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The State of the Monk: Additional follower or future OP class?

state of the monk in diablo 3It’s no surprise that the Monk class has been in need of some love pre 2.1. However with the second iteration of the patch on the PTR that need has not yet been abided. People are still clamoring for more sweeping changes(pun intended).

I was a heavy Monk user pre ROS and took a break with the xpac to delve into my first love(WD) and my new fling(crusader). I returned to the Monk only a few weeks ago and what I found was a shell of what I had left. After suffering for a long time as a WD it was nice when they finally rose to prominence. After a while on the top I wanted a new challenge and set my sights back on my monk, however even this challenge seems to daunting then all that time as a struggling WD. Diablo Forum MVP Druin put together an eloquent look at the myriad issues facing the class:


Hello everyone!

I am back from vacation and I am looking to write up a concise review of where we stand in 2.1.

My plan is to give a quick overview of our major issues then discuss the 2.1 changes and how they affect the various facets of our class.

I will be using this thread to fine-tune what we want to communicate to the devs and then I will make a major “state of monks in 2.1″ thread on the PTR forums to attempt to get some help for our lovely class! :D

1. Current Monk Issues

Damage

This is really at the forefront of the monk issues.

Since the release of RoS, monks have been having a tough time with DPS. We have a very limited range of options mostly centering around the skill Exploding Palm. (Un)fortunately EP is being changed as it breaks greater rifts (along with Rimeheart and Furnace) so our only source of widely competitive damage is going away. This leaves monks in a pretty bad spot.

Our spenders do very little damage (I mean VERY little) relative to their cost and our generators are used more as proc-vehicles for Odyn Son, Thunderfury, Shard of Hate and Rime/Furnace more than as sources of damage themselves. This leaves us with our 6pc Raiment of 1000 Storms which makes DS proc a 3000% weapon damage attack on cast. 3000% damage is a lot and it scales with lightning damage gear but DS has a flat-immutable 6 second cooldown. This can be mitigated to some extent by using Jawbreaker to give “free” dashing strike charges but that interaction is quite clunky.

Basically, monks will be forced into a clunky, hard-to-use situationally terrible Storm-breaker set in order to compete with other classes in damage. If they don’t want to use this mechanic, they will do very poor damage.

Durability

Next on the list is our ability to survive. This is a more controversial topic with some finding survival to be quite easy and many others finding it to be quite hard. In 2.1 with the change from dex giving dodge to dex giving armor and the change from OWE to Harmony, many monks who had minor synergy with OWE will see a minor tankiness boost. (my Raiment set for example)
On the other hand, monk who are deeply invested into OWE will see a major tankiness loss. (my Shatter-palm set). In either case, both types of monks probably have a lot of trouble living in T6 without 2x Unity or the constant dashing from Storm-breaker. Why is this? Because monks have to face-tank so much stuff.

Our primary source of resource generation comes from skills that require you to be up-close and personal with mobs which means a lot of damage can’t be avoided. To compensate for this, end-game monks are forced to take defensive passives (Harmony) defensive skills (Epiphany-shroud / Serenity / Inner Sanc / Blinding Flash) and CDR in basically every single spec. This is extremely limiting to the monk playstyle though arguably less of a problem than the DPS as the defensive skill/CDR solution does exist.

Additionally, sustain is nearly non-existent. LoH requires primary affixes which takes away from our already terrible DPS, LPS is the same, LPSS both takes primary affixes AND is extremely poor and Globes took a pretty big hit in 2.1. Monks actually have access to healing skills but, for some reason, they are tuned to be SO weak that they are essentially non-existent.

Resource Management

This is a more fundamental problem than the other two issues. Mere number tweaks would likely not result in this issue being resolved.

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A Total Guide to Greater Rifts

Greater Rifts (GRs, initially known as Tiered Rifts) are a higher level of Nephalem Rift, meant to provide a greater challenge and greater rewards for players geared well enough to take them on. Greater Rifts are timed, and *must* be completed within 15 minutes to earn rewards. All treasure in Greater Rifts, with usually a legendary item or two, comes from the DiabloWikiGreater Rift Guardian (GRG) which is an upgraded version of the regular DiabloWikiRift Guardians.

Greater Rift CompletionDifficulty: Greater Rifts are numbered as a measure of their difficulty. A level 1 Greater Rift is very easy, equivalent to Normal difficulty (or less.) Greater Rifts scale up quickly though, and will become challenging for any player ability. Level 8 is equivalent to about Torment 1, Level 15 is equivalent to about [Torment 3, and Level 25 is approximately the same as Torment 6. There should be an infinite number or Greater Rift levels since each one merely increases the hit points and damage of the monsters by some percentage.

Shrines: There are virtually no DiabloWikishrines or DiabloWikipylons in Greater Rifts. Pylons are seen occasionally, but their bonuses last only 15 seconds (instead of the usual 30) and Blizzard specifically said that DiabloWikiConduit Pylons would not be found in Greater Rifts since they are so powerful they would skew the entire rift DiabloWikiLeaderboard system.

Dying in Greater Rifts

Revive at Corpse. No.

No Respecs: Characters can reallocate their Paragon Points while in a Rift, but can not access their inventory or skill menus (DiabloWikirespec) while in a Greater Rift. It is possible to return to town mid-GR, and players can respec and make repairs then, though it’s not recommended since the GR is a timed race. This is a feature designed to limit exploits via equipment or skill changes, so players can’t change gear or skills to be more effective against a single target before they reach the Greater Rift Guardian for instance.

Rewards: Items and gold do not drop in Greater Rifts, and there are no chests or other clickables. All treasure comes from defeating the Greater Rift Guardian, who drops a huge amount of stuff, about double that of a normal Rift Guardian, and has a very high probability of dropping at least one legendary item. (Note that the lack of gold and chests hurts the effectiveness of legendary items such as DiabloWikiGoldwrap and DiabloWikiHarrington Waistguard that proc up in effectiveness via gold pickups or chest/clickables opening.)

Progress Bar: The progress bar in a Greater Rift increases gradually from killing trash mobs, but jumps up by larger amounts for Elite kills. (Elites drop objects that look a bit like gooey health orbs, which count for big boosts in the progress bar when collected.) This is a feature designed to keep players from simply rushing past Elites to more quickly finish the rift by killing trash mobs, as can be done in normal Nephalem Rifts, and players will fill their progress bar more quickly by killing Elites than by skipping them, except in very rare long Elite battles.

Accessing and Process

  1. # Get a Greater Rift Keystone level 1 from completing a Nephalem Rift. – Drop rate still being determined.
  2. Use the GR Keystone to open a portal to a Greater Rift at the regular Nephalem Obelisk next to DiabloWikiOrek.
  3. Kill all the mobs in the Greater Rift before the timer runs out.
  4. No regular or champion mobs drop loot in Greater Rifts.
  5. The Rift Guardian will drop loot regardless if the timer has run out or not.
  6. If the Rift Guardian is killed before the timer runs out he will drop a Greater Rift Keystone.
  7. The Keystone’s level is determined by how quickly the Greater Rift was cleared. The quicker, the higher the GR key fragment.

Progress Bar and Rift Speed

The progress bar in a Greater Rift looks the same as the bar in a normal Nephalem Rift, with two added slider needles, displayed above and below the bar. The total bar coloured in orange, and the icon above it show your current progress towards completing the rift. The icon below it and any colour in blue shows how fast you need to progress to complete the rift in time.

greater rift progress bar

Ahead of the progress time

When players are battling through a Rift that’s just at the limit of their killing power, they will often see their progress dropping behind and the bar showing blue, before they kill a couple of Elites in a row and see the bonus from Elites shoot them back up ahead of schedule.

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Latest Diablo 3 News

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Guide: Legendary Gems


Posted 23 Jul 2014 by at 04:45 GMT

legendary gems guideLegendary Gems were first officially revealed in the Patch 2.1 preview blog back in June of this year.   They will be added to Reaper of Souls in Patch 2.1, and are currently undergoing testing on the PTR.

The gems add special bonuses when socketed in rings and amulets (only on Characters and not on Followers), and can be upgraded in power via DiabloWikiUrshi, the NPC who appears after Greater Rifts are cleared.

While the developers are calling them “legendary gems” these socketables have nothing in common with regular DiabloWikigems in stats or appearance, and are more analogous to the Rainbow Facet unique jewels of Diablo 2. The main difference in Diablo 3 is that these gems can only be socketed in jewelry, and the way the gems can be upgraded to improve their functions over time.

Legendary Gems Listing

While the Legendary Gems are still undergoing development on the DiabloWikiPTR, their stats and bonuses are changing constantly. A major revision was created on July 15, 2014 with new or upgraded stats for almost every gem. The following are the most current details about Legendary Gems.

 

DiabloWikiBane of the Powerful
bane of the powerful
  • Gain 30% increased damage for 20 seconds after killing an elite pack.
  • Upgrade rank grants: +1 second buff duration.
  • Rank 50 unlocks: Gain 20% bonus damage to elites.
DiabloWikiBane of the Trapped
bane of the trapped
  • Increase damage against enemies under control-impairing effects by 20%.
  • Upgrade rank grants: +0.5% damage.
  • Rank 50 unlocks: Gain an aura that reduces the movement speed of enemies within 15 yards by 30%.
DiabloWikiBoon of the Hoarder
  • 30% chance on killing an enemy to cause an explosion of gold.
  • Upgrade rank grants: +1% chance on kill.
  • Rank 50 unlocks: Gain 30% increased movement speed for 3 seconds after picking up gold.
 DiabloWikiEnforcer
 enforcer
  • Increase the Critical Hit Chance of your pets by 20%.
  • Upgrade rank grants: +0.4% Critical Hit Chance. Max +20% upgrade (+40% total).
  • Rank 50 unlocks: Your pets are unkillable.
Bliz Note: As was discussed in another thread, allowing this this gem to rank up to +100% pet Crit would likely cause undesired gearing issues and probably be a little out of line.
DiabloWikiGem of Efficacious Toxin
gem of efficacious toxin
  • Poison all enemies hit for 1000% weapon damage over 10 seconds.
  • Upgrade rank grants: +20% weapon damage over 10 seconds.
  • Rank 50 unlocks: All enemies you poison take 10% increased damage from all sources.
DiabloWikiGogok of Swiftness
 gogok of swiftness
  • 50% chance on hit to gain Swiftness, increasing your Attack Speed by 2% for 3 seconds. This effect stacks up to 10 times.
  • Upgrade rank grants: +1% chance.
  • Rank 50 unlocks: Gain 2% Cooldown Reduction per stack of Swiftness.
 DiabloWikiInvigorating Gemstone
 invigorating gemstone
  • While under any control-impairing effects, reduce all damage taken by 30%.
  • Upgrade rank grants: +1%. Maximum +50% upgrade (80% total).
  • Rank 50 unlocks: Heal for 20% of maximum life when hit by control-impairing effect.
 DiabloWikiMirinae, Teardrop of Starweaver
 Mirinae, Teardrop of Starweaver
  • 15% chance on hit to smite a nearby enemy for 1000% weapon damage as Holy.
  • Upgrade rank grants: +20% weapon damage.
  • Rank 50 unlocks: Smite a nearby enemy every 5 seconds.
 DiabloWikiMoratorium
 Moratorium
  • 30% of all damage taken is instead staggered and dealt to you over 3 seconds.
  • Upgrade rank grants: +0.1 second to the stagger duration.
  • Rank 50 unlocks: 10% chance on kill to clear all staggered damage.
 DiabloWikiPain Enhancer
 Pain Enhancer
  • Critical hits cause the enemy to bleed for 500% weapon damage as Physical over 3 seconds.


Latest Diablo 3 News

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Heroes of the Storm Diablo Master Skins Revealed


Posted 23 Jul 2014 by at 03:36 GMT

In semi-related news today. Blizzard revealed their Heroes of the Storm Diablo Master Skins (there are also new Warcraft skins too). These are additional skins that can be applied to the characters for a small fee to make your hero stand out on the battlefield. The video below shows Diablo, Sonya, and Valla, and the models all look great.

Heroes of the Storm is still in Tech Alpha testing and there are some major changes coming to the game but not all of the new additions have gone down well with the testers. We’ll have to see how the new additions pan out but for now just enjoy the skins.

Tagged As: | Categories: Other Games | No Comments

Latest Diablo 3 News

Seasonal Legendaries Now Enabled on the PTR: full list here


Posted 21 Jul 2014 by at 21:45 GMT

Seasonal Legendaries are now enabled on the PTR. Timeline!

  • They were revealed in the patch notes but said to be DiabloWikiNYI when Seasonal chars were enabled.
  • Then fans said they were finding them and Bliz said it was a bug.
  • Now they’re enabled and a gogo! (But we’ll never really know if it was on purpose or not!)
  • Here’s Lylirra just a few minutes ago, confirming they are up and running.

    As an update, the Legendary items listed here are all currently enabled on the PTR: http://us.battle.net/d3/en/blog/14569138/patch-210-ptr-patch-notes-updated-july-9-7-18-2014#seasonalitems

    Checked with our designers. Not a bug, just a little ahead of schedule.

    Here’s the full list of the Seasonal Legendaries, which as the name suggests, can only be found by ladder characters. The properties (and names, obviously) are subject to change during further PTR testing.

    New Seasonal Legendaries

    Bottomless Potion of Rejuvenation

  • Restores 15% of your primary resource when used below 25% Life

  • Krelm’s Buff Belt

  • Grants a 20% Movement Speed bonus
  • Taking damage causes you to lose this effect for 15 seconds

  • Krelm’s Buff Bracers

  • Grant you immunity to Knockback and Stun effects

  • x1_FollowerItem_Legendary_03 (Name still TBD)

  • Equip on Follower: Reduces the cooldown of all Follower skills by 50%

  • Barbarian
    Remorseless
    Legendary one-handed Mighty Weapon

  • Grants Hammer of the Ancients a 25-30% chance to summon an Ancient for 20 seconds

  • Crusader
    P1_CruShield_norm_unique_01 (Name still TBD)
    Legendary Crusader Shield

  • Removes the cooldown of Condemn
  • Condemn now costs 40 Wrath

  • Demon Hunter
    Leonine Bow of Hashir
    Legendary Bow

  • Grants Bola Shot a 15-20% chance on explosion to pull in all enemies within 24 yards

  • Monk
    Alabaster Gloves
    Legendary Gloves

  • Increases the duration of Sweeping Wind to 1 minute

  • Witch Doctor

  • Seasonal Legendary not yet implemented

  • Wizard
    p1_Wand_norm_unique_01 (Name still TBD)
    Wand

  • Removes the cooldown of Teleport
  • Teleport now costs 25 Arcane Power
  • The plan is for a new batch of DiabloWikiSeasonal Legendaries added each ladder season, and to become findable for all characters once the season ends. Then the next season will add more Seasonal Legenaries, and so on… forever!

    Any of these currently listed that would be clear obvious awesome upgrades for your favorite character? The Wizard wand would be fun, to finally enable the turbo twitch mode wizard play option many of us loved in Diablo 1 and Diablo 2… though there’s still the Arcane Power limitation, alas.


    Latest Diablo 3 News

    Updated Diablo 3 Patch 2.1 Notes for the PTR + Varying Socket Values


    Posted 21 Jul 2014 by at 19:08 GMT

    Blizzard provided Updated Diablo 3 Patch 2.1 Notes for the PTR over the weekend to reflect changes in the newest patch. We covered all the skill changes in a skill comparison datamining post late last week, but the notes codify and centralize a lot of the miscellaneous changes (buffed 2H weapons, salvage all, DiabloWikiRamaladni’s Gift bugs, etc) that have been mentioned in recent blue posts.

    Here is the newly-added stuff of note:

    ptr-splash

    General

  • Portals to the DiabloWikiTreasure Realm can now only spawn in Adventure Mode at level 70
  • Healing

  • The amount of DiabloWikiLife on Hit granted by items and DiabloWikiParagon points has been further increased
  • Ramaladni’s Gift
    Bug Fixes

  • Players will now properly be prompted with a confirmation dialog before using DiabloWikiRamalandi’s Gift
  • Fixed and issue that caused items to re-roll their affix values when Ramaladni’s Gift was used on that item
  • Will now properly be Account Bound
  • Fixed an issue that allowed sockets to be rolled back on to an item via Enchanting after Ramaladni’s Gift was used on that item
  • User Interface

  • Legendary Gem upgrade success chance will now show on the Greater Rift scorecard
  • General

  • Cooldown Reduction now affects the recharge time of skills with charges
  • Items

    The base damage range of all two-handed melee weapons has been increased by approximately 23-26% depending on the speed of the weapon, with slower weapons receiving a slightly higher increase

  • This change will retroactively apply to existing items
  • This change will apply to all item rarities
  • As a direct result of this change, the Crusader Passive Skill, Heavenly Strength has also been adjusted
  • Items

    DiabloWikiLeoric’s Crown

  • Legendary Power added
  • Increase the effect of any gem socketed into this item by 75-100%
  • DiabloWikiThe Swami

  • Minimum level increased to 30
  • Legendary Power added
  • The damage bonus from enemies killed while in Archon form now lasts for 10-15 seconds after Archon expires
  • Achievements: Bug Fixes

  • Champion Subjugators will now properly be counted towards Achievements
  • Fixed an issue preventing some of the criteria for the On the Edge of Reality achievement from being completed in Adventure Mode
  • A Prisoner’s Journal should now properly drop after freeing the prisoner from the A Stranger In Need event
  • Players should now properly receive credit when completing Realm of the Banished in Adventure Mode for the Dungeon Master Achievement
  • Fixed an issue that prevented looted follower tokens from progressing the I Got What You Need achievement
  • The Swamp Hawks needed to complete the Stamp the Champs achievement should now properly spawn
  • CRAFTING

    Blacksmith

  • The number of Magic materials required to craft Legendary and set Bracers has been reduced from 120 to 72
  • New buttons have been added to salvage all normal, magic, or rare quality items in your inventory at once
  • These buttons unlock when the Blacksmith reaches maximum level
  • Do you realize that DiabloWikiLife on Hit and DiabloWikiRegeneration have been boosted 5x from their initial Paragon 2.0 value? LoH was 16.5 and it’s up to 82.5 per point. Regen was 33 and it’s now 165.1 per point.

    Varying Socket Values?

    Interesting legendary property on DiabloWikiLeoric’s Crown (db), with 75-100% more bonus from socketed gems. First of all, that helm does NOT get a socket as an inherent bonus, which should probably be changed if the legendary affix only works with one. Secondly, that change doesn’t include DiabloWikiLegendary Gems which can’t be put into helms. That aside, is doubling your gem bonus (up to +46% Life, 23% faster cooldown, or +82% MF/GF/EXP) going to influence your helm decision? Probably not much at the high end, especially since practically all the Torment-only sets include DiabloWikiLegendary Helms and many players are locked into one for their gear/build. But it’s a nice bonus that gives that particular hat some variety and uniqueness from all the rest.

    It also brings up a topic I was debating with people some months ago. What if the power of sockets in items in D3 were variable? Say every socketed item had from 75-150% gem bonus, and it worked just like it sounded; gems socketed into that item would grant 75-150% of their listed stat.


    Latest Diablo 3 News

    Blizzard on Season Legendaries – PTR Seasons are “mini seasons”


    Posted 20 Jul 2014 by at 16:49 GMT

    Now that the “seasons” are underway on the PTR, Blizzard posted a few notes regarding the Seasonal Legendaries and this PTR testing season which which is a “mini season” which will likely be restarted as testing progresses.

    Please don’t tell me they are going to run an entire Season on PTR…

    Nah. We’ll host what are effectively “mini Seasons,” but we won’t actually run a full Season (i.e. for the duration we intend to have one run in the live game) during the PTR. We’re also going to start and end a Season likely more than once during this public test. The goal here is to make sure both processes run smoothly, so we’ll want to test out each function a few times before the patch goes live.

    Is the Ramalandi’s gift considered a seasonal legendary or will it be added to the non-seasonal server once the patch goes live along with greater rifts?

    Ramaladni’s Gift is not a Seasonal Legendary item and will be available in all games modes (Normal, Hardcore, and Seasonal) once patch 2.1.0 goes live.

    Seasonal legendaries are indeed dropping, and the Monk gloves and Wizard wand are indeed of little value and will not add to build diversity.

    Thanks for the report! We’ll follow up with our QA and engineering teams. Could be a bug, could be that they were enabled a little early. We’ll let you know.

    Since it’s PTR, it’s likely not a big deal that these items dropping right now, so please feel free to use them if you find one. If you encounter any bugs picking them up or using them, though, be sure to drop a line in our PTR Bug Report forum: http://us.battle.net/d3/en/forum/14579126/

    Similarly, if you’ve got any feedback on said Legendaries, we’d love to hear from you in our PTR Legendary Feedback thread:http://us.battle.net/d3/en/forum/topic/13241704325


    Latest Diablo 3 News

    Updated — Diablo 3 Two-Handed Weapons: Viable at Last?


    Posted 19 Jul 2014 by at 22:25 GMT

    Making cool fan art viable, at last?

    Making cool fan art viable, at last?

    Blizzard continues to pursue the impossible ARPG dream of making two-handed weapons viable, and big changes are coming soon to the PTR. It’s a whole new world… Diablo 3 Two-Handed Weapons: Viable at Last?

    John Yang: We’ve been discussing 2-Hander buffs for a while now. Right now on live, 2-Handers are almost always less powerful than dual-wielding 1-Handers for a few different reasons, and we wanted to rebalance them for Patch 2.1. We had two options to address the issue:

  • 1) Make new 2-Hander passives and buff existing 2-Hander passives for Barbarian, Monk, Witch Doctor, and Wizard.
  • 2) Buff all 2-Handed weapons baseline and adjust Heavenly Strength accordingly.
  • After trying both options out internally, we decided to go with option 2. This solution has two desirable benefits: 1) it’s immediately noticeable to all players when they pick up a 2-Hander and see the DPS number both significantly higher than a 1-Hander and higher than pre-Patch 2.1 2-Handers and 2) changing 1 passive is less of a jarring overall change for players than changing/adding 4 passives.

    In the upcoming PTR patch, you should see the DPS of 2-Handed Melee Weapons increased by 23-26% across the board. The goal is to get the raw DPS of a 2H build to be close enough to the raw DPS of a Dual-Wield build that the weapon choice is mostly determined by the legendary powers on the item and by the build you are using. Some of the tradeoffs of 2-Handers vs. Dual-Wielding are that 2-Handers are intended to make more efficient use of resources and hit harder for skills with cooldowns while Dual-Wielding is intended to generate more procs, Life on Hit, and give more of certain stats. Currently, the raw DPS gap is large enough that Dual-Wielding feels like it is always the right answer.

    To summarize the changes:

    The DPS of 2-Handed Melee Weapons has been increased by 23-26% across the board.
    This applies to the following weapon types:

  • 2-Handed Maces
  • 2-Handed Mighty Weapons
  • 2-Handed Axes
  • 2-Handed Flails
  • 2-Handed Staffs
  • 2-Handed Swords
  • Daibos
  • Polearms
  • In direct response, Heavenly Strength will now reduce damage done by 20%. With both changes, Crusaders using a 2-Hander should see a very small DPS increase.

  • This change is retroactive to existing live items.
  • This change only affects level 70 two-handed melee weapons.
  • This change affects two-handed melee weapons of all rarities.
  • We are still considering additional changes if needed but this should be a solid step towards making 2-Handers viable again for all classes.

    We’ve been debating this issue since long before D3 was released, and always the issue isn’t just about damage, it’s about all the other bonuses players get from using two items instead of one big two-hander. It’s simplifying the issue to just count up the primary affixes, but you’re looking at 4 or 5 on a 2H vs. 8 or 9 or 10 with dual or off-hand item, plus dual wielding you can get 2 gems for 260% crit damage, and much faster attack rate.

    As a Hardcore player, I’d need to see *much* higher DPS from a 2H to consider giving up all the other bonuses and survival boosts I get from two weapons. Plus I just generally prefer faster attack rate over slower, bigger hits and tend to favor builds that are about speedy hitting. Other players like different things though, which is what makes games with variety fun.

    So what do you guys think? Will these two-handed boosts make polearms and diabos and all the rest viable choices at all? In a few special cases (like Skorn in D3v)? Or can Bliz actually make 2H a reasonable choice across the board?

    Update: John Yang returned to the thread the next day to add replies to some of the more common questions and objections.

    As for bows not getting the same treatment, no reason for it since DHs have quivers to add stats.
    John Yang: You hit the nail on the head here. Currently, 2-Handed Crossbows/Bows are very competitive with 1-Handed Crossbows because Demon Hunters can use a quiver with any bow type and as a result, 2-Handed Crossbows/Bows do not require a rebalance.

    The only thing left unanswered is the extra socket, which is such a large DPS boost, does warrent concern.

    I’m guessing the reason they don’t add the 4 stats and extra gem slot is … Crusaders. They still get to use a shield and get the 4 stats and a gem slot, no second crit gem but still.


    Latest Diablo 3 News

    2

    Diablo 3 Patch 2.1 PTR: Known Issues Updated


    Posted 19 Jul 2014 by at 18:52 GMT

    The Diablo 3 Patch 2.1 PTR: Known Issues Updated is worth a look, with a few new bugs that may affect your play experience:

    Achievements

  • Achievements associated with Greed are not currently being awarded when the criteria is met
  • The “Beating a Dead Death” and “The Demon Butcher” achievements are currently not tracking the correct monsters for completion credit
  • Combat

  • Channeled Wizard skills currently cost an extra tick of their channeling cost upon initial cast
  • Greater Rifts

  • Greater Rift bonus objective text remains in the quest tracker after the rift quest has been completed
  • After opening a Realm of Trials, the obelisk portal in other town hubs will lead to a Rift rather than the Realm of Trials
  • The health and damage of monsters within the Realm of Trials currently scales with game difficulty
  • Items

  • Legendary Gems that have been socketed into an item do not display their current rank
  • Hellfire Amulet – Amulets with the Wizard passive “Dominance” are not properly granting the passive skill to the player when the amulet is equipped
  • Fire damage from pets does not currently apply the Firebirds Finery 6-piece set bonus effect
  • Seasons

  • The New Season announcement UI has multiple placeholder and missing pieces of art
  • Players aren’t being correctly placed on the Conquest Leaderboard for the Speed Racer Conquest
  • Be advised. Fixes incoming.

    Tagged As: | Categories: Blue Posts, Diablo 3 Patches, Diablo 3 PTR | 2 Comments

    Latest Diablo 3 News

    3

    Realm of Trials: Tower Siege Mode comes to Diablo 3


    Posted 19 Jul 2014 by at 18:34 GMT
    Hardcore death in a Realm of Trials.

    Hardcore death in a Realm of Trials.

    A new tower siege type game mode called Realm of Trials is now present on the PTR. Players can find a key to open one of these special areas in Greater Rifts. Once created, players face waves of progressively more powerful enemies, with bigger rewards given for how many you clear before the timer ends.

    This sounds very fun, but it’s obviously a risk for Hardcore characters, (even though it’s just the PTR and death only means re-copy.) Especially since there’s a bug in the system now, and the monster difficulty starts at the equivalent of the Greater Rift level you were on, and scales up from there. It’s a known issue, at least.

    When I did a regular rift on T4, I was awarded Trial Rift Token and when I entered it it was some sort of arena with 5 waves of T6 HP and damage on monsters. It would suck for a HC player if they get in that trial rift with T1 capable character but monsters are T6. Based on our performance in that Trial Rift run we get awarded GR keys it seems.

    There is a new system in place on PTR for Greater rifts. It has a very good idea behind it, but it’s poorly executed on Blizzard’s end.

    When you drop a Greater Rift Token in a Normal Rift run, instead of starting at level 1, you will open a portal to a Trial Run Rift, where based on the number of waves you complete before the timer runs out a key of some level will be rewarded to you, but here where things become interesting – the monsters are about T6 when it comes to their damage and HP in the first wave and the more waves you clear the more damage they deal, while at Wave 9 my Barb got 1 shot by a Dark Berserker.
    Araxom: This is a known issue. For the time being, it’s advised that you set the difficulty of the game to a mode you’re very confident with as ramping it up to what is considered challenging will tip the GRift difficulty inordinately out of proportion.

    I haven’t tried one yet, but this sounds really fun. A siege mode where you must withstand waves of enemies has been a favorite fan idea since long before D3′s release, and it’s cool that it’s finally come to the game. (Slight bugs that almost guarantee HC death aside…)

    Realm of Trials: Tower Siege Mode comes to Diablo 3! Has excite?


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    Diablo 3 Ladders: Seasons are Live on the PTR


    Posted 19 Jul 2014 by at 17:58 GMT

    Seasonal hero creation screen.

    Seasonal hero creation screen.

    News from Blizzard that the Seasonal Hero check box is now functional and that Diablo 3 Ladders: Seasons are Live on the PTR!

    Our first Seasons test begins today! To create a Seasonal hero, simply check the “Seasonal Hero” box located below the class selection list.

    Please note that over the course of the patch 2.1.0 PTR, we may periodically “end” a Season to test the rollover process and ensure that Seasonal character data migrates correctly. To get the most out of this PTR, we will likely start and end a Season several times before our public test phase concludes.

    For more information about Seasons, click here.

    Seasonal Legendary items are not yet enabled and therefore will not drop in the current build of the patch 2.1.0 PTR. We’re currently working to enable Seasonal Legendaries with the next PTR build and will provide an update in this thread once they’re live.

    The ability to Salvage All is a perk that’s unlocked once your Blacksmith reaches level 12. So while this feature is available in Seasons, it may take you some time to reacquire it.

    One of the ironies is that since the PTR is a fresh new realm, anyone could simulate a Season at any time on the PTR, simply by creating a new character there and playing, instead of copying over your existing account. But it’s different when everyone can do it together!

    I know a lot of players are very interested in the fresh start a season will allow in the live game, but are you guys going to test it out now on the PTR? I don’t really see the point in trying out PTR seasons that are going to be ended several times during the testing cycle? I guess if you’ve got the time to play and want to try starting from scratch, to test which classes or parties (if you’re doing it with friends) level up the fastest, it’s a way to hone your skills in advance of it going DiabloWikilive.

    Tagged As: | Categories: Blue Posts, Ladders, Lylirra, Nevalistis | 3 Comments

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    There is no more Theorycrafting in Diablo 3


    Posted 18 Jul 2014 by at 19:16 GMT

    play-your-way-thursdayThis week Blizzard changed the name of their “Theorycrafting Thursday” project. It’s now called “Play It Your Way Thursday.” and there’s a short blog post explaining the change. I’ll quote it, but I’m posting it since I think the larger issue is worth debate, which begins after the Blue:

    Theorycraft Thursday has been a wonderful experiment and opportunity for us to engage with you, the community, on a personal level. However, after reading through your feedback, we’ve made the decision to change the name of this blog series to Play Your Way Thursday.

    So What’s Changed?

    You may be wondering how this will affect the content of the newly named blogs. In short, neither the content nor the focus will be changing. You’ll continue to see interesting and innovative builds here, and the emphasis on accessible experimentation will remain.

    This series was never intended to focus exclusively on top tier players who live and breathe Torment VI. While efficiency and number crunching are important parts of theorycrafting, they both stem from experimentation and hatching unique or, dare I say, crazy new ideas that take some trial and error to explore. Playing around with those ideas is a lot of fun, even if they don’t work out to be the best. After all, every great build has to start somewhere, so let’s poke around, think outside the box, and share your fun and interesting builds with the world!

    A rose by any other name would smell as sweet, and the goal here remains the same. I still want you to send in your builds with your items to show the rest of the community how you play the game. This has been, and surely will continue to be, a fantastically fun feature to write and I look forward to continuing to share it with you all.

    This makes me think of an issue we discussed on the last podcast (#144). Namely, that a character with quality gear can use virtually any DiabloWikibuild (or even a semi-random collection of skills) and play smoothly up to about Torment 2. To do T3-T4 requires very good gear AND a good build. To do T5-T6+ requires great gear and using the one or two ideal builds per class. (If there are such builds. Most Wizards and Monks would argue there are currently zero T6 viable builds for them.)

    This kind of puts a damper on Theorycrafting, doesn’t it? I mean sure, you can use weird builds and do interesting, novel things in Reaper of Souls and hang with Torment 2ish…but only if you’ve got great gear. And in that great gear, if you were using a better build, you’d be able to do T4 or higher.

    It seems like Nevalistis took the “Theorycrafting in Diablo 3″ thing as far as she could, but in a game without meaningful DiabloWikiMagic Find, where all rewards stem from the difficulty level you play on, where the power curve is 95% defined by equipment, and the only thing worth picking up is a legendary item, there’s just not much room for quirky or unusual builds or gear combinations.

    Or am I wrong? I’d be happy to be wrong, if someone wants to point out where and why.


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    The Diablo 3 Podcast #145: Greater Rifts and Monk Problems


    Posted 18 Jul 2014 by at 14:42 GMT

    Greater Rifts are a great new feature, but there are pros and cons. Monks are not so great, with devoted Monastics deeply worried about the class. Higher difficulty is the source of all rewards in RoS, putting huge pressure on the devs to balance the classes. Show features Xanth, Neinball, and Flux.

    Approximate segment times:

  • 2:00 — PTR testing. Greater Rifts, playing Hardcore crazy since you can just re-copy your characters from the realms.
  • 5:00 — DiabloWikiGreater Rifts are now the only thing worth playing? Bounties are only worth doing to get a DiabloWikiRoRG and Rift Keys. DiabloWikiNephalem Rifts are only worth playing to get Greater Rift keys.
  • 12:00 — DiabloWikiSeasons and Ladders. The shock players will receive with a new level 1 character and no twinks/paragon points/etc.
  • 20:45 — Class discussion. Monks are broken? What needs fixing with the class. DiabloWikiMonks are especially screwed in GRifts, since their viable T4+ build is tanking with low DPS, which doesn’t work at all in the timed GRs. Is the Monk the 4th Follower? Or the next stage in Diablo III becoming WoW, filling the party roll of a tank/healer who can’t actually kill things?
  • 35:00 — All rewards in Diablo 3 now come from higher DiabloWikidifficulty level, which really puts pressure on the devs to make multiple builds for every class that are viable for T6+. Good luck with that.
  • 42:10 — DiabloWikiDemon Hunter issues; surviving nicely these days, but they can’t kill fast enough on higher DiabloWikiGRifts? (Odd change for a class that was in D3v always the glass cannon.)
  • 48:30 — Cow Rift! Xanth wishes he’d seen it, but gloats over completing DiabloWikiGreed’s Domain, because RICHES.
  • 50:00 — Bonus off topic content, 4 minutes of World Cup jokes snipped from the start of the show.

  • The Diablo 3 Podcast Episode Guide in DiabloWiki.net provides links to every show, plus short content summaries.


    Latest Diablo 3 News

    Datamined PTR Patch Changes and Skill Comparison 17 July


    Posted 18 Jul 2014 by at 03:59 GMT

    The latest patch to roll out on the PTR this evening brings with it further skill and game file changes. As usual the skills are listed below in comparison tables for ease of viewing. Monk and Wizard have had the most changes this time round. You can check out the last comparison tables from 2 July to see the recent evolution.

    Update: All the information including string changes are now added to the changes list including passives, banners, achievements, salvage all functionality and more.

    DiabloWikiBarbarian

    Name Old New
    Furious Charge – Cold Rush All enemies hit are Frozen for 2.5 seconds.
    Furious Charge’s damage turns into Cold.
    All enemies hit are Frozen for 2.5 seconds.
    Furious Charge’s damage turns into Cold.

    DiabloWikiDemon Hunter

    Name Old New
    Bolas – Freezing Strike Shoot 3 bolas that each deal 160% weapon damage as Poison. The bolas no longer explode for area damage to nearby enemies. Shoot 3 bolas that each deal 160% weapon damage as Cold. The bolas no longer explode for area damage to nearby enemies.
    Enemies hit have a 50% chance to be Frozen for 1 seconds.
    Bolas – Thunder Ball When the bola explodes, it deals 160% weapon damage as Lightning and has a 35% chance to Stun the primary enemy for 1 seconds. Increase Hatred generated to 6.
    Rapid Fire – Web Shot Enemies hit by Rapid Fire are Slowed by 80% for 2 seconds.
    Rapid Fire’s damage turns into Cold.
    Enemies hit by Rapid Fire are Chilled by 80% for 2 seconds.
    Rapid Fire’s damage turns into Cold.
    Elemental Arrow – Frost Arrow Shoot a frost arrow that hits an enemy for 330% weapon damage as Cold then splits into up to 10 additional frost arrows. Enemies hit have their movement speed slowed by 60% for 1 seconds. Shoot a frost arrow that hits an enemy for 330% weapon damage as Cold then splits into up to 10 additional frost arrows. Enemies hit are Chilled by 60% for 1 seconds.
    Cull the Weak – Advanced Tooltip Increase damage against slowed enemies by 20%. Increase damage against Slowed or Chilled enemies by 20%.
    Vengeance – From the Shadows Instead of Homing Rockets, summon allies from the shadows that attack for 100% weapon damage as Cold and Freeze your enemies for 1 seconds. Instead of Homing Rockets, summon allies from the shadows that attack for 100% weapon damage as Cold and Freeze your enemies for 1 seconds.

    DiabloWikiMonk

    Name Old New
    Breath of Heaven – Infused with Light Gain 4 additional Spirit from Spirit generating attacks for 5 seconds after using Breath of Heaven. Gain 14 additional Spirit from Spirit generating attacks for 5 seconds after using Breath of Heaven.
    Fists of Thunder – Quickening Critical Hits generate an additional 6 Spirit for each enemy hit. Increase Spirit generated to 22.
    Fists of Thunder’s damage turns into Physical.
    Wave of Light – Empowered Wave Reduce the cost of Wave of Light to 40 Spirit. Increases the damage of Wave of Light to 960% weapon damage as Holy, followed by an additional 125% weapon damage as Holy to all enemies in a line.


    Latest Diablo 3 News

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    Legendary Gems on PTR are Placeholders – Stats Being Tweaked


    Posted 17 Jul 2014 by at 21:30 GMT

    John Yang popped  a post up to reiterate that the Legendary Gems we are seeing now are placeholders and he shares some of the gem changes with “freshly tuned numbers”. DiabloWikiLegendary Gems have also been disabled for followers as the powers were not designed for followers. He does say that followers may get their own gems in future if they feel it’s necessary.

    Hi everyone. I wanted to pop in here while discussion on Legendary gems is ongoing.

    First off, our philosophy on Legendary gems is that, when you pick one up for the first time, you should immediately want to use it (assuming it’s for your build) some gems obviously don’t apply to all builds/needs). This puts a minimum bar on the starting power level. After that, the power increase per upgrade is directly related to the frequency of upgrading, which is closely tied to the Greater Rift reward scheme and is still being iterated on. In the end, we’d like gems to be infinitely upgradeable when it makes sense, but not be outrageous.

    Additionally, all Legendary gems have been disabled for followers. These powers were not designed for followers in mind, and this way we can ensure the gems are of a high power level because you can only have 3 equipped. In the future, if followers need avenues of advancement we would likely make Legendary gems specifically designed for them.

    Now for the details. The existing stats you see on Legendary gems on the PTR today are somewhat placeholder. So, to steer further discussion in a direction that’s more in line with the next PTR build, here are the freshly tuned numbers (with some of my notes) for each gem.

    Bane of the Powerful

    • Gain 30% increased damage for 20 seconds after killing an elite pack.
    • Upgrade rank grants: +1 second buff duration.
    • Rank 50 unlocks: Gain 20% bonus damage to elites.

    Enforcer

    • Increase the Critical Hit Chance of your pets by 20%.
    • Upgrade rank grants: +0.4% Critical Hit Chance. Max +20% upgrade (+40% total).
    • Rank 50 unlocks: Your pets are unkillable.
    • Notes: As was discussed in another thread, allowing this this gem to rank up to +100% pet Crit would likely cause undesired gearing issues and probably be a little out of line.

    Moratorium

    • 30% of all damage taken is instead staggered and dealt to you over 3 seconds.
    • Upgrade rank grants: +0.1 second to the stagger duration.
    • Rank 50 unlocks: 10% chance on kill to clear all staggered damage.

    Zei’s Stone of Vengeance

    • Damage you deal is increased by 6% for every 10 yards between you and the enemy hit. Maximum 30% increase.
    • Upgrade rank grants: +0.1% for every 10 yards (+0.5% to max).
    • Rank 50 unlocks: 30% chance on hit to Stun the enemy for 1 second.
    • Notes: The max of 50 yards was added not because it was too powerful (even though it was too powerful), but so that you wouldn’t be incentivized to stay offscreen while your pets killed everything. At 50 yards, I expect you to be in range to actually still use your skills (crazy right?).

    Simplicity’s Strength

    • Increase the damage of primary skills by 25%.
    • Upgrade rank grants: +0.5% damage.
    • Rank 50 unlocks: Primary skills heal you for 2% of maximum health on hit.

    Bane of the Trapped

    • Increase damage against enemies under control-impairing effects by 20%.
    • Upgrade rank grants: +0.5% damage.
    • Rank 50 unlocks: Gain an aura that reduces the movement speed of enemies within 15 yards by 30%.

    Wreath of Lightning

    • 15% chance on hit to gain a Wreath of Lightning, dealing 500% weapon damage as Lightning every second to 1-2 nearby enemies for 3 seconds.
    • Upgrade rank grants: +10% weapon damage per second.
    • Rank 50 unlocks: While under the effect of the Wreath of Lightning, gain 25% increased movement speed.

    Gem of Efficacious Toxin

    • Poison all enemies hit for 1000% weapon damage over 10 seconds.
    • Upgrade rank grants: +20% weapon damage over 10 seconds.
    • Rank 50 unlocks: All enemies you poison take 10% increased damage from all sources.

    Pain Enhancer

    • Critical hits cause the enemy to bleed for 500% weapon damage as Physical over 3 seconds.

    Tagged As: | Categories: John Yang | 6 Comments

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    3

    Diablo 3 Ultimate Evil Edition Item Trading Rules


    Posted 17 Jul 2014 by at 02:44 GMT

    D3 console Ultimate Evil EditionLast week we newsed up a good interview about the Diablo 3 DiabloWikiUltimate Evil Edition coming to next-gen consoles on August 19th, and one of the main pull quotes was about how much legendary item trading would be allowed. Here’s the quote from the interview with AusGamers.

    “On console there are very few restrictions on what you can give other players, very few things are account bound,” Matthew reveals.

    There are also mailboxes in the game that remind you to interact with your friends and allow you to share items, but like with everything else already mentioned, this just wasn’t enough, and so mail is also a renewed system.

    These are built to send items to your friends by way of gifts and Julia explains that when a Legendary item drops, there’s a chance another item will drop that is tagged for your friend. It’ll actually have his or her name on it and you can then go ahead and mail that to your friend and whichever character they open that gift with, it’ll either roll a Legendary or Rare item for that class.

    A CM offered a clarification on this today, explaining the Diablo 3 Ultimate Evil Edition Item Trading Rules:

    Jumping in to lend a bit of clarification. Some items will still be Account Bound (for example, pre-order bonuses). I also want to clarify some of the info that was shared in the referenced article.

    When playing in a local co-op game, loot will be flagged when it drops for specific players in the group. For example, if Player 2 is a Demon Hunter and Player 1 is a Wizard and a pair of pants drop that have stats a Wizard would benefit from, the item will automatically be flagged for P1. Even if P2 runs over to loot the pants, they will go to P1′ss inventory anyway. This helps streamline the experience of sorting through loot drops.

    Additionally, when Legendaries drop, there is a chance a Player Gift will drop for someone on your Xbox Live or PlayStation Network friend’s list that also plays Ultimate Evil Edition, which you can send to them via the in-game Mail system either directly from your Inventory or at the Mailbox. The Player Gift will be targeted (i.e. it’ll roll as smart loot) to the character your friend chooses to open the Player Gift on.

    I hope this helps!

    Because sharing is caring? I suggest we call this system “Robin Hood loot” or just “RHloot” and players can say stuff like, “my drop got RHed!” when they think they’ve been successful at “Ninja looting” only to find the item they just picked up is in someone else’s inventory, or is being mailed off to a less well geared “friend.”

    Seriously, imagine this system in the game today? If once in a while something you found semi-randomly got sent to another player? So long as that worked within clans, and most of the stuff went to the clan leader, I’d be all for it! *cough*


    Latest Diablo 3 News

    Diablo 3 Patch 2.1: New Transmog Options


    Posted 16 Jul 2014 by at 13:03 GMT

    Diablo 3 Patch 2.1: New Transmog Options are coming soon:

    We’ve got some adjustments to the Transmogrify system on the way, and you should be able to test them out on the PTR at some point in the near(ish) future. There will still be some restrictions in place, but some of the current ones will be lifted. Specifically the class-restricted limitations will be modified to offer a little more freedom.

    I can tell you up front that you won’t be able to Transmogrify your gear to look like another class, but you’ll have more options for your own class-specific gear when all is said and done.

    But what if you want to turn a normal shield into a Crusader shield?
    This should work as long as you do it while playing your Crusader. The shield will default back to its normal appearance if you transfer it to another character, though.

    We especially need more options for 2H flails. 1H flails can be 1H swords/axes/maces, so why can’t 2H flails be 2H swords/axes/maces?
    The current restrictions on weapon transmogrification will still be in place after this change, but I’ll bring this specific situation up at our next meeting.

    Thats good to hear. I will assume my barb can finally transmog Raekors on her gear (also picked this up when I caught part of yesterday’s stream, they said someone had this working internally).
    This is a good example of what will be possible once these changes take place. Currently, players are unable to Transmog gear into the Raekor set, and even in a situation where the original piece of gear in question is a piece of Raekor. However, after the change a Barbarian could alter their gear to look like Raekors, so long as it’s been unlocked as an option. The item would default to its original appearance when transferred to a different class.

    Please for the love all all things holy let us transmog our 2hand flails to other weapon types.
    I’m going to bring this up at our next meeting with the developers and see what they say. There might be technical reasons why this is restricted, but the way it currently works is not very intuitive since 1-handed flails can Transmog into other weapons.

    Any other major Transmog issues you guys want to get off of your chests?

    Also, is Transmog a “love it or hate it” sort of thing? It seems like player profiles I view either have zero or maybe 1 item dyed/transmogged, or else they’ve got EVERYTHING customized. It reminds me of guys in real life who customize their cars. People either have nothing but fuzzy dice hanging from the steering wheel, or one expensive factory option like high performance wheels… or they’ve gone all in and basically turned a junker into a faux-Lamborghini. There’s no in between?