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💡 What are set dungeons?
This is a new event added to Diablo III in patch 2.4.0, also referred to as "green portals". It is intended to hone the skills of playing certain sets for each of the classes.
💡 Along with the dungeons, a list of achievements has also been added to the game, for opening which the Nephalem will be rewarded with various improvements:
To access Set Dungeons, a nephalem must have all the bonuses from the set for 6 items
it is not necessary to collect all 6 things - you can use the Ring of Royal Opulence
A clue to the location of the entrance to the Dungeon can be found in the new location - Leoric's Library in Leoric's Castle.
Games Diablo 3 the developers have released a new add-on again. It has a new mode of "green portals" or " set dungeons". There are 24 of them in the game.
Set Dungeons Diablo 3 designed to improve the skills of a player of a certain class, as well as to receive rewards:
In order for the dungeon to be listed as completed, you need to complete two special tasks, and one common goal, which is the same for everyone: destroy all enemy creatures without taking lethal damage. The uniqueness of the other two tasks depends on your armor.
If you are not satisfied with the positions of the enemies, you can simply leave the dungeon and re-enter - next time everything will be different.
One of the difficulties for the player when completing the set dungeons is finding the entrance to them.
The game provides hints for finding dungeons.
You can find them along the way:
Act 1 "Leoretic's Castle", in his library in the king's quarters. There you will find a piece of paper, it will correspond to the set of armor that you are using. Your armor is six pieces, but it's enough to be in the Ring of Royal Splendor. If you don't need hints, you can skip this.
For the Crusaders:
For Demon Hunter:
For Monk:
For the Enchantress:
This is how you complete set dungeons in Diablo 3.
Towards the unknown
Nephalem Rifts are areas of another reality, where a randomly generated territory is inhabited by the most unpredictable combinations of opponents. In the portals you may come across, allowing you to enhance the skills of your characters so much that no one can resist you. After defeating enough monsters, you will be able to fight the Portal Guardian, a unique boss with a random set of terrifying skills that guards amazing treasures. You can get into the portals in adventure mode - for this you just need to use the Nephalem obelisk in any city. A special menu will appear on the screen, which will allow you to open either a Nephalem or a greater portal. You can open Nephalem Rifts as much as you want, but to get into the Greater Rift, you need a special key (obtained by defeating the Nephalem Portal Guardian).
Opening a Nephalem Portal
If you defeat a Nephalem Rift Guardian, he will drop a Greater Portal Key (or two or three at a time on higher difficulty levels). With this key, while at the Nephalem Obelisk, you will be able to open a great portal and select its level. At first, you will only have access to a few levels of the Greater Rifts, but once you pass them, you will be able to progress to higher levels. When playing cooperatively, your companions will need to use their own Greater Portal Keys to join you. Greater Portal Guardians enter combat when you've defeated enough common monsters. However, this is where the similarities between great and Nephalem portals end.
Developing Legendary Gems in Greater Rifts
Ursha's Ancient Nephalem Spirit appears when you kill the Greater Rift Guardian within the time limit. It gives Glorious Warriors the ability to upgrade Legendary gems.
In high-level Great Rifts, you will have more attempts to upgrade legendary-quality gems. In addition, at the Nephalem Obelisk, you will be able to open an improved Greater Rift for a certain amount of gold and get an additional attempt to upgrade the legendary gem if you successfully complete it. Not all of Ursha's attempts to improve your Legendary Jewel are necessarily successful, so you may have to go through a lot of Greater Rifts before you achieve the desired result.
If you find a legendary gem and select it, you will see a number below its name indicating its value. Each time you summon Urshi (when you complete a Greater Rift within the allotted time), it gives you an opportunity to increase the gem's value. And the higher the value, the more additional qualities a gem acquires if it is inserted into a frame.
Please note that all of the bonuses and quests listed below for set dungeons are subject to change prior to the release of the Necromancer. The addition of Legendary items in the future may change how sets work and feel, and the conditions for dungeons may become more difficult.
Set for the necromancer with pets - both summoned and resurrected. Bonuses:
The first bonus is quite normal, the cooldown of the skill with a cooldown of 2 minutes is faster, while allowing them to destroy everything on the screen faster. The second bonus inherits the weakness of some other incoming damage reductions - time. With a large number of minions, he is recruited quickly, but also quickly lost when running or crossing, and sometimes meeting a pack without a bonus of -50% damage taken is fatal. The third bonus is a real nightmare, we need to talk about it a little separately.
I already complained about the Skeleton Mages, they are such a disappointment - they are stupid, there is nothing at all and at the same time expensive. And the kit does not solve any of these problems. Well, okay, you can forgive the first one, it seems like everyone is already used to stupid pets, but here's the rest ... Let me remind you that magicians can exist for 6 base seconds, +2 seconds from the rune with another 10% (!) of health spent on summoning and + 25% with passive. 10 seconds total for 10% health and 40 essence (out of base 200, i.e. 20%). With such a cost and such a short existence, the whole gameplay is reduced to endless spamming of Skeleton Mages and regenerating resource(s) to continue this spamming, it is "one-button" at its worst, when you work on only one button, periodically interrupted by a ready Army the dead. There is simply no time and, more importantly, a resource for other skills: there is no time to use the curse of Fragility for finishing off with a rune to increase pet damage, although it is cheap (10 essence); There is also no time to use Skeleton Command, especially if you use a rune to increase attack speed for 5 seconds, and it’s generally expensive - 50 essence, which simply isn’t there (although another -30% passive can help out a little).
Fundamentally, this kit does not change anything, in general, even without it, it was previously played with a pet driver in much the same way - pets beat, you sometimes call magicians, use a curse and something else, once in a minute and a half you remember about the button with a long rollback. The set only shifts the focus to keeping as many mages as possible so that they (and other minions) deal even more damage. And if before that you wanted to never see Skeleton Mages on the panel again, then from the Bones of Rathma your own bones may begin to become speckled at the sight of mages.
But with all this, now this is probably the strongest set. The first place is not in him at the moment, but at the top of the ladder he is well established. Of course, part of the credit must be given to the taskers and the stone, which help a lot. The gameplay is nasty, but it hurts to hit. We must hope that the kit will be remade, and something will be done with the Skeleton Mages.
The complete dungeon of the Bones of Rathma is located in the Dig Site (the location that connects the Misty Marshes and the Temple of the Firstborn). Tasks:
The tasks are not difficult, the first pets generally perform on their own, the main thing is to give them time, use the Army in time and not overdo it with damage (although the additional cdr and the Ring of the Zodiac seem to help), and the second, no matter how nasty it is after a normal game , also, however, easy, you just need to take care of replenishing the essence.
A set for just one skill - Bone Armor. Bonuses:
The first damage bonus doesn't do much, and after the 6-part bonus, it seems superfluous. The second bonus allows you to keep the Armor active and raises the incoming damage reduction with it to the usual 50%. The third bonus gives again small damage in close range, but allows you to use other skills more efficiently.
What are the rest? Yes, in general, any. This kit is a plug, a "placeholder" for anything, but for ranged combat it is obviously inconvenient to use, so this is a kit for a melee necromancer. It is strange that according to some labels it was not marked as "for close combat." Let's write it off as a bug. It can also be added that the appearance of this set is probably confused with the previous one, which is exactly bone in style, and the art from BlizzCon 2016 confirms this theory.
Playing Grace of Inarius is a bit boring for now. It actually improves only one skill, leaving the rest up to the player. And without legendaries to support skills, playing a constructor with such a foundation is not interesting yet, but there is simply nothing to play with. Although something purely logically can be collected, for the passage of a complete dungeon, that's it.
The entrance to the Inarius Grace set dungeon is located in the Flooded Temple of the first act. Tasks:
A very easy dungeon, you can go through it with one button (which the kit also buffs, yes). To complete the first task, it is enough to break into the crowd and use Bone Armor. Blood Rush and a Scythe with a rune on a screed can help with this. This also helps to fulfill the initial condition for the second task (hitting enemies with a whirlwind), and the whirlwind itself can finish off the monsters, although to speed up the process it is better to use the Ring of Death and the curse of Fragility with a rune on the aura.
Kit for lovers of blood and hurt yourself. Bonuses:
The first bonus improves Bloody Rush well, though here you can find fault with two things: the necromancer has only one skill to move, and only one set of four improves it - there is not much room for legendaries, and offends other sets; this makes the skill free, which is both useful (no need to sacrifice the rest of your health when running away), and bad (not spending health on will give Haste to gain Bloodfall charges and the cooldown from the Blood Strength passive). The second bonus gives the usual 50% protection, but in an unusual way. A longer duration allows you to better hold the bonus. By the way, the increase in health stock does not allow spending less on bloody skills - they take a percentage of the maximum stock steadily. The third bonus adds a peculiar mechanics of scales - we spend health on skills, we hit with these skills more painfully and spend more health, but we also replenish more, though at the cost of reducing bonus damage.
Playing with this kit is… weird. The first bonus does not fundamentally change anything, the second one only needs to be collected and maintained, which is not difficult. And the third bonus only increases the scope of the swing with spending and replenishing health. We can say that the problem is the same as with the Bones of Rathma - without this set, it was the same in blood. You spend health on skills, then you replenish it (skills, spheres, recovery). And the game remains just as dangerous. Of course, you can somehow adapt, such as the player in first place in the necromancer ladder. All three skills with a high cooldown are used (Army of the Dead, Realm of the Dead and Simulacrum), the Shield of Rathma passive (no health is spent for 4 seconds after using any of these three skills), and the Blood Strength passive (recovers skills for health costs). But for now, this kit (and bloody skills) still poses a danger to the necromancer himself, leaving him in a more vulnerable position.
The entrance to the set dungeon Avatar of Trag'Ul is located at the end of the new location of the fourth act - in the Labyrinth, which is in the Soul Rift. Tasks:
The conditions are based on the same swing scales “we spend health - we replenish health”. The dungeon is easy with Nova of Blood to deal damage/waste health and Devour with the Cannibalism rune to replenish two resources (essence and health).
A set for nostalgic fans of the bone spear. Bonuses:
The first bonus is very effective, the flying Corpse Spears look great. They also inherit the skill rune on the panel. Yes, it still needs to be clarified - “using a corpse” means literally any use of it: even Corpse Explosion, even Devouring, even Revival. Those. theoretically, you can use different skills, but in the current form, IMHO, there is only a place for Devouring, for convenience with a rune on the aura. Only it allows you to conveniently replenish the essence for the Bone Spear and gain stacks. The second bonus is again the usual 50% reduction in incoming damage, which again can easily fall off when there are not enough enemies or when moving between levels. The third bonus enhances the Bone Spear through the use of corpses.
I'm going to be a little biased right now, but this is the most enjoyable and effective necromancer set. The enjoyment of the game is just overwhelming. It's so nice to pelt enemies with Bone Spears, give the Devouring aura to replenish your essence, colorfully pelting enemies with Corpse Spears along the way. It seems that you don't even need a generator in the build. Oh, and if you also use the Kingdom of the Dead, which simply allows you to bring down a HAIL of bones on enemies ... Sorry, I got carried away.
But it wasn’t without a big fly in the ointment, because all this is good and colorful only in the adventure mode on some T6, because the fundamental problems of the necromancer and the set in particular begin to emerge on the difficulties above:
As nice as it is to play Veil, the set is too one-sided and suffers greatly from the problem of having corpses. In general, it is rather ironic that the most enjoyable set in terms of gameplay is the weakest. A cursory examination of the rating did not allow at all to find at least someone in this set, probably no one in it closed 45 and above. And this is very sad.
Another quibble. The appearance of the set is a reference to "plague doctors", and the name is related to the plague. But bonuses for bone skills, and we use the corpses ourselves. Of course, this is only an assumption, but it is possible that the kit was drawn for the game with enchanting for curses and / or some other skills that did not live up to the beta. The developers abandoned the idea of a set for curses, probably this can explain both the style and the hastily made bonuses.
The entrance to the Shroud of the Master of Pestilence set dungeon is located right next to the entrance to Khom, on the third floor of the fortress cellars. Tasks:
Again, a very easy dungeon. It's easy not to take damage, you just need to kill everyone first, heh. Well, the first condition is easily fulfilled, there are no problems with corpses for a set of stacks. There is only one but - it seems like the successful closing of the dungeon is not taken into account in achievements, unlike the others. Let's write it off for another bug in the beta.
So far, impressions are mixed. Some kits need some kind of complete overhaul, some skills also need a rework, and there are a lot of places where legendaries are asked to fill gaps in the gameplay and allow you to play build designer. The themes of the sets are still diverse, it is encouraging that the Necromancer will have many different playstyles. Half happy with the developers' approach to the beta test - as in the recent tests of regular patches, they placed a special merchant to sell bags of kits. This is good, you don’t have to spend a lot of time and reagents on the extraction of all four sets on your own. But the fact that each bag costs as much as 500 bloody fragments is not encouraging. 2000 shards cannot be obtained in a couple of minutes, traders have lost their fear in general, prices are aching, and what's next? Kadala will be the boss of the sixth act?
These services are provided on softcore or softcore difficulty season!
flag pattern- Obtained for completing each type of dungeon.
class flag- for closing all complete instances with one class.
Wings of the Initiate- you need to go through all the checkpoints and all classes. The achievement is super rare and envy of different colors from other players.