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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


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.


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 Guide to Diablo: IncGamers site changes – Here’s what we’ve done

Regular readers will have noticed quite a few changes on Diablo: IncGamers since the launch of Reaper of Souls which was the motivation for us to make some of the changes we had been thinking about for a while.

When RoS launched we pushed the first stage of front page layout changes live. We know everyone likes to read their content in different ways so the site was changed to a similar layout to the main IncGamers site. Of course not every one will love that format so in the past week we set to work on the second phase which was giving you the option to read the content in the old format if you so desired.

In case you hadn’t spotted it, there are a couple of buttons above the news that allow you to switch to your preferred format.

change view

Probably the toughest job we had to undertake was the forums. We have used the same forum system for around a decade and there were millions of posts to port over. It was important to us to make sure that threads from the old forum were not lost, we’d have hell to pay from you guys if they went missing :) Remember the great forum crash of 2003? That was not pretty.

So why the change? There were numerous reasons, the next version of the same forum was bloated with features that were useless to the community here. Spammers were also a consideration and the previous software was starting to struggle with the rise in spammers over the last couple of years. We needed a system that could pro- actively catch them and then make life easier for IncGamers moderators to deal with anything that managed to slip through.

The end results once we switched were good. The forums are now easier to use, faster and more robust. It’s taken some time to iron out issues with posts moved over from the old system but I would say we are 95% there with most things now. The forum is now easier to use and has more features to track new content additions.

One of the main issues we had during the change was with your logins. We have a custom login system that ties your forum account to the main site. When we moved forums that obviously broke down and had to be recreated. One of the issues we came up against was the inability for guests to post in the news and members who were logged in seeing a captcha. This was not acceptable so it took a few days for me to sort out but thankfully it now all works.

Regarding commenting on news, originally we had the news post into the community forum but as things move quite quickly here as far as content is concerned, we thought it best to create a separate forum for the news discussions. This reorganisation prevents any community forum discussion being lost in a pile of news. Your discussions are important after all.



Regarding accounts. Some of you have been registered here for over a decade and we have been helping members who have had login issues since the switch because they no longer have access to the email they originally registered with. If there are any of you still caught in that trap then we can sort it for you. Send an email here and we will deal with it.

With the new forums came new features, and something we’ve wanted to do for some time is highlight pro-active members and also award trophies for actions by the community. Elly sat down over a few days to come up with the points and reward system. You may have spotted the icons on threads but so you know how it works I have posted all of the trophies below for reference.

There are still a few things to do but the core updates are now in place. Your feedback on anything we do is much appreciated and a special thanks to the PALS who have helped make all the changes possible with their contributions.


Thread StarterThread Starter -Points: 15 -You have started 5 Threads
Topic RaiserTopic Raiser – Points: 45 -You have started 20 Threads
Town CryerTown Cryer – Points: 90 -You have started 50 Threads
ConfabulatorConfabulator – Points: 91 -You have started 80 Threads

Setting the Agenda Setting the Agenda – Points: 120 -You have started 120 Threads


Primary Source Primary Source – Points: 1 – Somebody out there liked one of your posts.

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Latest Diablo 3 News


Cross-Platform Character Saving Coming to Diablo 3 Console

Posted 31 Jul 2014 by at 19:34 GMT

Interesting news for the upcoming Diablo 3 Ultimate Evil Edition console game(s). Character save files will be transferable between most of the four different supported machines. You’ll be able to play your characters at home on your Xbox360, take them on a zip drive to your friend’s house, and play them there on his Playstation 4. But not vice versa, alas. Which characters can be taken onto which other platforms is a bit confusing, so be sure you check the fine print. Cross-Platform Character Saving Coming to Diablo 3 Console:

Just to confirm, in an upcoming console patch for PS3 and Xbox 360, we’ll be enabling what we’re calling “cross-brand” or “cross-generational” transfers for Ultimate Evil Edition. As the name suggests, these transfers will allow players to copy their character save data across brands and across platform generations.

We’ll have more details to share once the patch is live, including how to complete a transfer with step-by-step instructions and how account linking works. In the meantime, here’s a quick list of what’s supported:

  • PS3 Xbox One
  • PS3 PS4
  • Xbox 360 PS4
  • Xbox 360 Xbox One
  • The goal of cross-brand/cross-generational transfers is to support players who may have switched brands when next-gen systems were released for PlayStation and Xbox, but don’t want to leave their progress from original Diablo III behind when upgrading to Ultimate Evil Edition.

    As a follow up to that, please note that the following cross-platform transfers will not be supported:

  • Xbox 360 PS3
  • PS3 Xbox 360
  • For same-platform upgrades to Ultimate Evil Edition (PS3 PS3 and Xbox 360 Xbox 360), your character save data will automatically loaded once the game is installed. No additional steps needed!

    Of course this does NOT mean we’ll be able to use our PC characters on console.
    Correct. :)

    Interesting that Lylirra didn’t mention (to confirm or deny) the possibility of copying characters from the next gen XboxOne or PS4, back to the earlier machines. As they say, this is about importing characters (and Paragon Levels) from the Diablo 3 console into the Ultimate Evil Edition. That said, there must be people who have a PS4 at home and only a PS3 at a friend’s house, or at their parents house, and would like to take their current characters along when they’re visiting? Odd that’s not supported, whether for technical or philosophical reasons.

    Incidentally, the DiabloWikiUltimate Evil Edition article in is totally up to date (at least it will be once I add this cross-platform info) with a very concise presentation of of all the numerous Blue posts and interview info about the UEE and its new functions, features, bonus content, technical issues, and more. There’s even a little FAQ, since Blizzard’s official console page has very little info, and I couldn’t find a useful one-stop resource anywhere else online.

    Latest Diablo 3 News

    Diablo 3 Two-Handed Weapon Damage Bonus Buffed Again

    Posted 31 Jul 2014 by at 01:04 GMT

    Like this, but bigger. Art by VegasMike.

    Like this, but bigger. Art by VegasMike.

    Diablo 3 developer John Yang popped into the forums last week to revealed their plans to make two-handed weapons more viable. Check that post if you missed it and want the full story and theory, but basically the idea is to buff the damage of 2H weapons. Yes, bigger damage. As I often point out during podcast discussions, making video games is hard. The initial plan was 23-26% more damage, with related changes to the Crusader’s DiabloWikiHeavenly Strength skill.

    Today brings more news. Newer news. Bigger news about two-handed weapons. Yep, you guessed it… BIGGER NUMB3RS!

    Diablo 3 Two-Handed Weapon Damage Bonus Buffed Again:

    I was going to roll a crusader on seasons. Now that the damage increase does not apply to items below 70, it’s actually harmful to use the heavenly strength passive. You’re better off going with a one hander and using the one hander passive instead.

    So either buff two handers below lvl 70, or remove the damage reduction for crusader below lvl 70. Either one is fine with me.

    Grimiku: We’re planning on expanding the level range for the retroactive damage buff to 2-handed weapons, so that it will include item levels 10-70 in patch 2.1. One of the benefits of this change is that it should help lower level Crusaders feel like Heavenly Strength is still a good choice. The percent of increased damage will still be based on the weapon speed, and not based on item level. So, lower level items will receive the same base percent damage increase as their higher level counterparts.

    Additionally, we’re adjusting the amount of increased damage from 23-26% to 26-30%.

    What about the 2H Bows and Xbows you forgot about the DH again we don’t need buf on the weapons just gonna plat sentries we have the M6… what if someone don’t have the set of don’t want to use it?!?
    Grimiku: Currently the changes to increase baseline 2-handed weapon damage will only be for melee, since 2-handed ranged weapons are already performing the way we want them to.

    John Yang: 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.

    Most of the comments you guys left on the two-handed buff news last week felt that the damage buff wasn’t big enough, and that just adding damage might *never* be enough to offset the loss of 4-6 additional primary affixes and maybe a second legendary affix that characters get from an off-hand or dual wielding. (Especially for Hardcore, because survival.) I don’t see 4% more damage changing that issue at all. Seems to me 2H weapons still need to jump up to 6 primary affixes, or get a second socket, or they’ll continue to be ignored aside in a very few mega-damage cases, such as DiabloWikiSkorn from D3v.

    Will adding 26-30% more damage make 2H weapons viable in Reaper of Souls?

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    Latest Diablo 3 News


    More Greater Rift and Legendary Gem News

    Posted 31 Jul 2014 by at 00:35 GMT

    legendary gem upgrade chancces

    Click to receive Urshi’s kisses.

    Blizzard added some more news about upcoming changes to DiabloWikiGreater Rifts and DiabloWikiLegendary Gems, both now in testing on the PTR. Monday’s news was that Legendary Gems were being redone with more levels to upgrade and a better chance to upgrade multiple levels each time. Today adds More Greater Rift and Legendary Gem News:

    Will legendary gems’ secondary ability be unlocked at level 50 still?
    Nevalistis: The quick answer is no, the secondary ability no longer unlocks at level 50 – it now unlocks at 200. The reward scaling and rank power of Legendary gems has been completely revamped, and we’re still working on additional tuning. You’ll see our first iteration in the next PTR patch. It roughly works out to the same amount of power gained over time, but you’ll have fewer “no rank up” droughts. Hope that makes sense.

    I’d also like to clarify something that I misunderstood when originally relaying this information. Legendary Gems no longer have a chance to rank up multiple times in one attempt. Instead, when you choose to use DiabloWikiUrshi to upgrade your Legendary Gems, if you’ve completed a high enough Greater Rift, she will offer you additional attempts at upgrading your Legendary Gems with a higher success rate at higher Greater Rift tiers. You can gain up to a maximum of 4 upgrade attempts at a time.

    This is a bit hard to illustrate, so here’s an example (though bear in mind the numbers are completely pulled out of thin air and not accurate; they’re just here for the sake of explanation):

    Say you complete a level 15 Greater Rift and you decide you want to opt to upgrade your gem. You have a reasonable chance for your gem to upgrade, but you’ll only be able to attempt it once. Instead, you decide to try to push a little further to Rank 20, where you know you’ll get two attempts at a slightly better chance. You can then choose to spend these two attempts on two different gems, or use them both on one to try to get two ranks.

    In short, while you could try to upgrade your gems with Level 1 Greater Rifts, the chance will be very low and you’ll only have one attempt. Higher level Rifts offer not only more attempts, but a higher success rate for upgrades. While there will likely be an “efficient” place for you to upgrade your gems based on your current gear, there’s still room to push yourself further for greater reward.

    I also want to thank everyone who’s continued to provide valuable and constructive feedback in response to these updates. I’m passing it all on, and it’s greatly appreciated!

    I was iffy on that logic until I looked more closely at the actual gem upgrades. Here’s the current full list of LeGems, and you can see details on every page.

  • DiabloWikiBane of the Powerful
  • DiabloWikiBane of the Trapped
  • DiabloWikiBoon of the Hoarder
  • DiabloWikiEnforcer
  • DiabloWikiGem of Efficacious Toxin
  • DiabloWikiGogok of Swiftness
  • DiabloWikiInvigorating Gemstone
  • DiabloWikiMirinae, Teardrop of the Starweaver
  • DiabloWikiMoratorium
  • DiabloWikiPain Enhancer
  • DiabloWikiSimplicity’s Strength
  • DiabloWikiTaeguk
  • DiabloWikiWreath of Lightning
  • DiabloWikiZei’s Stone of Vengeance
  • Just for instance, take Gogok of Swiftness… BECAUSE GOGOK!1! Here be its progression, one by one and then jumping 5 per level, because I was *not* going to type and math out all 50 ranks for single legem when they were still on the PTR and subject to change. (And with today’s news you see my wisdom, dammit!)

    • Rank 1: 50% chance on hit to gain Swiftness, increasing your Attack Speed by 2% for 3 seconds. This effect stacks up to 10 times.
    • Rank 2: 50% chance on hit to gain Swiftness, increasing your Attack Speed by 3% for 3 seconds.
    • Rank 3: 50% chance on hit to gain Swiftness, increasing your Attack Speed by 4% for 3 seconds.
    • Rank 4: 50% chance on hit to gain Swiftness, increasing your Attack Speed by 5% for 3 seconds.
    • Rank 5: 50% chance on hit to gain Swiftness, increasing your Attack Speed by 6% for 3 seconds.

    Latest Diablo 3 News

    Diablo 3 Strategy: Gearing Up for the New and Poor

    Posted 30 Jul 2014 by at 11:11 GMT

    One day soon, you will be penniless.

    One day soon, you will be penniless.

    A forum question from VeeSe spurred an interesting forum discussion; what’s the best way to gear up for a new player in Reaper of Souls? It’s largely a hypothetical question for most of us now, but that’ll change when Patch 2.1 goes live and and Ladder Seasons begin. If you create a seasonal character you start with nothing; no gold, no materials, no gems, no gear, paragon points, no leveled up artisans… you’ll even be scrounging for gold to buy your stash tabs!

    Here’s the question from VeSee in our Diablo 3 community forum. Diablo 3 Strategy: Gearing Up for the New and Poor?

    I was just wondering what the best way to build wealth was for someone who was new and didn’t have great items yet. I read a lot of these threads and guides and the recommended items are just so far out of reach, like I don’t have any of them pretty much. I have one character up to 70 but he’s not strong enough to really do anything besides Normal bounties and rifts.

    Is the best way of building wealth just to keep grinding bounties and the occasional rifting in Normal? I’m at the point now where if I try to enchant a legendary I have, I better get it in 2-3 tries because I don’t have the materials to keep going after that and I have to grind for awhile to get enough to try again a couple times, and that doesn’t seem too productive. I’m still expecting the answer to be just to keep grinding bounties since they are the most rewards per time spent and at some point it will exponentially get better once I am able to get to do Torment rifts or something.

    So what’s the best way to go about it? Where are the fastest places to level, what are the best ways to find gear, and where can you earn the most gold?

    RoS =/= D3v

    Considering the question made me to realize how much different the answer is in the current version of the game, whether Reaper of Souls or D3v2. Back in D3v the best way to gear up was via the Auction House (though that would have been different if we’d had seasons then). I spent my first couple months of D3 playing softcore, and when I switched over to Hardcore the best way to gear up was… to grind Act One Inferno on MP0 and collect gems and Tomes of Secret, which sold for very large amounts of gold in the Auction House. I could play a dozen hours like that and find 1 or 2 good items, while earning enough gold to buy good items for all my other inventory slots. (Which is why going DiabloWikiIronborn in D3v was such a bold commitment.)

    That economic model is entirely gone in the game today. Not only is the Auction House gone, but everything you find that might be worth selling is BoA. Hell, even the gold itself is BoA. On the other hand, you find good gear about 50x as often as we did in D3v, which was the whole point in Blizzard making those changes. Because it’s more fun to farm your own gear and use only what you find yourself, than it is (was) to find gear and sell it for the gear you really wanted. (At least that’s the theory.)

    Reaper of Souls Gear-Up Tips

    So for the OP’s question… there’s no simple, obvious answer, but it’s interesting to consider. The overall key to gearing up in RoS is difficulty level. In D3v players needed a lot of DiabloWikiMagic Find to start finding a decent amount of legendary items, and characters could boost their MF by raising the difficulty level, and/or via Paragon Levels + gear. In the current game, MF is pretty much irrelevant, and almost all increased gear benefits come from higher difficulty level. Thus the question, “how do I gear up past level 70?” is really asking, “how do I survive on higher difficulty levels past level 70?”

    Some question suggestions:

    Stick to one Character
    Smart Loot means that most of the gear you find will be themed for your class. That means regular upgrades, and also more Souls, since you’ll be salvaging redundant gear, rather than spreading legendaries around to multiple different characters. Plus with all the game rewards tied to difficulty level, you can get one character up in Torment and build wealth quickly… then your alts can gear up very quickly with plenty of Souls and Shards at their disposal.

    Tagged As: | Categories: *Featured, Forums, Ladders, Strategy News | 15 Comments

    Latest Diablo 3 News


    Big Monk Improvements Coming Soon

    Posted 30 Jul 2014 by at 09:19 GMT

    Time to dry those tears...

    Time to dry those tears…

    The currently sad state of the Monk has been very well-documented, and happily Blizzard has noticed and promised some imminent solutions. Big Monk Improvements Coming Soon!

    This next PTR patch is going to have a BUNCH of Monk changes headed your way. There’s a lot to talk about here, so bear with me. This is gonna be a long one.

    While we touched on Spirit Regeneration a little bit in the last patch, that was the tip of the iceberg. We’re going over all the Monk Spirit Generators and making some significant changes.

    Monks are quick strikers, and we wanted to increase the Spirit generation and damage of each Primary skill without just upping the numbers. We’re addressing this by increasing the Attack Speed scalar of most Monk generators. This means that each will operate more quickly and scale better with Attack Speed. This is a change you won’t see reflected in the tooltip or PTR data mining, but should experience in practice, especially if you already have a substantial amount of Attack Speed. This change addresses both concerns while further embracing that Monk fantasy of being fast and nimble.

    We’re also addressing some of the remaining Dodge mechanics that Monks have left in their kit. We’re leaving a few options for players who really want to embrace the Dodge mechanic and focus on it, but others we’re retooling to provide more consistent and reliable benefits. Mantra of Evasion is being replaced with Mantra of Salvation, and the base skill will now provide you and your allies within 60 yards a 20% bonus to All Resistance. We’ve moved the Dodge bonus to a new rune, Agility, and you’ll find some other useful utility among the other new runes.

    There are plenty of other changes coming as well, but I don’t want to get too patch-notey here. Expect some quality of life and DPS boosts to spenders like Lashing Tail Kick and Wave of Light to make them more competitive and offer you additional options. The new Alabaster Gloves have been removed and replaced with a new Monk Seasonal Legendary Fist Weapon that increases the maximum stack count of Sweeping Winds by 5-7. Overall, there will be new toys to play with, and we’re looking forward to seeing your feedback on these changes as we move into our next PTR patch.

    The Monk feeling sluggish in attack speed was my first main complaint about the class changes way back in the RoS beta, so that change makes me happy. The legendary gloves sound much improved also, with greater stack numbers (presumably they’d continue to increase the damage) of Sweeping Wind much more useful than just longer duration.

    Obviously just these few changes aren’t enough to address the laundry list of Monk problems, which include items as well as skills, but Nevalistis said this is only a tease, so hope for much more good stuff come patch time. I won’t say I exactly have EXCITE, but hope, at least?

    Latest Diablo 3 News


    Blizzard Makes Greater Rift Changes

    Posted 30 Jul 2014 by at 01:22 GMT

    Soon, Urshi won't be so hard to find.

    Soon, Urshi won’t be so hard to find.

    Blizzard has responded to player requests and complaints about DiabloWikiGreater Rifts and here’s the quote as Blizzard Makes Greater Rift Changes.

    There has been a ton of great feedback coming our way about Greater Rifts and your experiences with them. So let me take a moment to just say thank you! It’s been super helpful to us and confirmed a lot of suspicions our development team has had regarding their current reward structure. Plenty of changes are coming in the next PTR patch that reflect these concerns.

    • Urshi will no longer only spawn when a Greater Rift is failed; instead, she will spawn at the end of every Greater Rift level. You’ll be able to choose whether you wish to upgrade your gem or, assuming that you completed that Rift within the time limit, move on to the next level.
    • The Rift Guardian will spawn at the 15 minute mark regardless of whether your bar has reached full progress. This should eliminate “the slog” at higher Greater Rifts where you fail, but have the rest of the level to go before you get your rewards.
    • The pacing for upgrading your Legendary Gems is being significantly revised.
      • Legendary gem upgrades are now more likely to receive multiple ranks per upgrade attempt at higher Greater Rift tiers, to a maximum of 4 ranks at a time.
        • This is in addition to the higher chance to upgrade gained at each additional Greater Rift tier.
      • To compensate for this change, individual ranks are less powerful. The rate of power accrual will roughly be the same, you’ll just experience it more frequently!

    These are some pretty significant changes to the Greater Rift reward scheme and they should vastly improve your experience when completing and conquering higher Greater Rift tiers. Be sure to let us know what you think once these changes are on our PTR!

    These sound like improvements to me and all of them come in direct response to common player complaints. What’s left to fix?

    Tagged As: | Categories: Blue Posts, Greater Rifts, Nevalistis | 4 Comments

    Latest Diablo 3 News


    Bombs Away: Wizard Meteor Buffs Coming Soon

    Posted 28 Jul 2014 by at 23:54 GMT

    Wizard Meteor fan art by Forlenza80.

    Wizard Meteor fan art by Forlenza80.

    Bliz shared some dev news about Wizard DiabloWikiMeteor buffs coming soon. The base skill is getting a big damage boost, and several of the runes are getting modified and improved as well. The changes are coming soon to the PTR and to DiabloWikilive in DiabloWikiPatch 2.1. Details:

    Nevalistis: While we don’t have plans to innately reduce the Arcane Power (cost) of Meteor in the next build, we do have some significant Meteor changes coming in the next PTR patch that should make the Arcane Power you’re spending feel much more valuable.

    In addition to damage increases for the baseline Meteor skill, we’re making some changes to a few of the elemental runes that weren’t fully embodying their fantasy. The goal is to make each flavor of Meteor different and more indicative of its element while keeping each competitive in its own way. These changes should also make the DiabloWikiTal Rasha’s Set bonus more appealing.

    Comet has been slightly modified, dealing a great deal of Cold damage on impact and freezing Chilled enemies for 1 second. You’ll still enjoy its icy mist after effect that deals additional weapon damage as cold over time and chills enemies.

    Star Pact has also been redesigned, and is now a little reminiscent of the Barbarian’s Ancient Spear (Boulder Toss) rune. You’ll be able to expend all remaining Arcane Power for a massive amount of Arcane damage, with each point of additional Arcane Power spent granting a 20% damage increase. (I’m personally looking forward to exploding things with this!)

    Lastly, Lightning Bind has been replaced with a new rune, Thunder Crash. This new rune removes the delay on Meteor, to better embody the quick nature of Lightning based spells and abilities.

    We’re also updating DiabloWikiThe Grand Vizier (armory) with a new Legendary power oriented around Meteor, which will reduce the Arcane Power cost of Meteor by 45-60%. This aligns with our goals of making 2-handed weapons feel more powerful and desirable, and we’d like to hear your thoughts once you get a chance to give these new options a go!

    Buffs to a classic Wizard skill and a effort to make two-handed weapons viable? Unpossible!

    No, really, it’s probably impossible. But still, nice to see them trying to offer more skills and builds and diversity. Many expert wizards have been vexed by their lack of Torment 6+ viable builds, so perhaps these bomb dropping buffs will help.

    Latest Diablo 3 News


    Walk before you can Crawl(ers): Ray of Frost bug

    Posted 28 Jul 2014 by at 20:06 GMT

    news-wiz-bug-RoFA fan posted about an annoying and odd Wizard Ray of Frost bug, and since there’s a cool video to go with it, and a Blue said a fix is coming, let’s take a look.

    Using Ray of Frost with Light of Grace against some varieties of crawler/torso-type monsters or other tiny monsters will result in absolutely ZERO DAMAGE DONE. Ray of Frost completely and 100% fails to hit the target.

    On Live I occasionally run into Elite or Rare monsters of the torso variety and it takes me FOREVER to kill them because my primary damage dealer does ZERO DAMAGE.

    I’m baffled that this bug has been let live for this long, but I absolutely refuse to stand by and watch it creep into 2.1. I just paused my PTR session in the middle of a Level 25 Greater Rift because I just ran into a rare torso-type monster that is going to ruin my Leaderboard timing because it took me at least 3x as long to kill it.

    The short video is below and it just shows the Wizard standing in a sea of ankle-biters, her main attack sailing happily into the distance without so much as scratching their scaly heads.

    If Diablo 3 had monster immunities and physics and more hotkeys, you could actually defend this. After all, a projectile/beam fired from a standing position with a straight arm *shouldn’t* hit ground targets at close range. I’d like that version of the game, but obviously that kind of realism and situational skill switching isn’t in Diablo 3 at this point, so it’s a bug to make one skill fail at a primary task such as this.

    And now for the happy ending!

    Tsarnis: Hi Everyone,

    I just wanted to pop in here and let you know that we have a fix in place for this internally that you should see in the next PTR patch. Thanks for the reports!

    Latest Diablo 3 News


    Barbarian Build: Raekor’s Furious Charge, Lightning

    Posted 27 Jul 2014 by at 22:33 GMT

    A cool strategy video by Meathead Mikhail shows off a Barbarian Build: Raekor’s Furious Charge, Lightning damage themed. The build allows him to do Furious Charge more or less permanently (managed properly to avoid cooldowns) and the action from a L26 Greater Rift is pretty juicy.

    The vid starts out with a long discussion of the gear and skills required for this, so it’s educational if you’ve got high quality Barbarian equipment (or want an excuse to hunt it) and are looking for a new way to play.

    Lightning version of the Raekor’s Furious Charge build in combination with IK for Unity-like damage mitigation. With the recent buff to 2-handed weapons, a Furnace may be a better alternative, but after having tested 3 popular weapon choices – Thunderfury, Odyn Son, and Shard of Hate – a dual wield setup is sick good.

    In this video I go over the build, gear, paragon points, solo a Greater Rift, and talk about limitations and possible solutions. Enjoy!

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    Caption This: Bashiok from San Diego Comic Con 2014

    Posted 25 Jul 2014 by at 22:46 GMT

    Blizzard has been tweeting pics from their merch booth at the San Diego Comic Con, and since it’s been months and months since we’ve seen Bashiok and his mustache… I couldn’t resist.

    Caption This: Bashiok from San Diego Comic Con 2014!

    Bashiok and his mustache from SDCC 2014.

    Bashiok and his mustache from SDCC 2014.

    Don’t be mean, or at least don’t *just* be mean. You’ve got to be clever too. Besides, why would you want to be mean? Everyone loves DiabloWikiBashiok. That merch he’s posing with is the limited edition Whimsyshire skinned Treasure Goblin plushie, if you were wondering.

    Tagged As: | Categories: Bashiok, Caption This, Humour, Merchandise | 11 Comments

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    The Sage Kings Part 1 Diablo 3 Stop Motion Film Released

    Posted 25 Jul 2014 by at 22:08 GMT

    A very well done community created stop motion movie inspired by Diablo 3 called The Sage Kings has been released. This is the first part of the story and it has take its creator “countless hours of writing, drawing, filming and above all: editing” to get the first part out the door.

    According to its creator Danion, over 750 unique PNG files were created in Photoshop using a Intuos4 Drawing board which were then altered to create the animations. All the voice acting was done by Danion too.

    The Sage Kings is a short film done in multiple parts. It tells an in depth lore story about the Monks from Diablo 3 and their believes in order to destroy evil in all forms. However I decided to twist our already known lore and add a new dimension to it. With a new and interesting concept I give the Monks a more in depth story in line with a unique drawing style and in game footage.

    Watch out for the second part some time in future.

    Tagged As: | Categories: Fan Art, Fan Fiction | 5 Comments

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    Ring of Royal Grandeur Farming Exploit?

    Posted 25 Jul 2014 by at 00:13 GMT

    You want? You take!

    You want? You take!

    The DiabloWikiRing of Royal Grandeur (armory) has become the most sought after item in Diablo 3, as its legendary affix is basically mandatory for all end game gearing decisions, given the power of partial Item Set bonuses. The hard part is finding one, as it’s one of the five legendary items that can only be obtained from Act One Horadric Caches. This is good in a way, as it’s the sole remaining item/profit-based reason players have to do *anything* other than RiftRiftRift. (Given the game’s design direction in recent months, I’m frankly surprised the RoRG hasn’t been turned into a Greater Rift Guardian drop.)

    Most players hunt RoRGs with brute force, by grinding hundreds of Act One bounties as quickly as possible, which usually means split-farming on Normal difficulty. That’ll work, eventually, but is there a better way? A user in our Diablo 3 community forum named Horadrimm says yes, there’s a trick to it, by following a method players are calling the “Junger Rules.” Quote:

    I got 5 RORGS with very minimal effort and so can you!!

    How it works: The game has a pity timer, meaning that if you don’t get a legendary within an hour or so it drops one for you automatically. The goal the aforementioned method of farming is to ensure that pity drop is in your horadric cache and not in the world.

    What to do:

  • Do not kill any mobs except those required for objectives.
  • Do not kill goblins.
  • Do not open chests including resplendent chests.
  • Do not destroy breakables (pots, barrels, looting bodies etc).
  • Do not pop fortune shrines.
  • Do not kill mobs from required cursed chest and shrine event objectives until the timer has run out.
  • Avoiding a legendary drop in the world increases the chance the pity timer drops one in your cache.

    First off, the guy who invented this was apparently named Junger, so now it’s called the “Junger Rules.” Which is fine, but how the hell did they avoid the obvious pun and call it the “Junger Games?” So that’s what I’m calling it, since I’m all about obvious puns.

    As for the technique, the theory is that since the game has a “pity timer” that increases your chances of finding a legendary item the longer you go without finding one, you can exploit this by obtaining a Horadric Cache after not finding any Legendaries for some time. Hence not killing Goblins, not opening golden chests, avoiding random Elites, etc. This is a sacrifice since it’ll lower your total legendaries found, but boost your chances of finding that all-important RoRG.

    Does it work? Some players swear it does, others say it doesn’t. And thus we’re plunged back into the conspiracy theories that are inevitably spawned by item hunting in a game where we don’t know exactly how item drops work. I think the principle is sound, as the pity timer is real, but I’m not at all sure the stated rules are how it should be done.

    First of all, we don’t know when items in a Horadric Cache are determined. The Junger Gamers say the legendary pity timer works when you find the Cache, but that seems contrary to what we know about how Horadric Caches determine their item drops. Remember early in RoS, when players were storing Caches up in Normal and opening them on Torment 6? That was a real exploit, easily observed since it caused Imperial Gems to drop from Caches found in Normal. (Which made it seem that items in Caches were determined when the Cache was opened. NOT when it was found.)

    Blizzard confirmed that exploit by hotfixing it and adding an internal tag to unopened Caches that tracked what DiabloWikidifficulty level they were found on, and the level of the character that farmed them. (So if you find bags with a lvl 70 and open with a lvl 60, all the items will be lvl 70.) Bliz later expanded on that in Patch 2.0.5 when they boosted the chances for legendary items to drop from Caches found on Torment 2 and higher.

    Furthermore, Bliz recently confirmed that items from Caches roll their smart drop according to the class of the character that opens the cache. It doesn’t matter who farms the cache in terms of what items drop. That matches my experience and testing as well, as I once farmed a bunch of caches with my DH and my Barb, and then opened them with a WD and got almost all INT gear, plus several Witch Doctor-restricted items.

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    Diablo Fan Art Watch #252: Vigilance of the Crusader VI

    Posted 23 Jul 2014 by at 21:56 GMT

    On this weeks Diablo Fan Art Watch we bring another batch of 12 pieces of fan art featuring the 6th Class the Crusader. From holy to bad-ass this class is getting ready to take on the forces of heaven and hell.

    Featuring Fan Art by PatrickRC, ilyya, DwarfVader23, Stupid-Crow, 31883milesperhour, iNexam, 30Niawve94, thomaswievegg, madadman, EspadaRyaN, LeeKent, and fleshtint.

    Click the thumbnail to see a larger version of the image.

    If you enjoy Fan art and want to contribute to this growing community, please stop by the Fan Creations Forum. Many artists visit frequently, posting works in progress looking for feedback and conversation. You don’t have to be “arty” to join in. If you have any questions, comments or have some fan art related news on the web please send me a PM and I’ll get back to you. Also check out the wiki page for more art from the archives.

    Tagged As: | Categories: Fan Art, Fan Stuff | 1 Comment

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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.
    • 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.
    • 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.

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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