Diablo3: Hellfire Ring Farming Guide

Hellfire RIng Guide Diablo 3

This guide was made to give tips on farming the rings fast as possible. It will not go over exactly how to make each ring since I've already posted where to find the parts and put them together. Guide to improve farming methods to get Hellfire Rings.

For Starters:

For all acts, key farming is just getting 5 stacks and killing the keywarden. Keep in mind that the area where the keywarden is generally has elites, so you can go in with 4 stacks and look for the keywarden. The keywarden also doesn't chase you as far as elite packs do, so it's much easier to run away from them if you find them before your last elite pack. If you're doing this with a group, everyone can spread out and communicate when they find something, since the keywarden areas are pretty big.

In addition, you can have a fast person break off at 4 stacks and start looking for the Key Wardens while the others keep looking for elites. This would be a WW barb, a CM/WW wizard running teleport, a DH with vault, or whatever. If they find an elite pack, they can call it out, and if they find the keywarden, they can lure him back to the waypoint and/or weaken him. One trick to do is to find him, get to a safe place nearby to TP out, and then rejoin the others when they find an elite pack. After you kill the elite pack, kill yourself and you'll respawn in town with your portal still open to where the keywarden is.

If you want to kill the ubers, it's recommended that you have 3 Infernal Machines amongst your party members. You can guarantee one of each set of uber bosses if you activate them in the same game. Activate the next one after you kill a set of ubers and the portal will have to spawn in a different location. Depending on how long it takes to kill ubers, you might have to refresh your NV stacks. The Cemetery is a great place to do so.

Act 1

Best way to get stacks is definitely Festering Woods. 1 guaranteed pack in Crypt of the Ancients and Warrior's Rest each, and there's usually 2 outside the area, as well as the possibility for the event, which grants a stack. I have had bad luck and only found 1 pack outside, but that's rare. Equally as rare is finding 3 packs outside, which is nice.

This Keywarden is probably the easiest. I'm pretty sure that we only died when some random tree comes in and start plopping down those poison plants everywhere, so just watch out for those.

Act 2

Vault of the Assassins is the best way to 5 stacks. Port to Desolate Sands and start looking for the vault, killing any elites on the way. The best part of the vault is that you get a checkpoint once you enter it, so if you don't get the key from the Keywarden, you can just resume game and you'll start in the vault. The Oasis has many packs, so you can definitely TP out with 4 stacks and easily find another pack in the Oasis.

This keywarden isn't too bad, but if you stun him while he's down his spinning attack, he will not stop his attack. He'll continue to damage you while he's frozen. He also has vortex and teleport, so CM wizards can save their teleport to escape instead of using it to get close to him again. Getting an empowered shrine right before the fight lets me facetank him straight up.

Act 3

If you're running with a group, the best way to get 5 stacks is Fortified Bunker. Split off into different games and call out if the Bunker spawned. For those who don't know, you can get to the Bunker by walking out northeast of Bastion's Keep and going down the stairs towards the battlefield. Either the Fortified Bunker or Barracks will spawn right before the battlefield.

If you aren't running with a group or you don't feel like splitting off into different games, I'd recommend doing Keeps Depths 3 and Tower of the Damned. If you need more, Keep Depths 1 works too. Stonefort is pretty big and linear, so I'd recommend a fast person splitting off after 4 stacks like I mentioned above.

The keywarden is probably the hardest. The trick is to get him on a set of stairs, so when he does is illusionist thing, they also stay in the same place and die quickly to some freeze/AOE. You might have to do some kiting with this one.

Act 4

I don't have many tips for Act 4, since we didn't have to run it a lot. You only need the plan from the keywarden once. We also had bad luck and had to fight an elite pack with the keywarden, which really sucks since the mobs in Act 4 suck. We just did Gardens of Hope 1 and 2, making sure to check the side rooms since they can contain an elite pack and/or a resplendent chest. If you find a room that's just a square ring, I believe that one only has trash in it and you can skip it.

This keywarden can be tough, but it's mainly because it's in Act 4 and an elite pack might decide to join you during the battle. His fire attack is really strong, so try to watch out for that. His healing debuff is also stupidly good if you rely a lot on LoH to keep you alive.


These guys are tougher than your normal bosses, and they can enrage, so make sure you're able to kill them in time or you're able to deal with their enrages. Keep in mind that if you're running a CM/WW build, the CC resistance will build up and it's a good idea to switch targets/exit the fight every now and then.

Leoric and Maghda

This was surprisingly the hardest set IMO. Maghda has the ability to put down an arcane sentry, but not as often as an elite pack. Her butterflies hit hard and follow you, and they have the ability to do a complete 180 if you teleport past them. She also shields every 1/4 of her health and summons those guys she normally does. She doesn't unshield until they're dead and Leoric's dead. This might be a glitch, but focus down Leoric first. Leoric summons minions like he does normally, and he gained the attack where he just walks through you and deals tons of damage. It's hard to see when this attack is coming, so melee characters should try to keep a little bit of distance.

If somebody does die, and you need to revive, wait until Leoric teleports and then go revive. He has a nasty habit of teleporting to you when you're about to revive somebody.

Ghom and Rakanoth

These guys aren't too bad, or at least with a CM/WW wizard it's not. Both of them can summon trash mobs. Ghom has those slime guys he normally has and Rakanoth summons soul lasher type things. These will help out a CM/WW wizard. In addition, if the CM/WW wizard is able to stunlock both ubers, it's pretty easy. The CC resistance does build up though, so you might have to take a break and focus on one and then come back later. I'd recommend killing Ghom first since Rakanoth isn't too bad. Plus, getting rid of the poison clouds will make it easier for everyone. IMO these are the easiest of the three.

Reviving on this one can be a little bit harder because of the gas clouds. However, I'm pretty sure the gas clouds don't last as long as we're used to. Also, I believe that a monk can pop serenity or a WD can spirit walk and revive somebody under the gas cloud, but I'm not sure.

Zoltan Kulle and Siegebreaker

This fight can be tough, and I've had Siegebreaker enrage a couple of fights. As a CM/WW wizard, it's fine if he does, and there was another monk and a tankier DH in our group who could handle it also. Focus down Kulle first for sure, since there's a trick you can do with Siegebreaker once he's alone. Kulle's enrage is also really hard to deal with, so you don't want that. He does summon the slow time bubbles he normally does, which is extremely annoying. It's useful to have a skill to deal with those, like teleport, vault, or being a WW barb. Watch out for when the ceiling falls. Once Kulle's down, Siegebreaker is a piece of cake. Keep attacking him and when he picks somebody up, it's pretty easy if you have some CC. Any stuns/freezes while he's doing the attack animation will force him to restart the animation once it wears off, which lets you keep the rest of your party safe while the loops in that animation.

Reviving on this one is probably the easiest. Aggro Siegebreaker away from the grave and then either quickly move to the grave or get somebody else to revive. Kulle doesn't attack that often, and you just need to make sure Siegebreaker is away. It's a pretty big area as well.

Created by azn_dude1