Diamond Trynd OTP, Jg Main Top/Mid offrole sharing Lethal Tempo Build

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Build order and runes are almost always the same everygame. This build has gotten me to Diamond and I can confidently say works for damn near everygame.

Build order for components can vary based on game, as some games I rush zerker greaves first back then build into DD, some games I get pickaxe +2 cloth armors, etc.

The build itself is always Death's Dance -> Zerkers (if not already finished) -> Hex Drinker (if they have significant AP damage) into Maw (if that AP damage is fed) -> PD and LDR (first choice Depends on enemy armor levels vs ability to kite, PD for kite and LDR for Armor stacking) -> Finish Maw 4th item -> Endless Hunger last item

Endless Hunger being delayed so long works because we have significant ability haste from DD and Maw (up to 30) and +20 from blue buff.

What are your thoughts on the standard build?

Standard build for those who don't know: Rav hydra -> Zerks (for jg) -> PD -> LDR -> EH -> DD

I've played it a lot and personally I still take Rav boots even while jungling, which means it's suboptimal for jungling, but for laning it's top tier. I prefer my current build over the standard build because of the benefits it provides.

Why? Death's Dance is the best item in the game hands down for melee fighters. There is no arguing with this fact, as much as I have tried for years. The stats prove DD is OP for melee ass kickers like Trynd and Riven. Armor is NOT a bad stat for Tryndamere, especially in the jungle. You WILL tower dive at some point, you WILL take physical damage from Jungle camps, you more than likely WILL fight enemy physical damage dealers, you WILL be focused and/or bursted at some point. Death's Dance counters all of this. You can survive a max charge tower shot with just Q most of the time and if you get a shield or a heal from an ally you can do it while ignited. Don't forget to mention if you get the Takedown kill heal from Death's Dance and Triumph + Q heal.

The hexdrinker is to counter magic champs, and for 1300g it provides 106% gold efficiency. It's hands down the best magic resist AD item in the game at this cheap price. QSS is nice but provides so little for what you're getting. Merc scimitar is just weak overall and all of it's value is locked behind a very niche 1-time use active. I won't argue that QSS is a never-buy, just that it's not my go-to. Obvious situations apply to when QSS is mandatory ofc. Your teemo blinds, Nasus withers, Tahm Ults, etc. Anyways Hex drinker for 1300 gives us the 250 shield lifeline + 25 ad and mr. 25 mr + DD's 30% anti-burst results in a lot of damage loss on any ap champ. P.S Reminder that AP champs get tons of Magic pen early so the early MR causes their dmg to go from pretty much true dmg back to manageable.

Our immediate concern after finishing DD is Attack speed/Crit/Movespeed. Zerkers are great but I often ignore buying zerkers until I finish PD as I use cash-back and want to milk it's value as soon as possible. Zerkers are my "I don't have gold for more" purchase. Zeal + T1 boots is often "good enough" and neither T2 boots nor PD are enough by themselves to give us that pop-off power. So the faster we get both, the faster we become a speed demon.

LDR is self explanatory if you play Trynd you know why you want LDR as soon as you possibly can get it.

Endless Hunger is the apex of Trynd items. Tenacity, Vamp, Ability haste, Ad, Multi-kill drainage. I can't imagine a build that doesn't have EH.

Another note about Maw: the lifeline is PERMANENT, lasting until combat ends. This means you get 10% omnivamp once that shield pops until you end your combat. If you score a kill, you often have already drained enough life to get up to 15-20% hp unless the entire enemy team is 5-man focusing you even during your ult which makes no sense and your team should easily win the fight if they're expending all that on you. The moment you score the first takedown you bump up from 15% omnivamp to 30%, you get healed by Death's Dance + Ignore pain is removed and you're at 165 armor/107mr + Death's Dance passive so you are ridiculously tanky to the point that you can score that very next kill which triggers the feedback loop again that leads into the next and the next kill. This is how I've managed to score so many multi-kills and a good few penta kills.

The massive amount of resistances in the build allows us to freely stack lethal tempo in the backline like an adc while the enemy frontline has to ignore us because our dmg and vamp is enough to outpace them. If we are focused we can take 80% of our health bar in damage and slip away, farm a couple jg camps back to full hp or a couple waves and return to the fight with full hp + ult.

Unlike glass cannon Trynd that doesn't value his health bar, we have use of ours. We are ridiculously resistant and can delay our ult useage until cooldowns are expended and our Lethal Tempo is fully stacked and pumping.

Eh anyways I been rambling for a while if you guys have any questions feel free to AMA. I'm going to continue climbing and see just how far I can take my it.

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u/Fishbro-YouTube — 7 days ago

A New Diamond is Reborn <3

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Wanted to share my accomplishment with the boys on Trynd mains. I knew I was innately high elo as a player and I've been up here in the past, but man oh man does it feel good to be Diamond again holy crap.

I'm going to share my build and play in another thread.

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u/Fishbro-YouTube — 7 days ago
▲ 60 r/diablo2

The hate for the Jungles

I know it's a popular opinion to hate on the early jungles of Act 3 but I have played this game more than enough to know the hate for the jungle is a half-truth.

Most of us DO NOT hate A3 jungles, we hate the potential for map irregularization.

What I mean by this is that playing through Act 3, when you go from Town -> Spider -> Flayer -> Kurast lower/baz/upper/trav/etc the act feels smooth and enjoyable. Sure the sewers can be a bit flustering but it's not that bad. The inclusion of the great marsh is the biggest frustration factor in Act 3 that causes the majority of our frustration. If the maps were connected better and the RNG causing us to fully explore all of Spider and Marsh just to reach the Flayer Jungle didn't exist, then Act 3 would be far better and more cohesive.

It's like going 4th-way summoner every single time you play act 3.

Does anyone else really appreciate the aesthetics of Act 3, enjoy the jungles and think the Act is really fun when you're not being screwed by the RNG?

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u/Fishbro-YouTube — 2 months ago
▲ 13 r/diablo2

Season Changes I like

Shard Drop Rate:

Having shards drop way more often is so nice because they're more common and you can just farm wherever you want whenever you want. You can trade for a bunch of act 4+5 shards and just pop shards for TZ Chaos and baal runs if you're hosting Cbaals.

Similarly you can farm Act 1 and 2 without the fear that you'll reset the game at herald 5 and you won't get to milk a few more heralds if you're lucky.

Herald spawn rates:

They're still really strong and I appreciate that but they're not as hard to spawn. This is appreciated. I always found D2 to be a game that encourages grinding but also short-burst half hour to an hour long gaming sessions. Often times with multiple games created. The new set up with being able to pop a shard and farm an act or 2 without punishment feels so nice.

Statues/Trophies:

It's so nice being able to farm statues off of each act boss without the zone needing to be terrorized. Now we're not "forced" to farm act bosses specifically because they're terrorized and we can do it at our leisure.

Uber Ancients Difficulty:

These guys got a big buff and I love it. They're so much harder but that's part of the thrill of it. Having that "impossible challenge" that you work up to and finally take them down just makes getting it done that much more satisfying.

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u/Fishbro-YouTube — 2 months ago