high, and the marginal benefit of pursuing injury and promotion after a single set of time is close to that of building a house cd. It is better to improve EG and viability. That's why we chose to play the money barbarian. The monster's blood is not high, so you can use mercenaries and damage deepening spells to deal with it. The skill of finding things has significantly increased the drop on the basis of basically maintaining a single set of time, and the high-level BO can also enhance the viability of itself and mercenaries.

The core equipment of the body: tp necklace inlaid with Hel by the deputy+pain mallet.

Mercenaries: a2 Bless Aim+ 15ED Archon Armor Glory Chain (COH)+ Invisible Death Breath (EBOTD) Wargun+Zhan Ji Yong's Face (GFace).

In addition to borrowing a good destruction and COH from the mage, the whole set of equipment is economical and practical, and even a little shabby in some places. The necklace I use is the basic model of+1 skill and tp, and I don't even have money. The most basic hell stride of shoes. Most of the EG boards on my body are whiteboards. I have low resistance to ice, no hfd, and I walked slowly in the city after being blown up by an ice ring. If you have a certain equipment foundation before, the main investment of a new savage like me is only a breath of death. As long as the ideas and details are in place, this level of equipment can also play quickly.

Discussion on ontology assembly point;

1. It is very important that the damage provided by the deputy pain hammer deepens the buff. The damage deepening spell is not only to avoid breaking things, but also to increase output. Hellfire comes with 50% physical reduction, so the damage depth of 100% is actually increased to 3 times the output, which creates space for the mercenary's equipment collocation. Of course, the mallet also has a disadvantage, that is, it only gathers gas three times, which is why many people are unwilling to use it. In fact, sharpening the knife does not miss the woodcutter. From the point of view of pure efficiency, it is totally worthwhile to spend a few seconds repairing each plate on average.

2. Brand bow can also provide advanced damage deepening, but it is not recommended for the following reasons: 1) The cost is too expensive. After eating Amway, I find that the effect is not good, and I will definitely come back to spray me ...; 2) fight. Net 1pp can't brush the fixed diagram. If one member is inside and one is outside, a trigger may not be fully covered; 3) When a curse is triggered by a single blow, members are not always flat A, and their blood pressure on their faces is a little tight when their equipment is not good; 4) Weapons that cannot be exchanged for forehand money without triggering. Sometimes mercenaries have stabbed more than half of them, and they will be angry before triggering.

3. Compared with other common auxiliary equipment: Naj's puzzle solving stick (tp stick) doesn't need to be repaired, and it feels better with fcr, but it has no advantage from the point of view of pure efficiency. A tp necklace can liberate the precious deputy position; Burning sticks can improve the accuracy of low-level mercenaries, but it can be solved by leveling or choosing to aim at auras; The steel spell has tp and aging, as if it had everything. In fact, it's quite tasteless. Law enforcers often use it to smash things, but they need to go up and cut them themselves; Double BO weapons, extra blood is not necessary.

4.tp equipment is very important for improving efficiency. In addition to rushing, it is often used to recall Mi Shan's killing. The common equipment for obtaining tp is tp staff, tp necklace, tp head ring and mystery. Tp personnel have analyzed before, and it is not very convenient to cut to the deputy when clicking kill. The head circle with tp gas gathering is also suitable for making money. Mystery doesn't need to be repaired by high running and MF, but it also means giving up the wealth of 300 eg. Many people don't like tp necklaces because they need to be repaired, but once you accept the setting that repairing hammers every two times can improve efficiency, this is not a disadvantage. Replacing several PGs with a blue tp necklace and a painful mallet is more efficient than the combination of +2 skills /80EG/ various value-added mod and TP sticks. Unless you are sure to use mystery, I personally don't recommend spending a lot of money to buy a necklace without tp.

5. The most important attributes of shoes are 30 high running and relatively high EG. Don't underestimate the high running on shoes just because barbarians have passive skills. People can't tp in the city, especially when they return to the city after being hit by an ice ring. The EG on the shoes is higher. After the digital molding, 2000+EG, 80EG of Hell with full reform is less than 0.5% higher than 70EG. For example, 10 high-running three-resistance shoes are not very recommended.

6. Other value-added attributes on necklaces and shoes. Personally, I think the main value-added items are fcr (if it can be uploaded), damage into mana (DTM) and MF. Followed by skill level, mana, mana recovery, ice resistance, freezing time halved. Property, life and other resistance after you skillfully operate, from the point of view of efficiency will not be much improved. Let me mention DTM here. Even if the mana is high, it will burn blue. DTM can let you continue your homework without taking medicine.

7. Actually, your GC and SC are enough, so you don't have to pursue the fight for money or the fight for money. Of course, the ice resistance is conditional or piled higher.

8. Because my equipment is very general, I feel that the blue amount is not enough. My chosen field control skill is jumping, and the extra skill points are invested in increasing speed and natural resistance. Pay a little attention to finding things and improve the speed. Not every level is upgraded at a high level.

Discussion on mercenary equipment;

1. The choice of aura and blessing for the power of aura. Let's put some data calculated by d2planner first, and take the mercenary who is usually equipped with fortitude+death breath+auspicious face (not Bo) as an example to fight against ice boxing Tok (only cold strengthening and hardening skin). 1pp, the maximum blood volume of ice boxing Tok 15323.

80 Mi Shan Power Aura hit rate 36% General attack DPS 1894 Stab DPS 7557.

80-level Mi Shan Power Aura +20-level enhancement (fire stick) hit rate 62%, general attack DPS 32 15 stab DPS 8735.

The 80-level Mishan is willing to aim at the halo hit rate of 67%, attack DPS 2647 and stab DPS 6893.

The 90-level Mi Shan Power Aura hit rate is 44%. General attack DPS 2475 stab DPS 92 18.

90-level Mi Shan Fu aimed at aura with a hit rate of 76%, attacked DPS 3 166 and stabbed DPS 8070.

Level 80 Mi Shan Power Aura+Damage Deepening Hit Rate 36% General Attack DPS 568 1 Stab DPS 22669.

Level 80 Mi Shan blessing aiming at aura+damage deepening hit rate 67% general attack DPS 7940 stab DPS 20678.

Level 90 Mi Shan Power Aura+Damage Deepening Hit Rate 44% General Attack DPS 7426 Stab DPS 27652.

90-level Mi Shan blessing aiming at aura+damage deepening hit rate of 76% general attack DPS 9498 stab DPS 24209.

Some qualitative conclusions: the damage is deepened and the buff is too strong; It is better to aim at the low level and choose the blessing, but the high level can be used; If it's no trouble, you can bring a halo of strength. First, the deputy will change the fire stick to strengthen, and the effect is obvious.

Thanks to @wufawutian#2686 for pointing out in the comments that the power aura combined with the 2-hole phantom octopus head can effectively improve the damage. The following are some calculated data of 90-level Mishan cooperation damage deepening:

Tenacity +EBOTD+ Phantom Octopus (2x 15IAS/30 demon ED)+ Strength general attack hit rate 6 1% general attack DPS 10073 stab DPS 29537.

Tenacity +EBOTD+ Phantom Octopus (2x 15IAS/40 demon ED)+ Strength general attack hit rate 6 1% general attack DPS 10298 stab DPS 30 16 1.

Perseverance +EBOTD+ face (Ral)+ blessing aimed at the general attack hit rate of 78%, and the general attack DPS 9326 stabbed DPS 24005.

COH+EBOTD+GFace (Zhan)+blessing aimed at general attack hit rate of 78%, general attack DPS 8456 stabbed DPS 2 1896.

COH+ stealth moxa needle (15 IAS/40ED)+ Allianz (15 IAS/30fr)+ blessing aiming at 77% general attack hit rate +0 14 12 stab DPS 3 1426.

You can see that even if you choose two less expensive IAS/30ED devil beads, the effect is obvious.

2. The choice of helmet: It is basically the choice of Ji Yong's face and a face. In fact, cb and ds of Ji Yong's face have no special advantage after the damage of 1pp deepens. Face +2 skills, 20IAS and 10ll are better solutions in many cases. The following is a comparison of data.

90-level strength Mishan's damage deepens the death breath+tenacity+10ll 30str Allianz attacked DPS 7284 and stabbed DPS 27885.

90-level strength Mi Shan's damage deepens the death breath+fortitude+Ji Yong's face attack DPS 7426 and stab DPS 27652.

The above data takes both cb and ds into account, and it can be seen that there is not much difference between the two outputs. Of course, even if my data is here, there are still many people who don't believe that Allianz will be better than CB. Here I want to emphasize again that this is the conclusion after the damage on 1pp deepens. Damage is overflowing, it is better to accumulate too much blood to improve the viability of mercenaries.

Thanks to @ Meolapagos, @wbdd for pointing out in the comments that if the armor is firm, the helmet can also choose the protection of Chira, give up excessive blood sucking and choose excessive resistance, so that it has stronger survivability in the face of trials. Here are the data:

90-level strength Mi Shan damage deepens death breath+toughness+Kira (Mosaic 15IAS/40 demon ED/50 demon AR) attacks DPS 6708 and stabs DPS 23662.

The 90-level blessing is aimed at Mishan's damage, deepening the breath of death+toughness+Qira (inlaid 15IAS/40 demon ED/50 demon AR), and attacking DPS 8324 to stab DPS 19820.

There is also the phantom octopus, and the halo selection part has been discussed.

3. choice of armor: if it is high, it is basically a choice between toughness and COH. Resolute defense and output are higher, so are other characters, but facing the aura of trial is more dangerous. COH brought 200 magic ED, 65 full resistance, 8ll, and its comprehensive viability was stronger. The disadvantage is that this runic language is relatively unpopular. I made it with tangible 15ED archon armor, so that the mage can wear it. The defense is much lower than the intangible armor, but it has little effect. Refer to the strategy mentioned at the beginning of this article for the low and medium distribution.

4. Choice of weapons: Because buff's bonus is not short of output because of damage, the available weapons are death breath, moxa needle, vision, obedience, infinity and so on. What are the ready-made direct loans for other roles? However, it is recommended that the blood-sucking pile be higher. For example, if you use invisible moxa needles that don't suck blood, it's best to match COH and sleep well. Death knell because it will dismember the body, and the curse of aging will cover up the damage and deepen it. Many people think that the occasional death knell has little effect, and I can understand it. But this post is from the perspective of pure efficiency. If you can get the building cd without shredding, why shred it?

5. It is not recommended to let mercenaries wear money equipment in order to further improve EG. EG on a mercenary can't work on what he is looking for, so 1EG on a mercenary is only equivalent to 0.5-0.67EG, which reduces the output efficiency and viability, which is not very cost-effective.

6. Finally, why did I choose EBOTD+COH+GFace? When I did this construction before, there was COH but there was no ready-made toughness, so the armor fixed COH. I have tried two or four combinations of EBOTD and invisible moxa needle, GFace and mask. According to the introduction mentioned at the beginning of this post, COH+ invisible moxa needle+two IAS beads have a high output of face fixing, but as we all know, red and white beads and an tou beads are not cheap ... If you don't put beads, I'll try to feel worse than EBOTD. EBOTD and COH both have bloodsucking, so you don't have to look for bloodsucking in the helmet, so I chose GFace. This set is not the most extreme collocation, but it is almost enough under the current architectural cd.

Some optimization techniques (although each may save 1-2 seconds, many a mickle makes a mickle):

1. Press the H key on the difficulty tab to directly enter the difficulty of hell;

2. If the loading speed of your computer is not particularly slow, it is recommended to quit the game in Act4, which saves the time of running from the dock to the small station every time you quit in Act3. (If the reading speed is too slow, you can only quit in Act3, and it is very important to choose 30-high running shoes);

3. Characters can also be moved in the loading interface. Predict the position of A4 workstation and click with the mouse. After entering the game, you will find all the characters standing by.

4. Similarly, in the loading interface, you can go out from Cui Station's room to save tp time, but this operation will be a little more difficult and not very practical. BO-related three skills can bind a key with a macro;

5. Members may all get together, or there may be one inside and one outside, so each mallet needs to be used 1-2 times, and it needs to be repaired when the remaining times are 0- 1 time. Pay attention to the need to bind shortcut keys to deepen the damage after starting the fast casting, otherwise the skills will be automatically uninstalled after running out of times or quitting the assistant;

6. If the equipment is good enough, you don't need to jump or shout all the time without encountering dangerous situations. These two skills have repelling effect and reduce efficiency. Killing and picking up equipment can go hand in hand. When you encounter tp with strong gas field, give priority to killing on your face;

7.TP scroll can be placed on the belt, and it can be opened in advance when it is thrown from the belt, without shaking before it is thrown. Don't use up all the tp on your belt, otherwise you can't fill it quickly with shift in the store.

8. Save money in Act3 after returning to the city, and then stand in Act4 since childhood. If necessary, repair the hammer or replenish TP. Similarly, when the screen loads, you can move it. Press ESC, the up arrow key and the enter key in turn to exit quickly, and you can bind to a key with a macro.

Author: conquest

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Source: Cape Kane

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