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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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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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Diablo 3 Patch v1.07: Patch Notes

Posted 15 Jan 2013 by

The Diablo 3 patch v1.07 is live and playable on the PTR and the patch notes have been posted. Keep in mind that these may change and be added to during the testing period, before the patch goes live on the full realms. The notes are extensive and detail huge buffs to a number of Monk skills, the properties of the new level 15 Marquise gems, and more. Click through to read the full list, because long.

PTR Patch 1.0.7 – v.1.0.7.14161

These notes will be updated through the course of the testing process. Please be aware some changes may not go live until a new PTR build is released.

Patch Features

  • General
  • Auction House
  • Battle.net
  • Bosses
  • Classes
  • Crafting
  • Items
  • Monsters
  • User Interface
  • Bug Fixes
  • Patch Features

    New Feature: Dueling

    For those who wish to test their mettle against fellow Nephalem, your time has come. Players will now be able to duel one another in a new zone designed specifically for this style of combat. This zone can be accessed by speaking with DiabloWikiNek the Brawler located at the inn in New Tristram, and supports 2 to 4 players in a Free-For-All format.

    General

  • DiabloWikiNephalem Valor stacks will now persist through Acts
  • Base pick-up radius for all characters has been increased from 1.5 yards to 3 yards
  • The resurrection timer will no longer increase if a player is killed multiple times in a row
  • Players should no longer play a flinching animation (causing them to briefly lose control of their character) if they are hit by multiple monsters at the same time

    Te experience bonus rewarded for killing monsters on Monster Power levels 1-10 in Inferno has been increased:

  • MP 1: 25% (up from 10%)
  • MP 2: 50% (up from 20%)
  • MP 3: 80% (up from 30%)
  • MP 4: 120%(up from 45%)
  • MP 5: 165% (up from 60%)
  • MP 6: 215% (up from 75%)
  • MP 7: 275% (up from 95%)
  • MP 8: 340% (up from 115%)
  • MP 9: 420% (up from 135%
  • MP 10: 510% (up from 160%)
  • When resuming a game, players will now be placed in town instead of at the last known checkpoint (a portal will be available to take you to your last known checkpoint, if desired)

    Auction House

    User Interface

  • Cancelled PayPal auctions will now display a UI error
  • Bug Fixes

  • Stash Tab Art will now properly update when viewed in the Auction House
  • Battle.net

    General

  • DiabloWikiMonster Power is now available for Public Games
  • Players can now select their desired Monster Power level from a drop-down when joining Public Games provided that the “Enable Monster Power” box has been checked in the Options menu
  • “Report Botting” has been added to the right-click > report player menus
  • The Battle.net UI now displays how many players are online
  • Bosses

    General

  • DiabloWikiIzual is now included in the list of bosses that grant an extra reward when you have 5 stacks of Nephalem Valor, and the overall reward for killing him has been increased
  • Classes

    >

    DiabloWikiBarbarian
    Bug Fixes

  • Threatening Shout – Grim Harvest should no longer cause monsters to drop loot multiple times
  • DiabloWikiDemon Hunter
    Bug Fixes

  • The Reflects Damage affix will now properly reflect damage caused by Bola Shot
  • DiabloWikiMonk
    Active Skills

    DiabloWikiCyclone Strike

  • Weapon damage increased from 100% to 313%
  • DiabloWikiDashing Strike

  • Weapon damage increased from 160% to 303%
  • DiabloWikiExploding Palm

  • Explosion damage increased from 30% to 50% of the target’s maximum health
  • DiabloWikiInner Sanctuary

  • Radius increased from 8 yards to 11 yards
  • Skill Rune – DiabloWikiForbidden Palace

  • Damage bonus increased from 10% to 15%
  • Skill Rune – DiabloWikiSanctified Ground

  • Now reduces enemy movement speed by 80% (up from 60%)
  • DiabloWikiLashing Tail Kick

  • Weapon damage increased from 235% to 470%
  • DiabloWikiMystic Ally

  • The amount of damage a Mystic Ally can take from a single hit is now capped
  • The cap scales with the player’s level, and is further reduced by the player’s Armor and Resistance
  • Skill Rune – DiabloWikiEternal Ally

  • Weapon Damage increased from 40% to 60%.
  • The Eternal Ally now has a 100% chance to be reborn after 3 seconds (up from 50% and down from 5 seconds).
  • Skill Rune – DiabloWikiFire Ally

  • The cooldown of the Fire Ally’s special attack has been reduced from 8 seconds to 4 seconds.
  • Skill Rune – DiabloWikiWater Ally

  • The Water Ally’s special attack now reduces enemy movement speed by 60% (up from 30%).
  • The cooldown of the Water Ally’s special attack has been reduced from 8 seconds to 4 seconds
  • DiabloWikiSweeping Wind

  • Base weapon damage increased from 15% to 20% per stack.
  • Skill Rune – DiabloWikiBlade Storm

  • Weapon damage increased from 20% to 26% per stack
  • Skill Rune – DiabloWikiCyclone

  • Weapon damage increased from 20% to 26% per stack
  • DiabloWikiTempest Rush

  • Weapon Damage increased from 85% to 155%
  • DiabloWikiWave of Light

  • Weapon damage increased from 390% to 829%.
  • Monk Passive Skills

    DiabloWikiNear Death Experience

  • Dying will now reset the cooldown.
  • Bug Fixes
    Fixed an issue where Sweeping Wind was not actively updating its damage and attributes from the player

    Witch Doctor

    Active Skills

    DiabloWikiSpirit Barrage

  • Skill Rune – DiabloWikiWell of Souls
  • The secondary missiles fired by this rune can now hit the primary target
  • Wizard

    Active Skills

    DiabloWikiArcane Orb

  • Weapon damage increased from 175% to 200%
  • Skill Rune – DiabloWikiObliteration

  • Weapon damage increased from 228% to 260%
  • DiabloWikiBlizzard

  • Weapon damage increased from 210% to 510% over 6 seconds
  • Proc coefficient increased from 0.01 to 0.0125
  • Skill Rune – DiabloWikiGrasping Chill

  • Proc coefficient increased from 0.01 to 0.0125
  • Skill Rune – DiabloWikiFrozen Solid

  • Proc coefficient increased from 0.01 to 0.0125
  • Skill Rune – DiabloWikiStark Winter

  • Proc coefficient increased to from 0.005 to 0.0125
  • Skill Rune – DiabloWikiSnowbound

  • Proc coefficient increased to from 0.01 to 0.0125
  • Skill Rune – DiabloWikiUnrelenting Storm

  • Weapon damage increased from 280% to 680%
  • DiabloWikiShock Pulse

  • Weapon damage increased from 105% to 150%
  • Proc coefficient increased from 0.667 to 0.8
    Skill Rune – DiabloWikiFire Bolts

  • Weapon damage increased from 152% to 195%
  • Proc coefficient increased from 0.667 to 0.8
  • Skill Rune – DiabloWikiExplosive Bolts

  • Weapon damage increased from 70% to 105%
  • Proc coefficient increased from 0.5 to 0.8
  • Skill Rune – DiabloWikiLightning Affinity

  • Proc coefficient increased from 0.667 to 0.8
  • Skill Rune – DiabloWikiLiving Lightning

  • Weapon damage increased from 37% to 52%
  • Passive Skills

    DiabloWikiCritical Mass

  • Critical Mass now affects the cooldowns of DiabloWikiArchon: Teleport and Archon: Slow Time while in Archon Form
  • DiabloWikiTemporal Flux

  • Now reduces enemy movement speed by 60% for 3 seconds (up from 30% and 2 seconds)
  • DiabloWikiUnstable Anomaly

  • Now activates upon receiving fatal damage (changed from when a player is reduced below 30% Life)
  • Dying will now reset the cooldown
  • Bug Fixes

  • Blizzard Critical Hits now correctly have a chance to proc Arcane Power on Crit
  • Crafting

    General

  • A new crafting reagent, DiabloWikiDemonic Essence, has been added to the game
  • This reagent is account-bound and can be acquired from Elite monsters in Inferno difficulty
  • Nephalem Valor will not be required in order for Demonic Essences to drop
  • However, each level of Monster Power will increase the drop chance of Demonic Essence from Elites according to the following values:
    • MP 0: 20.0000%

    • MP 1: 23.0000%
    • MP 2: 26.4500%
    • MP 3: 30.4175%
    • MP 4: 34.9801%
    • MP 5: 40.2271%
    • MP 6: 46.2612%
    • MP 7: 53.2004%
    • MP 8: 61.1805%
    • MP 9: 70.3575%
    • MP 10: 80.9112%
  • The drop rate for Blacksmithing Plans and Jeweler Designs has been increased by 400%

    Blacksmith

    Four Rare recipes have been added to the Blacksmith: Archon Spaulders (Shoulders), Archon Gauntlets (Gloves), Archon Armor (Chest Armor), Razorspikes (Bracers)

    Each crafted item will have the following characteristics:

  • iLevel 63
  • 6 Affixes
  • Account-bound
  • Similar to the Hellfire Ring, it will have four variants, each guaranteeing a fixed core stat which will have the highest range available in the game

    Crafting the item will require 1 Demonic Essence (other reagent costs will vary per recipe).

    Jeweler

    A new Rare recipe has been added to the Jeweler for an Amulet. This amulet will have the following characteristics:

  • iLevel 63
  • 6 Affixes
  • Account-bound
  • Similar to the Hellfire Ring, it will have four variants, each guaranteeing a fixed core stat which will have the highest range available in the game

    Crafting the item will require the 1 Demonic Essence as well as:

  • 100,000 gold
  • 1 Perfect Gem (varied depending on which core stat you select)
  • 1 Fiery Brimstone
  • A new tier of account-bound gems of has been added to the game: DiabloWikiMarquise. Marquise Gems stats are as follows:

    Marquise Emerald

  • Weapon: Increased Critical Hit Damage by 110%
  • Helm: +33% Extra Gold from Monsters
  • Armor: +62 Dexterity
  • Marquise Topaz

  • Weapon: Melee attackers take 2200 per hit
  • Helm: 33% Better chance of finding magical items
  • Armor: +62 Intelligence
  • Marquise Amethyst

  • Weapon: Each Hit adds +700 Life
  • Helm: +19% Life
  • Armor: +62 Vitality
  • Marquise Ruby

  • Weapon: +150 Minimum and +150 Maximum Damage
  • Helm: Increases Bonus Experience by 33%
  • Armor: +62 Strength
  • These gems can only be created at the Jeweler and will require the following reagents:

  • 3 Radiant Star Gems
  • 20 million gold
  • 1 Demonic Essence
  • Un-socketing Marquise gems will cost 5 million gold. The designs for the Marquise gems will drop randomly from all level 63 monsters.

  • Note: The designs are not account-bound
  • Items

    General

    Crafting Plans and Jeweler Designs have been added for all of the new Rare recipes listed above. These plans (excluding the chest piece) will drop randomly in the world, but have a 50% chance to drop off the following bosses when you have 5 stacks of Nephalem Valor:

  • Skeleton King
  • Spider Queen
  • Maghda
  • Zoltun Kulle
  • Ghom
  • Cydaea
  • Rakanoth
  • Izual
  • The Archon Armor recipe can be purchased from Squirt the Peddler for 1.5 million gold each. Please note that neither the Crafting plans nor the Jeweler Design are account-bound.

  • Holding shift while buying health potions will attempt to purchase 5 potions at once
  • Follower items below iLevel 60 will no longer drop in Inferno.
  • Goldskin now has a limit on the number of times it can proc on a single target.
  • Vendors

    DiabloWikiSquirt the Peddler no longer sells Dyes, but (as noted above) will now sell the plans for the Archon Armor recipe for 1.5 million gold each

    Bug Fixes

  • DiabloWikiGoldskin will no longer proc when attacking monsters that drop no loot
  • Plans: Staff of Herding can now be dropped on the ground, or sold to a vendor for 0 gold
  • All Staves of Herding can now be sold to a vendor for 0 gold
  • Monsters

    General

    The DiabloWikiReflects Damage affix has been redesigned:

  • It will now apply a short duration buff to the monster and will only reflect a percentage of damage dealt back to the player while that buff is active
  • A visual effect will display whenever the durational buff is active
  • Damage dealt by pets to monster with Reflects Damage affix will no longer be reflected back to the player
  • Damage dealt by the Molten affix has been reduced by 40%
  • Damage dealt by the Plagued affix has been increased by 120%
  • DiabloWikiFallen Lunatics should now detonate in a more consistent manner
  • The Triune Berserker before Alcarnus should no longer swing faster after a few attacks.

    Keywardens:

  • The Act II Keywarden (DiabloWikiSokahr) should now only use its mortar ability in Inferno difficulty
  • The Act III Keywarden (DiabloWikiXah’Rith) should now only use its rain of corpses ability in Inferno difficulty
  • The Act IV Keywarden (DiabloWikiNekarat) should now only use its earthquake and charge abilities in Inferno difficulty
  • Bug Fixes

  • Rare Sand Dwellers will now spawn in The Forgotten Ruins
  • Champion Plague Swarms will now spawn in Cryder’s Outpost
  • Champion Fallen Cur will now spawn in The Storm Halls
  • User Interface

    General

    Legendary items now have a new mini-map icon

  • This icon should now persist properly and be shown on the mini-map so long as the player is in the same zone as the dropped item
  • Note: The icon will only display when Legendary items are dropped by a monster, not a player
  • Bug Fixes

  • Fixed an issue causing the Enable Monster Power option to reset
  • Fixed an issue affecting the scroll speed of text
  • Vendors will now properly display an Armor tab when you are in an Inferno game with Monster Power set above 0.
  • Bug Fixes

  • Fixed an issue where new Hardcore characters were not labeled as Hardcore on the homepage
  • Fixed an error that could occur when closing the World of Warcraft client while the Diablo III client was still running
  • Tons of new stuff there and some big boosts to the Monk’s skills, including ones that players actually use. I’m eager to get onto the PTR and test stuff out myself, especially since I’ve been playing a lot of Monk lately.

    There is a thread detailing undocumented changes and bugs found by players which you can add to should you discover anything.


    Tagged As: | Categories: Diablo 3 Patches