Teleporting Trav Barb Tips & Tricks Thread

angeldesignpro

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Teleporting Trav Barb Tips & Tricks Thread

I've been running the trav with great success lately, and have been doing a lot to improve my 'technique' over the past few hundred runs. I've been shaving seconds off of my times, and figure some things I've learned may help others, while others may have tricks to help me.

Fabian nails all of the big things and a lot of the general theory (especially with respect to consistency) in his (award-winning!) guide here: http://www.purediablo.com/forums/showthread.php?t=757752

So this thread is about the fringe stuff, how to get your runs 5 seconds faster on average, or how to avoid having to S&E on that one particular boss pack. The reason I think this is critical is because once you put your head down and say "I want HRs, so I will do this run hundreds of times to get it right" that 5 seconds quickly turns into 500 and then 5,000 seconds.

Teleport:
Teleport is indispensable. There's no contest here, I've timed it. Even if you're only using one or two charges to jump into the room, it's just best. Sacrifice something and get it done. One item people don't mention as often is spellsteel - worked just fine for me before I had a tele amy or enigma.

Choosing your map:
There is usually advice about getting the entire council in one room, and that couldn't be more true. I've learned a few useful things that I wanted to pass on:

First, much like rack running, the council spawn is path-dependent. On my map if I take one route a few members spawn outside of the compelling orb room, and if I take the other they not only spawn all in the room they spawn in the same cluster. If you have to move around a lot to kill the last few council members, it's going to add up over hundreds of runs. So roll some different maps, and try some different paths. Getting the One Map to Rule Them All might be the best thing you can do for yourself over time.

Sifting through items:
This is annoying, especially if you're used to Mephisto / pindle type runs. Instead of a small fistfull of easily identifiable items, you get waves and waves of blue with some potions and alluring piles of 10K gold and a rare pair of boots that might just be high-res high MF and omg a blue monarch maybe it's a JMoD and you'll be rich and and and and.

What I do is run with /nopickup enabled, which helps avoid clutter. After killing the trav, I alt to look for big-ticket items, and pick up a few piles of gold to slightly reduce clutter. Then I hork everything, do a quick scan, walk out of the travincal with alt held down to observe the drops as I move, TP and exit. I've shaved a large amount of time off here by playing around with item levels, dropping runes and moving around, and seeing just when items really are invisible because they're off the screen.

Going from decent weapons to dual griefs probably won't save as much time in the aggregate as being disciplined with item searching and picking up. Always remember that runes will fall, and so anything you do that isn't killing the council and S&Eing afterward is going to come at the expense of runes found. If you have fun turning over every potentially valuable trinket, more power to you - but if your runs are 15% slower than they could be and all you have to show for it is a few thousand gold and a handful of perfect gems, ask yourself if you'd rather have 15% more HRs instead.

That last council member is not going to drop Ber
The number of HRs you get over time will depend on exactly one factor: the average number of council members you kill over time. If you kill all but one, and that one is PI, and you are chilled and amp'd and have a level one berserk... it's almost certainly more efficient to hork the other corpses and TP out of there. Same if one coucnil member randomly winds up outside the room (though that should be rare if you follow the above advice about picking your map). The temptation to be complete is huge, but it'll almost certainly damage your overall time. A fresh trav map for most barbs is 11 kills + 50-55% chance of hork per corpse, and takes (hopefully well) under 2 minutes. Really think about how much time it would add to nail the last council member. Maybe you're rocking a level 20 grief with extra off weapon IAS and your merc has already proc'd decrepify and it's worth it, but sometimes it's best to just keep moving.

Can Be Frozen
WW seems to pwn the council to pieces when I'm chilled and/or holy frosty. Unless it's all in my head, removing raven frost was the smartest thing I ever did.

Crushing Blow
Based on all of my damage calcs, a succesful crushing blow in the first few hits is always going to do more damage than my weapons could under ideal circumstances (merc decrep + critical hit + super high damage). I think P1 council members have like 80K base HP, which means a proc of crushing blow is goign to add 20K damage if you get it first hit, and a hefty amount any other hit. I think Goblin Toes, from a strictly mathematical point of view, are going to add WAY more damage than goreriders or war travs. I'm seriously considering ditching arreat's for the same reason.

Objects in motion
Of course, the caveat to all of the above: If anything done for efficiency makes the runs less fun, and makes you inclined to do fewer, that's a bad thing too. So if you want to pick up every gem and potion and clear the council every time, I promise I won't judge :D

H
After double clicking your barb, press 'H' to choose hell difficulty. Avoid accidentally clicking on nightmare, save a second.

FCR
I run with a suicide branch and lidless wall on switch. It's not ideal, but I tele quickly and hork quickly. Savings add up!

Warcry
I'm much stronger now than I was when I started, but warcry could be the ideal dump for extra skills. Especially if you don't care about having 55% hork chance, you can afford to dump some points here. If it's the first thing you do after you teleport into the council, you'll start the battle with a good amount more safety than usual.

Open questions:
+ Mana burn: I take pots and manage to get through, but this still hurts my run times. If I take a few hits and have to stop, potion, wait to recharge, and whirl again it's risky to characters and also slow. Any elegant solutions?

+R/W vs. WW: Is it worth loading up on R/W for waypoint running (in act 4 via TP) or is it best to stay slow for more whirlwind damage?

+Proper WW technique: I've worked some on the 'dance of death' (I was doing it all wrong to begin with) but sometimes I still wind up just whirling across the screen. I guess I need to get more disciplined on my pointer, I don't know if anybody has anything particular to add here...
 
Re: Teleporting Trav Barb Tips & Tricks Thread

Mana burn: I generally whirl through a pack, and if I get hit by MB, I will usually have replenished my mana by the time I finish the whirl. And it goes on from there. If I end up with low mana at the end of whirl, one normal attack and start again. Can't think of anything more elegant. Mana burn hasn't really been a problem.

Run/walk: I tele back to WP after finishing a run, so don't know.

My own advice for anyone: Get 2k life, rest to STR. People did Trav on p3 with less than 1k life, but it was a little hazardous. I sometimes forget to buff myself and don't notice that I have 1k life 'till end of the run. I'm comfortable with 2k life, though.

So, how fast are you ? What player setting ?
 
Re: Teleporting Trav Barb Tips & Tricks Thread

Re: Mana burn - that's mostly true for me too, but my mana leach might be too low right now to refill in a single normal attack.

I might re-spec and try dumping some points in str like you suggest.

My times have been erratic because I keep changing strats. I've gotten it as low as 55 seconds but with extremely cursory item checking, and I rarely spend more than 1:50 in a game even if it includes repairs / buying TP scrolls / moving some items to the stash. My counter isn't great because it took me a while to figure out exactly how to get it to record the data I want (i.e. I S&E, end run, then enter a new game if I have extensive repairs or need to mule because I'm more interested in my average run times not my average run + house keeping times). I'm nearing a set set up so hopefully I'll have a reliable counter over the next week or so.
 
Re: Teleporting Trav Barb Tips & Tricks Thread

First, much like rack running, the council spawn is path-dependent.

I highly doubt that. I think it's more that their movements when you don't see them yet depend on the path you take. Different mechanism, not that it matters all that much.

Sifting through items

/nopickup is a no-brainer for virtually any run, in my opinion. Some tips I can offer:

- the display algorithm shows more items if you teleport to the right-upwards of the pile
- empty spot on the belt. Pick up potions and drink them to see if there's stuff on the ground.
- I keep a tome of TP in backpack, pick up all the TP scrolls (which have a long name) and just open 20 TP's every dozen runs or so.

WW seems to pwn the council to pieces when I'm chilled and/or holy frosty.

Yes.

Crushing Blow

You may be right about the first hit, I'm too lazy to check. I think my whirler was averaging 12.5k per hit. But I would never give up the items you mention for more CB. The council drops jewelery and facets fairly well. MF is worth keeping. CB does not own, especially on higher /p setttings. I mean, it OK and useful, but not awesome. And it's got reduced effectiveness against Superuniques, if I'm not mistaken.

After double clicking your barb, press 'H' to choose hell difficulty. Avoid accidentally clicking on nightmare, save a second.

It's as easy to miss-click with the mouse as it is to slip with the hand from 'H' to 'N' on the keyboard, they are right next to each other. At least with the mouse, my left hand stays around 1234-QWER-ASDF-ZXCV region, saving some time each run.


Double 'HotO' is a nice option. +Skills directly translates into higher Hork (albeit by a little bit). Double 'Spirit' swords, 'Spirit'+'HotO' are all valid options. Getting to 105 is not crucial, 70 will be OK. At least I don't think it's worth giving up +4 skills to gain 105 FCR. I might be wrong about that one though.

+ Mana burn
Blue pots. Drink one just after whirl. It takes like 0.3 second for my whirler to get back into things, at worst.


--Greebo


 
Re: Teleporting Trav Barb Tips & Tricks Thread

I highly doubt that. I think it's more that their movements when you don't see them yet depend on the path you take. Different mechanism, not that it matters all that much.

Actually, I can all but guarantee it. My barb teleports using enigma, so I not only get there via a very consistent path, but I also pop in while the entire council is standing still.

If I move in a roughly diagonal pattern from the WP, the council are all grouped together in a corner. If I instead travel due 'north' and then move 'east' into the council (making a right angle approach) one of the super unique council members is ALWAYS standing by himself outside of the door, and the other council members are dispersed throughout the map.

In either case, I've done it fast and I've done it slow (pausing to kill a random monster or hit a shrine) and my results are 100% with respect to how the council spawns.

A prior map had the same dynamic, except one spawn version had several members on the ledge outside the room and the other had the dispersed / one outside pattern described above. I am very confident of this observation.


You may be right about the first hit, I'm too lazy to check. I think my whirler was averaging 12.5k per hit. But I would never give up the items you mention for more CB. The council drops jewelery and facets fairly well. MF is worth keeping. CB does not own, especially on higher /p setttings. I mean, it OK and useful, but not awesome. And it's got reduced effectiveness against Superuniques, if I'm not mistaken.

Argh, I had '80,000' in my head - turns out that's base experience given, not base hit points. Base hit points are more in the 9-20K region, which means a crushing blow will only add 2.5-5K damage if it connects. That's much less noticeable than I thought. Still a good amount of damage, but you're probably right that MF on travs (or rares, or using gorerider) is a perfectly reasonable alternative.

Edit: Side not on CB: Its base chance is to remove 1/4 monster HP, but that is only 1/8 versus a unique monster (like the 3 unique council members). On the other hand, unique monsters have twice as much HP. The end result is that Crushing Blow deals the exact same amount of damage when triggered against a unique monster as it would on a regular monster with a similar percentage of health missing, so it's not really a CB 'penalty.' The damage doesn't scale up with hit points, but it's also not any less effective against unique monsters than your regular weapons and skills are against such monsters as a consequence of their larger health pool.



 
Re: Teleporting Trav Barb Tips & Tricks Thread

Re: mana burn. I like to have enough invested in double swing to reach skill level 9, at which point it becomes mana-free. I can just keep the right mouse button pressed and switch skills from WW to DS and it has enough speed/AR/damage boost to refill my mana plenty fast. Not the most popular of methods, but its my favorite.
 
Re: Teleporting Trav Barb Tips & Tricks Thread

I agree with bcoe on double swing, though mine isn't slvl9 and it works fine with only 1 hard point...

On sifting through items, I'm very satisfied with my current method. As soon as I teleport into the room and start whirling, I hold the "show items button" the entire time (which for me is the space bar) and whirl away. This allows me to see things as they drop on kill, and I sort of keep tab on any items I want to pick up as I see them. After they are all dead, I pick up those items. Then, still holding space, I hork them all listening for the sound of runes, gems, or charms. That way, even if they drop but dont flash on the screen, I know they are there because I heard them drop.

This method has saved me a TON of time, and I feel much more confident that I am not leaving those things on the ground. A 2x4 open inventory is enough space about 95% of the time, and I don't need to pick up junk items.... But whirling while holding the "show items button" takes a bit of time to get comfortable with and to keep your barb moving. I'm glad I made this switch.
 
Re: Teleporting Trav Barb Tips & Tricks Thread

About players settings, I don't know how widely known it is, but hork isn't affected by it in any way. The only nodrop from hork is if the hork misses. Which means every successful hork will give three items, as you've probably noticed even if you didn't know. This, in turn, means increasing the players setting only helps drops in the actual killing part of the run, the horking doesn't get any better.

I pack enough mana leech to only require one normal attack to leech enough to WW again. Rare rings are your friends here.

Spare points, I dumped a LOT of them in natural resist. This frees up so many gear choices, esp. with regards to rings and armor. Nat resist also helps that one in thousand runs where you die (being careless, or in most my cases, drunk) and have to retrieve your body. Leveling past 92 is slooooow on councils, and you want that 75% of lost exp back. Perfectly doable with a BOed merc IF you don't get killed by one blizz from a cocky hieronoob.

It's true you're safe enough with 2k life. My whirler has about 1.9 (maxed BO) and manages very well. When you're already safe, do you want 800 extra BOable life, or do you want 200% more enhanced damage? There's always respecs if you fail.

I use enigma and gores, so I have 75%FRW and 1point increased speed. I find it faster to just S/E when done checking items instead of going to act 4. The running through docks doesn't take much longer time, and it saves a LOT of hassle. Esp since one passes cain, and can have him ID stuff. For people who prefer no FRW, act 4 start is better unless you have some serious loading issues.

About mercs, I find the ideal setup to be
Reapers "shael"
Guardian Angel "Gul" *
Kiras "Ral" <--- Or substitute a good rare circlet type with a LOT of fire res)
All eth if possible, and I'd think twice about GULing* a non eth GA

This allows my merc to maintain 95% fire resist *even under conviction*. Thus, he is unkillable unless he is left alone in the midst of councils targeting a stone skin boss.

*EDIT: Brain fart alert! As pointed out later in the thread, VEX is the +max fire res rune, not gul. I'll leave the original post fairly unedited so that people can se that I make this kind of obvious mistakes from time to time.
 
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Re: Teleporting Trav Barb Tips & Tricks Thread

I actually found that I was faster with the council split into two mobs by the ledge. They still die in almost no time flat but the separation keeps the screen from being overwhelmed by drops and I can sift through two separate piles much faster as I can't stand missing any drops.

Once you have griefs strength becomes king. My trav barbs each ran with about 550 strength.

I like to have lots and lots of faster run/walk on my trav barbs but it is all a matter of taste. Faster is slightly less efficient in terms of hits per second, but I like the dynamic control it gives and the faster travel through the docks.

The dance of death is for maximum efficiency against single high life targets, whereas you should be mowing down the council as a mob. If you need safety you can whirl up and down the edge of the mob so that you stay out of range or you can choose to whirl right through the middle and guarantee the most hits. If you don't kill very fast and don't have prevent monster heal then it is good to focus on a subset at a time to minimize health regeneration. Whirling along the edge of a mob is good for limiting your damage spread.
 
Re: Teleporting Trav Barb Tips & Tricks Thread

Thanks for the tips everyone!

Splitting them up is interesting, especially since teleport makes moving between the ledge and inner area simple...

If you don't kill very fast and don't have prevent monster heal then it is good to focus on a subset at a time to minimize health regeneration. Whirling along the edge of a mob is good for limiting your damage spread.

I'm pretty sure the Arreat summit suggests the council doesn't regenerate, so that at least isn't a concern.



 
Re: Teleporting Trav Barb Tips & Tricks Thread

not sure on regeneration, but they WILL heal each other, if given a chance ;)

If only there were a small charm of "prevent the council from annoyingly healing one another" ;D

(I actually rarely notice them healing one another given how fast they go down to WW, and I think the healing each other ability may be the reason they don't regenerate).



 
Re: Teleporting Trav Barb Tips & Tricks Thread

About the press mouse vs. click H issue: Just hold H down right from the starting screen. Pressing it after selecting your character takes time and might result in a Nightmare-fail.

I find it faster to just S/E when done checking items instead of going to act 4.

Heh, I have to actually time this. I was managing 0:45 per run on average by going back to act 4.


 
Re: Teleporting Trav Barb Tips & Tricks Thread

Guardian Angel "Gul"...

All eth if possible, and I'd think twice about GULing a non eth GA

Had to look Gul in an armor up. From AS:

Gul 20% Bonus To Attack Rating 5% To Maximum Poison Resist 53

PR? Do you mean Vex for +5% to FR?


 
Re: Teleporting Trav Barb Tips & Tricks Thread

yes, I meant Vex. Sorry, been having quite the high fever the past few days. Head doesn't work right.
 
Re: Teleporting Trav Barb Tips & Tricks Thread

I'm thinking about re-gearing to bring some MF into my setup. My reasoning for this is two fold:

1. Running for hours and finding utterly nothing makes me not want to run. Efficiency only matters if I can be bothered to do the runs in the first place, and a gold ring or jewel scattered in would really help my motivation.

2. Even over very long term, rune drops average out to ~Mal per hour IIRC, based on the massive bonus of high level runes. But Facets trade from Um - Ist+ it looks like, and I see TONS of jewels drop. It might boost my efficiency just in creating items to TRADE for upper-mid level runes (Um/Mal/Ist).

Right now I've got a pretty standard 'budget' setup: dual 'Oath', Arreat's, Fort, LoH/String/Gores. Rings are rare/rare (dual leech/10 res all+ big AR) and Highlord's. I've got 5 slots open in the inventory and already have a 39% Gheeds.

My thinking is like this: If I PTopaz the Arreats (24 MF), drop SoE for Goldwrap (30 MF), and stuff the inventory (30-35 MF with what I have left to get to 2x4) that'll still only get me to ~160 MF. IS that even worth it, or should I be gambling rings looking to replace the resists and get some MF there are well? I'd like to make it to 200 as a minimum but I don't think I can hit that without bigger sacrifices than I can stomach.

And my tele's on switch and my kill speed it not going to cut it without the Highlord's so I can boost via switch-hork easily either.
 
Re: Teleporting Trav Barb Tips & Tricks Thread

I'd recommend you switch the gores for war travs (supposing you have them), there are some offensive merits to them and the mf makes me happy.

After that, do some experimenting and see how much time you lose by switching to the different setups you described... Do a little math, find your own comfort zone between mf and run speed. Then when you make yourself an Enigma, you can have the best of both worlds ;)

My only sources of mf are travs, gheeds, and enigma which currently totals 176. I believe this amount is sufficient for me and I have made virtually no sacrifice in run speed.

Sojs are nice...:thumbup:
 
Re: Teleporting Trav Barb Tips & Tricks Thread

Enigma is 4th or 5th on my wishlist of things to do with Ber runes. I don't much care. Switch tele works fine for MF, and I'd rather have other toys.

Maybe I can get away with War Travs and Goldwrap; I don't need the LL from SoE that badly and losing the DS from Gores shouldn't hurt that badly in terms of kill speed, it's only 15%.
 
Re: Teleporting Trav Barb Tips & Tricks Thread

Why not equip a pair of Ali Babas for your horking switch - insta MF and lots-o-gold for your gambling pleasure as well.
 
Re: Teleporting Trav Barb Tips & Tricks Thread

Because that's where you have dual HotO for faster tele, faster hork and higher hork%. After all, the main objective is runes. If you wanna focus that much on MF, you're better off doing some meph runs in between.
 
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