Recent Features

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!

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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.

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New Reaper of Souls Beta Path and D3 PTR Patch Now Live

Posted 7 Feb 2014 by

The New Reaper of Souls Beta Patch and D3 PTR Patch is now live and available on the test realm. It’s got a ton of impactful changes to almost every aspect of the game, including monsters, skills, legendary items, general difficulty, and much more. Here’s a very short summation of some of the bigger shifts I noticed in my quick over:

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  • Tons of skills changes, almost all of them shifting elemental damage types.

  • General difficulty easing in all difficulties up through Torment 1.
  • Big changes to the rewards from Bounties and Nephalem Rifts.
  • Nerfs to a lot of bosses, including easier elemental affixes and the removal of many enrage timers.
  • Major revisions to DiabloWikicrafting, including shifted material costs, increased numbers of blue/white materials from salvaging, and general balance revision.
  • Dozens of legendary and set items got new/different bonus properties.
  • Treasure Goblins have been made more rewarding.
  • And more. Much MOAR.
  • Here’s a quote from a part near the end, with the big changes to Bounties and Nephalem Rifts in Reaper of Souls.

    ADVENTURE MODE

    Bounties

  • Horadric Caches no longer drop Rift Keystones
  • Rift Keystones are now Rift Keystone Fragments
  • A player may use 5 Rift Fragments to summon a Nephalem Rift
  • Horadric Caches now drop 2 Rift Fragments
  • Bounties now grant Rift Fragments
  • The first bounty completed in any Act will no longer reward Rift Fragments or Blood Shards
  • Bounties have had their Blood Shard awards adjusted

  • Normal Bounties grant 1 Blood Shard
  • Expert and Bonus Bounties grant 2 Blood Shards
  • Master and above Bounties grant 4 Blood Shards

    Bounty Scrolls have been re-tuned.

  • There are now five types of Bounty Scroll buffs
  • Damage bonuses for Bounty Scrolls have been reduced from 300% to 25%
  • Players will now only earn rewards from bounties if they are in the same zone as the bounty when it is completed

  • The experience and gold rewards now varies depending on the type of bounty completed
  • The reward of each bounty should now be more proportional to the time and effort required to complete the bounty
  • Nephalem Rifts

  • Rift bosses now have a chance to drop a Fiery Brimstone from levels 1-60
  • Treasure Goblin packs are now more rare
  • Numerous Rift bosses have received damage and health tuning passes
  • Click through for the huge patch notes, because infos.


    GENERAL

  • Expert, Master, and Torment I difficulty levels have all been made slightly easier
  • Torment II, III, IV, and V have picked up the slack so that Torment VI stays roughly the same
  • The Paragon levelling curve has been adjusted to better match XP gain rates at max level
  • Players who had relatively high Paragon levels (250+) should find their rate of levelling significantly faster
  • Player hit boxes have been adjusted to more closely represent character models
  • Both male and female models of the same class share the same hit box size
  • Bug Fix: The Legendary Star indicator on the mini map should now properly show up when a Legendary or Set Item drops

  • BOSSES

    The following bosses no longer have enrage timers except in Torment difficulty and above

  • DiabloWikiButcher
  • DiabloWikiZoltun Kulle
  • DiabloWikiBelial
  • DiabloWikiGhom
  • DiabloWikiSiegebreaker
  • DiabloWikiRakanoth
  • DiabloWikiSiegebreaker now uses a modified version of the new Reflects Damage affix, which reflects % damage instead of a flat amount
  • This affix is always up on Siegebreaker
  • Changes will apply to Infernal Machine encounter as well

  • CLASSES

    DiabloWikiBarbarian

    Active Skills

    DiabloWikiAncient Spear

  • Increased resource cost from 15 to 25 Fury
  • Increased base damage from 350% to 480% weapon damage
  • Skill Rune – Jagged Edge
  • Changed damage type from Physical to Fire
  • Increased damage from 435% to 620%
  • DiabloWikiBash

  • Skill Rune – Instigation
  • Changed damage type from Physical to Fire
  • Skill Rune – Pulverize
  • Changed damage type from Physical to Fire
  • DiabloWikiBattle Rage

  • Skill Rune – Swords to Ploughshares
  • Reduced chance to spawn health globe on Critical Strike from 15% to 8%
  • DiabloWikiCall of the Ancients

  • Skill Rune – The Council Rises
  • Changed damage type from Physical to Fire
  • Skill Rune – Together as One
  • Changed damage type from Physical to Lightning
  • DiabloWikiCleave

  • Skill Rune – Rupture
  • Changed damage type from Physical to Fire
  • Skill Rune – Broad Sweep
  • Changed damage type from Physical to Lightning
  • Skill Rune – Reaping Swing
  • Changed damage type from Physical to Fire
  • DiabloWikiEarthquake

  • Skill Rune – Mountain’s Call
  • Changed damage type from Fire to Lightning
  • DiabloWikiFrenzy

  • Skill Rune – Smite
  • Changed damage type from Physical to Lightning
  • Skill Rune – Maniac
  • Changed damage type from Physical to Fire
  • DiabloWikiFurious Charge

  • Skill Rune – Battering Ram
  • Changed damage type from Physical to Fire
  • DiabloWikiHammer of the Ancients

  • Reduced the animation lock time on casting this skill by 25%, to be more in line with other skills
  • Skill Rune – Smash
  • Changed damage type from Physical to Fire
  • Skill Rune – Devil’s Anvil
  • Changed damage type from Physical to Cold
  • Skill Rune – Thunderstrike
  • Changed damage type from Physical to Lightning
  • DiabloWikiOverpower

  • Skill Rune – Killing Spree
  • Changed damage type from Physical to Lightning
  • Skill Rune – Revel
  • Changed damage type from Physical to Fire
  • DiabloWikiRevenge

  • Skill Rune – Retribution
  • Changed damage type from Physical to Fire
  • Skill Rune – Grudge
  • Changed damage type from Physical to Lightning
  • DiabloWikiSeismic Slam

  • Skill Rune – Stagger
  • Changed damage type from Physical to Lightning
  • Skill Rune – Shattered Ground
  • Changed damage type from Physical to Fire
  • Skill Rune – Crackling Rift
  • Replaced by new Skill Rune – Permafrost
  • Create a sheet of frost that deals 710% weapon damage as Cold and Slows enemies by 60% for 2 seconds
  • DiabloWikiWeapon Throw

  • Skill Rune – Mighty Throw
  • Changed damage type from Physical to Lightning
  • Skill Rune – Ricochet
  • Changed damage type from Physical to Fire
  • Skill Rune – Balanced Weapon
  • Changed damage type from Physical to Fire
  • DiabloWikiWhirlwind

  • Skill Rune – Wind Shear
  • Changed damage type from Physical to Lightning

  • Passive Skills

    DiabloWikiAnimosity

  • Reduced increased Fury generation from all sources from 30% to 20%
  • DiabloWikiBrawler

  • Increased the activation radius required from 8 to 12 yards

  • DiabloWikiDemon Hunter

    Active Skills

    DiabloWikiBolas

  • Skill Rune – Bitter Pill
  • Changed damage type from Fire to Lightning
  • DiabloWikiCompanion

  • Reduced unruned Raven companion’s on-activation next-attack damage bonus from 1000% to 500%
  • DiabloWikiEntangling Shot

  • Skill Rune – Chain Gang
  • Changed damage type from Physical to Poison
  • Skill Rune – Heavy Burden
  • Changed damage type from Physical to Cold
  • Skill Rune – Justice is Served
  • Changed damage type from Physical to Fire
  • DiabloWikiEvasive Fire

  • Skill Rune – Covering Fire
  • Changed damage type from Physical to Fire
  • Skill Rune – Displace
  • Changed damage type from Physical to Cold
  • Skill Rune – Parting Gift
  • Radius increased from 10 yards to 12 yards
  • DiabloWikiFan of Knives

  • Skill Rune – Fan of Daggers
  • Changed damage type from Physical to Lightning
  • DiabloWikiGrenade

  • Skill Rune – Grenades Cache
  • A single enemy can now only be damaged once by one cast of this rune
  • Skill Rune – Stun Grenade
  • Changed damage type from Physical to Lightning
  • DiabloWikiHungering Arrow

  • Skill Rune – Serrated Arrow
  • Changed damage type from Physical to Fire
  • Skill Rune – Shatter Shot
  • Changed damage type from Physical to Lightning
  • DiabloWikiImpale

  • Skill Rune – Chemical Burn
  • Changed damage type from Physical to Fire
  • Skill Rune – Overpenetration
  • Changed damage type from Physical to Poison
  • Skill Rune – Ricochet
  • Changed damage type from Physical to Lightning
  • DiabloWikiMarked for Death

  • If Marked for Death is already on an enemy and the skill is cast on an open area, the existing Marked for Death will no longer be removed unless a new valid target is found
  • DiabloWikiMultishot

  • Damage increased from 330% to 360%
    Skill Rune – Full Broadside

  • Damage increased from 420% to 460% weapon damage
  • Skill Rune – Arsenal
  • Damage increased from 140% to 160% weapon damage
  • DiabloWikiRain of Vengeance

  • Skill Rune – Shade
    Changed damage type from Physical to Lightning

  • Skill Rune – Stampede
  • Changed damage type from Physical to Fire
  • Skill Rune – Anathema
  • Changed damage type from Physical to Fire
  • DiabloWikiRapid Fire

  • Skill Rune – Web Shot
  • Changed damage type from Physical to Cold
  • DiabloWikiSpike Trap

  • Reduced the animation time lock on casting this skill by 30%, to be more in line with other skills
  • Changed damage type from Physical to Fire
  • Skill Rune – Sticky Trap
  • Changed damage type from Physical to Fire
  • Bug Fix: Sticky Trap’s explosion range has been increased from 8 yards to 16 yards
  • Skill Rune – Long Fuse
  • Changed damage type from Physical to Fire
  • Skill Rune – Scatter
  • Changed damage type from Physical to Fire
  • DiabloWikiStrafe

  • Skill Rune – Demolition
  • Changed damage type from Physical to Fire
  • DiabloWikiVengeance

  • Skill Rune – Dark Heart
  • Changed damage type from Physical to Lightning
  • Skill Rune – From the Shadows
  • Changed damage type from Physical to Poison

  • Passive Skills

    DiabloWikiAmbush

  • Additional damage dealt now occurs when enemies are above 75% health, down from 80% health
  • DiabloWikiGrenadier

  • Explosion size increase lowered from 40% to 20%

  • DiabloWikiMonk

    Active Skills

    DiabloWikiMantra of Retribution

  • Skill Rune – Retaliation
  • Damage type changed to Fire
  • DiabloWikiTempest Rush

  • Skill Rune – Northern Breeze
  • Damage type has been changed to Holy
  • Skill Rune – Flurry
  • Damage type has been changed to Cold
  • Skill Rune – Bluster
  • Damage type has been changed to Fire

  • DiabloWikiWitch Doctor

    Active Skills

    DiabloWikiFetish Army

  • Skill Rune – Tiki Torchers
  • Damage increased from 15% to 85% weapon damage
  • Skill Rune – Head Hunters
  • Damage increased from 20% to 130% weapon damage
  • DiabloWikiPoison Dart

  • Skill Rune – Splinters
  • Reverted to 1.0.8 functionality
  • Shoots 3 darts which do 60% weapon damage and can all hit the same target
  • Skill Rune – Flaming Dart
  • Damage is now dealt over 4 seconds
  • DiabloWikiSpirit Barrage

  • All runes have had their damage type changed to Cold
  • Passive Skills

    DiabloWikiCircle of Life

  • Increased effect radius from 12 yards to 20 yards
  • DiabloWikiGrave Injustice

  • Increased effect radius from 12 yards to 20 yards
  • Maximum Mana gain reduced from 2% to 1%
  • DiabloWikiGruesome Feast

  • Duration increased from 10 seconds to 15 seconds

  • DiabloWikiWizard

    Active Skills

    DiabloWikiArchon

  • Reduced Arcane Strike damage from 853% to 596%
  • Reduced Disintegration Wave damage from 668% to 467%
  • Reduced Arcane Blast damage from 518% to 470%
  • Skill Rune – Improved Archon
  • Reduced damage bonus from 60% to 22%

  • CRAFTING

  • Gem distribution has received a tuning pass
  • Champions and Rares no longer guarantee a Demonic Essence or Death’s Breath drop when killed
  • The chance of Demonic Essence/Death’s Breath drops now increases with difficulty level
  • DiabloWikiBlacksmithing

  • Many recipes have received a tuning pass and their materials lists have been revisited
  • Some item types are now oriented to be greater item sinks for certain materials while others have lighter costs
  • All level 1-60 crafted legendaries have received a tuning pass on crafting costs
  • Salvaging white items now has a higher chance to return multiple white crafting materials
  • Blue items now have a chance to salvage into 1-3 blue crafting materials

  • EVENTS

    DiabloWikiInfernal Machine

    The Infernal Machine event can now only be completed at Torment I difficulty or above.

    Drop rates have been lowered from the 100% test rate to the following:

  • Torment I: 25%
  • Torment II: 28%
  • Torment III: 33%
  • Torment IV: 38%
  • Torment V: 43%
  • Torment VI: 50%
  • Infernal Machine bosses no longer enrage


    FOLLOWERS

    DiabloWikiTemplar

    Inspire

  • Reduced increased Fury and Spirit generation from all sources from 21% to 10%

  • ITEMS

  • Life per Fury Spent and Max Fury now roll at double the amount on a 2-Handed Mighty Weapon as on a 1-Handed Mighty Weapon or Mighty Belt
  • Life per Spirit Spent and Spirit Regeneration per Second now roll at double the amount on a Combat Staff as on a Fist Weapon or Spirit Stone
  • Splash Damage has been renamed Area Damage
  • New item affix added: % Weapon Damage Bleed
  • “X% chance to hit to inflict Bleed for 300-400% weapon damage over 5 seconds.”
  • This new affix replaces the old Bleed affix on all new items
  • New tiers of many two-handed weapons have been slightly increased in speed
  • Bug Fix: Items should roll with the Level Reduction affix less frequently

  • Crafted Set Items

  • Many Crafted Set items have had their set bonuses revisited:
  • DiabloWikiAsheara’s Vestments

    2-piece Set Bonus

  • +100 Resist All
  • 3-piece Set Bonus

  • +20% Life
  • 4-piece Set Bonus

  • Your followers occasionally come to your aid.

  • DiabloWikiAughild’s Dominion
    2-piece Set Bonus

  • +7% damage reduction from Melee
  • +7% damage reduction from Ranged
  • 3-piece Set Bonus

  • +15% damage reduction from Elites
  • +15% damage against Elites

  • DiabloWikiBorn’s Command
    2-piece Set Bonus:

  • +15% Life
  • 3-piece Set Bonus

  • +20% Bonus Experience
  • +10% Cooldown Reduction

  • DiabloWikiCain’s Destiny
    2-piece Set Bonus

  • +8% Attack Speed
  • 3-piece Set Bonus

  • +50% Bonus Magic Find
  • +50% Bonus Experience

  • DiabloWikiCaptain Crimson’s Trimmings

    2-piece Set Bonus

  • +2000 Life Regen per Sec
  • +10% Cooldown Reduction
  • 3-piece Set Bonus

  • +50 Resist All
  • +10% Resource Cost Reduction

  • DiabloWikiDemon’s Hide
    2-piece Set Bonus

  • +6000 Thorns damage as Fire
  • 3-piece Set Bonus

  • +25% Splash damage
  • 4-piece Set Bonus

  • +15% damage against Demons
  • Chance to reflect projectiles when you are hit by enemies.

  • DiabloWikiGuardian’s Jeopardy
    2-piece Set Bonus

  • +250 Vitality
  • +2000 Life Regen per Sec
  • 3-piece Set Bonus

  • +15% Movement Speed

  • DiabloWikiHallowed Protectors
    2-piece Set Bonus

  • +100 Resist All
  • +10% Attack Speed

  • DiabloWikiSage’s Wisdom
    2-piece Set Bonus

  • +250 Strength
  • +250 Dexterity
  • +250 Intelligence
  • +250 Vitality
  • 3-piece Set Bonus

  • Whenever a Death’s Breath drops, a second one will also drop.

  • Set Items

    DiabloWikiLegendary Items

    DiabloWikiDefender of Westmarch " target="_new">Might of the Earth

    2 Piece Set Bonus:

  • Reduced the cooldown reduction of Earthquake when it kills an enemy from 15 seconds to 2 seconds

  • Legendary Items

    DiabloWikiDefender of Westmarch

  • Now has the power “Blocks have a chance of summoning a charging wolf that deals 300-400% weapon damage to all enemies it passes through.”
  • DiabloWikiThe Furnace

  • Chance to proc has been reduced
  • DiabloWikiMara’s Kaleidoscope

  • Amount healed has been reduced from 20-25% to 10-15%
  • Rarity of this item has been increased
  • DiabloWikiPuzzle Ring

  • Now rolls the number of white items needed before dropping a Rare or Legendary from 12-15, down from 40
  • DiabloWikiSledge of Athskeleng

  • Bug Fix: Fixed an issue where the Legendary Movement Speed affix was considered a Primary Stat and taking up a Primary stat slot
  • DiabloWikiStaff of Kyro

  • Legendary passive has been removed
  • Now rolls with 7-10% Attack Speed and 40-50% increased Deadly Reach damage
  • DiabloWikiThe Star of Azkaranth

  • Amount healed has been reduced from 20-25% to 10-15%
  • Rarity of this item has been significantly increased
  • DiabloWikiTalisman of Aranoch

  • Amount healed has been reduced from 20-25% to 10-15%
  • Rarity of this item has been increased
  • DiabloWikiTrag’oul Coils

  • Will now also reduce all cooldowns by 45-60 seconds when you use a Healing Well, in addition to the previous effect of replenishing all resources
  • DiabloWikiUnity

  • Now has the power “All damage taken is split between wearers of this item.”
  • This ability works on Followers
  • DiabloWikiXephirian Amulet

  • Amount healed has been reduced from 20-25% to 10-15%
  • Rarity of this item has been increased

  • MONSTERS

  • Monster Density has been revisited across Acts I-IV
  • Players should now encounter smaller packs of monsters less frequently
  • Act I has received density retuning to be more challenging at higher levels
  • Damage from Monster Affixes has been reduced
  • Damage from monsters between levels 50-70 has been reduced by approximately 25%, though the exact amount varies by level
  • Monster Health has been significantly reduced in Torment II and above
  • As a result, Experience and Gold Find bonuses have also been reduced in Torment II and above
  • Experience gained on monsters level 40 and above has been drastically increased
  • Experience required to level has also increased by similar ratios
  • All Treasure Goblins now share the same treasure class, and will now drop consistently similar things
  • More items have been added to the Treasure Goblin class to make them more rewarding, similar to Horadric Caches

  • Reaper of Souls Closed Beta – v.2.0.0.21806

    ATTENTION: Please note that the Closed Beta also includes all changes from the PTR.

    GENERAL

  • Experience earned between levels 61 and 70 has been increased
  • A new stash tab is available for purchase
  • This stash tab will be available to those with the Reaper of Souls expansion

  • ADVENTURE MODE

    Bounties

  • Horadric Caches no longer drop Rift Keystones
  • Rift Keystones are now Rift Keystone Fragments
  • A player may use 5 Rift Fragments to summon a Nephalem Rift
  • Horadric Caches now drop 2 Rift Fragments
  • Bounties now grant Rift Fragments
  • The first bounty completed in any Act will no longer reward Rift Fragments or Blood Shards
  • Bounties have had their Blood Shard awards adjusted

  • Normal Bounties grant 1 Blood Shard
  • Expert and Bonus Bounties grant 2 Blood Shards
  • Master and above Bounties grant 4 Blood Shards
  • Bounty Scrolls have been re-tuned.

  • There are now five types of Bounty Scroll buffs
  • Damage bonuses for Bounty Scrolls have been reduced from 300% to 25%
  • Players will now only earn rewards from bounties if they are in the same zone as the bounty when it is completed

  • The experience and gold rewards now varies depending on the type of bounty completed
  • The reward of each bounty should now be more proportional to the time and effort required to complete the bounty
  • Nephalem Rifts

  • Rift bosses now have a chance to drop a Fiery Brimstone from levels 1-60
  • Treasure Goblin packs are now more rare
  • Numerous Rift bosses have received damage and health tuning passes

  • CLASSES

    DiabloWikiBarbarian

    Active Skills

    DiabloWikiEarthen Might

  • Reduced Fury generated by Avalanche and Earthquake on cast from 50 to 40
  • DiabloWikiAvalanche

  • Skill Rune – Snow-Capped Mountain
  • Increased damage from 1600% to 1700% weapon damage
  • Skill Rune – Volcano
  • Each projectile now deals area of effect damage in a 5 yard radius, instead of single target damage
  • Total damage has been increased from 3000% from 4400% weapon damage
  • Passive Skills

    DiabloWikiSword and Board

  • Reduced Fury generated on block from 20 to 6

  • DiabloWikiCrusader

    Active Skills

    DiabloWikiBlessed Shield

  • Base skill and all runes now increases damage based on Block Chance instead of Block amount
  • Changed to 250% of your Shield Block Chance added as weapon damage
  • DiabloWikiCondemn

  • Skill Rune – Unleashed
  • This rune is now gained at level 33
  • Skill Rune – Vacuum
  • Can now only knockback an elite monster once per cast
  • DiabloWikiFalling Sword

  • Skill Rune – Flurry
  • Can now only knockback an elite monster once per cast
  • DiabloWikiFist of the Heavens

  • Has received a tuning pass
  • Base damage reduced from 440% to 250% weapon damage for the initial impact
  • Base damage reduced from 320% to 210% weapon damage for the secondary bolts
  • Skill Rune – Divine Well
  • Damage increased from 12% to 32% weapon damage
  • Skill Rune – Fissure
  • Damage reduced to 80% weapon damage over 5 seconds for the lightning arc component
  • Skill Rune – Reverberation
  • Slow amount and duration increased from 60% for 3 seconds to 80% for 4 seconds
  • DiabloWikiJustice

  • Projectile speed has been increased
  • DiabloWikiLaws of Hope

  • The shield magnitude for the Active ability has been doubled
  • DiabloWikiPhalanx

  • Now scales off player Attack Speed
  • Skill Rune – Bowmen
  • Damage decreased from 100% to 50%
  • Duration has been reduced from 10 seconds to 5 seconds
  • Cooldown has been reduced from 30 seconds to 15 seconds
  • Bug Fix: Fixed a bug where Bowmen were receiving double benefit from certain bonuses
  • DiabloWikiPunish

  • Now increases Block Chance instead of Block Amount
  • DiabloWikiShield Bash

  • Base skill and all runes now increases damage based on Block Chance instead of Block Amount
  • Changed to 300% of your Shield Block Chance added as weapon damage
  • Skill Rune – Shattered Shield
  • Changed to 300% of your Shield Block Chance added as weapon damage
  • Skill Rune – Shield Cross
  • Changed to 100% of your Shield Block Chance added as weapon damage
  • DiabloWikiSlash

  • Skill Rune – Zeal
  • This rune is now gained at level 47
  • DiabloWikiSteed Charge

  • Cooldown has been increased from 15 to 20 seconds
  • Skill Rune – Endurance
  • Increases the duration by 3 seconds, down from 4 seconds

  • DiabloWikiWitch Doctor

    Active Skills

    DiabloWikiPiranhas

  • Skill Rune – Piranhado
  • Knockback effect can only be applied to each elite monster once per cast
  • Bug Fix: Now correctly diminishes its CC effect against elite targets
  • Skill Rune – Wave of Mutilation
  • Can now only hit each target once
  • Damage increased from 50% to 475% weapon damage
  • Range and speed has been increased
  • Passive Skills

    DiabloWikiPhysical Attunement

  • Increased effect radius from 8 yards to 20 yards

  • CRAFTING

    DiabloWikiBlacksmith

  • First new Reaper of Souls tier of crafted items now rolls at level 61, down from level 65
  • Items with sockets no longer require a Death’s Breath to craft
  • Belt and Boots items now require additional Death’s Breaths to craft, but have had their other materials lowered to compensate
  • All level 70 Legendary items that previously required a number of gems to craft now require a single maximum level gem instead
  • A number of crafted Legendary class-specific items now require a gem of a color not commonly used by the class crafting the item
  • This is to give gems that are not commonly utilized by some classes additional uses
  • Jeweler

  • The level 70 Amulet and Ring items no longer require a Death’s Breath to craft
  • Leveling the Jeweler costs fewer Death’s Breaths
  • Imperial and Flawless Imperial Gems no longer cost Death’s Breaths to create
  • Royal and Flawless Royal gems now cost 1 Death’s Breath to create
  • Amulets and Rings should now correctly craft level 70 versions, rather than level 61
  • Mystic

    DiabloWikiEnchanting

  • Legacy items can no longer be enchanted
  • Note: Items acquired before the patch can no longer be enchanted as a result of this fix. Any items acquired after the patch should not experience this issue.
  • Enchanting costs have received a tuning pass and their materials requirements have been revisited
  • Enchanting certain slots now requires greater item sinks for certain materials while others have lighter costs
  • The base cost to enchant Legendary items has been reduced
  • The gold cost of enchanting Helms and Bracers has been reduced
  • Level 1-60 items now cost 1-60 crafting materials to enchant while level 61-70 items now cost 61-70 crafting materials to enchant
  • All Legendaries now require a Demonic Essence or Death’s Breath to enchant, depending on their required level
  • All weapons now cost either a Demonic Essence or Death’s Breath to enchant, depending on their required level
  • All Helms, Pants, and Chest armors now cost either a Demonic Essence or Death’s Breath to enchant, depending on their required level
  • Legendary Rings and Amulets no longer cost gold to enchant
  • Legendary Rings and Amulets now cost a Royal gem to enchant
  • The Mystic now needs to be leveled up in order to unlock the ability to enchant various item types
  • This is displayed in her training tab UI
  • DiabloWikiTransmogrification

  • Base white items no longer unlock Transmogrification patterns when picked up
  • These patterns are now correctly learned by the Mystic as she levels up
  • Class-specific Legendary Sets no longer unlock a transmogrification version of themselves
  • This is to prevent classes who cannot use these items from transmoging them

  • EVENTS

    DiabloWikiInfernal Machine

  • Which organs drop from bosses is now dependent on which Infernal Machine was used to open the portal
  • If a player uses a level 60 Infernal Machine, the boss will drop the level 60 organs
  • Old reagents now drop from bosses from levels 60-70
  • This is to prevent situations where players could obtain the new organs using old Infernal Machines; this also allows players at level 70 the option to farm for and craft the level 60 Hellfire Ring if they wish
  • DiabloWikiThe Soul of Evil

  • Encounter has been greatly revised, resulting in a much greater challenge
  • All additional bosses summoned during the fight must be defeated to complete the event
  • Be warned! This battle is not for the faint of heart!

  • ITEMS

  • Level 61-70 shields have received a tuning pass for block amount
  • Legendary shields have received a tuning pass for block amount
  • Life per Wrath Spent and Maximum Wrath now roll at double the amount on a 2-Handed Flail as on a 1-Handed Flail or Crusader Shield

  • I’ve yet to hear anyone confirm one way or the other – do elemental damage types actually do different things now??

    • You can get affixes on your items like “+10% more fire damage”.

    • No, they don’t, which sucks. However, if you specialize on certain types of elemental damage you’ll still get themed and varied builds because of course the skill runes differ in what they do. For example, if you specialize on poison damage and use poison runes you’ll be more DoT oriented, since poison effects usually work that way.

      • Except you’re DH, than you’re gonna fart.

          • Evasive fire’s and Multishot’s poison runes makes you fart :D

          • Oh, that’s… handy… I guess? :)

            To clarify my post somewhat, my main point is that elemental damage types may not have innate effects, but there’s still a very real difference between a Fire Wizard and a Cold Wizard. Not only because they will probably use different skills, but because even if they use the same ones they’ll be using different runes, giving them different strength and weaknesses.

  • Fan of Daggers; Lightning. Now they’re just smoking drugs. Is there no extra Physical damage affix anywhere?

    • There is. Mostly what this does is nerfs elemental damage affixes as before you had a lot of abilities that were the same element, and now that different skills are different elements (and enemies still have almost no resists/immunities) you always want to pick an element and then spam it as elemental bonuses are replacing ias in the holy trifecta.

  • Overall, these changes are looking really good. I’m pretty excited to play ROS now, and I have 100% faith that they will deliver a very fun experience. Although I’m still not sure that ROS will have the longevity players want from a Diablo game.

    For me personally, I can see 3-4 months having a blast gearing the different classes. Pretty excited for march ^_^

  • Huge nerf to existing Paragon levels! Unlike what blue said, the new Sharagon starting levels of people who put alot of time into leveling Vanilla P100s has been SEVERELY undermined.

    • Gah, false alert. Was looking at the wrong account *blush* Wife plays too and has half my paragons, sorry for crying wolf. Just resync’d main acct on PTR, looks okay.

    • I know you realized your mistake, but I’d still like to mention that according to the CMs until about level 80 we won’t see huge improvements. Leveling speed will increase from that point on however, so if someone for example was sitting at level 200 after importing their account and they re-import it after this patch they should be at a higher level.

      • Before this patch I was plvl 116 on the PTR, now I’m 77… :/

        • I was plvl 74 and I was (until I leveled up). I had 85% exp for next level and I still had 85%, even though exp needed increased from 80m to 140m.

        • Hmm, then I have no idea what they did exactly.

          • Because you’re Jay Wilson – you’re no longer working on D3. You think that they’re gonna tell you everything? :)

          • Now I understand. Because they messed with the xp curve. Low levels lost effective Paragons and high levels gained effective Paragons. Around 190 is the spot where you didnt see any immediate change in level.

            Speed for new PTR/ROS XP is much higher so ultimately, everyone will go much faster. To me this is a ‘everybody wins’ scenario, though some P1000s feel it devalues their time investment understandably. BUT they’ll start with 340ish sharagon instead of 307. Calculators must be updated. P800 is much more possible than before with the new curve.

            Reason I didnt see changes to my main account is that Im around 3 P100s, sharagon 190, which is near the spot in the curve where you neither gained or lost effective levels. My wife, though, lost half her sharagon.

          • I see. I was going by Wyatt Reddit post, qouted here: http://diablo.incgamers.com/blog/comments/faster-paragon-leveling-coming-soon

            For some reason I remembered level ~80 as the tipping point, but it looks like was wrong. Sorry about that.

  • Would like to see this:

    The Soul of Evil

    Encounter has been greatly revised, resulting in a much greater challenge
    All additional bosses summoned during the fight must be defeated to complete the event
    Be warned! This battle is not for the faint of heart!

  • Unity looks very interesting.

    It seems as though we might be able to create super tanky team builds with it. Having said that, you’d probably need quite skilled team players.

  • I swear they changed frozen pulse damage to be much higher. Those little orbs used to be a joke and now they hurt oh man they hurt.

  • Torment 1 feels real good now, XP is nice. Liking the changes.

    Will most likely have to lower the difficulty as I level in ROS, until I catch up in crafting and item finds, but such is life.

  • Riftstone fragments opens up so much possibilities for special rifts. They only need to put special fragments into the mix en we could have riftskeys with special properties.
    example:
    3 normal rift fragments + riftfragment of cold + champion riftfragment = champion riftkey of cold. This riftkey would have more champion packs en all monsters deal extra cold dmg!

  • “Players should now encounter smaller packs of monsters less frequently”.

    Does it mean “it is less likely to encounter smaller (smallest?) packs” (hence more monsters) or “pack will be smaller and monster packs are less frequent”. I understand the second but I prefer an answer from a native (or from in game testing).

  • Over all good. Two things stand out:

    Monster Health has been significantly reduced in Torment II and above – Thank god!

    New item affix added: % Weapon Damage Bleed
    “X% chance to hit to inflict Bleed for 300-400% weapon damage over 5 seconds.” – Looks interesting. Needed buff to Skorn right?

  • Horadric Caches no longer drop Rift Keystones
    Rift Keystones are now Rift Keystone Fragments
    A player may use 5 Rift Fragments to summon a Nephalem Rift
    Horadric Caches now drop 2 Rift Fragments
    Bounties now grant Rift Fragments
    The first bounty completed in any Act will no longer reward Rift Fragments or Blood Shards

    Can someone one explain this? I mean, why not simple change to 5 rift keystone to summon a nephalem rift?

    • Well, one key is usually enough to open something, so it wouldn’t have been very logical to require 5 keystone for rifts. It was probably a simple change anyway, they just renamed keystones to fragments.

      • Seriously? Talking about logic in a Diablo game? Also your logic doesnt make sense since infernal machine takes 3 keys to create one.
        It just useless time that the D3 team spend that in the end just accomplish nothing.

  • I didn’t had gear good enough to perma-freeze, so now I’m gonna Permafrost! Poison damage Impale looks nice, gonna test it.

    “Puzzle Ring
    Now rolls the number of white items needed before dropping a Rare or Legendary from 12-15, down from 40″
    That’s good change.

  • Treasure Goblins more rewarding?

    OMG GUYS, THEY LISTENED TO ME! I made a thread about this in the official forums last month.

    • Good job. Did you mention how dumb it was having leg mats drop yellow? Because they fixed that too.

      Gobbies are awesome now. Very worth interrupting your battle to hunt after. I got my first leg from one, and several leg/set crafting plans also. They are a pinata of delight, again.

  • Monster health was reduced…does this mean Crushing Blow is not coming back? Maybe they can also announce Static Field is returning-and then disable it.

    • Kinda obvious. Whats the point of Crushing Blow if it is a must have stat for higher torments.. why even play those higher torments since the rewards bonus for the trouble is not worth it.

  • I’m liking these changes so far, but I’d still prefer a PvP overhaul. Sad face.

  • Keep Depths 2, Cursed Chest event – I noticed increased monster number, though I never did it on Torment before, so can’t tell for sure. No more small spiders, so I didn’t made it.

    Clan is unavailable, same thing happened to DFans community, our (Diablo IncGamers) community is available (I can join chat). And that’s big (huge? enormous?) problem, makes playing less funny.
    Or maybe you banned me? No, you wouldn’t do that :) But, let me think… HEY! :D

  • [quote]Player hit boxes have been adjusted to more closely represent character models[/quote]

    I am so glad they finally decided to address this.

  • Favorite change are those experience pools. Nice solution to giving benefits to not dying. Huzzah.

    • Yeah, although I wish the bonus would stack not just in duration, but in potency as well. Then dying after finding 8-10 pools would really sting.

  • When is the damn patch going to be released? RoS is six weeks away, soon no-one will even care about 2.0.1.

  • Its about freaking time they fix that worthless Bleed affix. This was such an obvious change, I dunno how it made it through Beta back in 2012.

    Of course…then again I could say that about a lot of stuff in D3…

    • Bleed was taking full benedit from main stat bonus, I would need to check if this is a buff or a nerf.

      • Yeah, but he’s right in that the fact that Bleed and Thorns survived as they did for almost 2 years in Classic is appalling.

        I do like that now Bleed makes it clear that it scales with weapon damage. I’m sure that many people missed this in the previous PTR patches. I hope Thorns’ description will be rewritten as well.

  • QUOTE

    If I understand you correctly, by doing that you would just create another Strength stat for the Barb.

    Not really. You’re gonna focus on one element anyways, this just gives more combinations that do so.

    • “Not really. You’re gonna focus on one element anyways”

      Not necessarily, it’s just one way to build your gear. The old trifecta stats are still pretty good, although you have to sacrifice more defense than you had to in past if you go that way. On the other hand they don’t soft-lock you into specific skills and runes. I’d imagine some people will prefer them because of that.

      “this just gives more combinations that do so.”

      But that’s the whole point, this way elemental boost doesn’t become a global boost (like the main attributes) to all skills. They are pretty pointless if the classes don’t have skills with varied elemental types.

  • That’s just it, they’ll be a global boost regardless, the only question is if there’s one or many builds that do so. If you don’t want specific boosts being global boosts, but bigger, then you make enemies have elemental resistances. That way going mono element actually has drawbacks. And THEN you give all classes a variety of elements, so they can balance diversity vs power.

    • Don’t you consider limited skill choice a drawback?

      There’s nothing wrong with going the elemental resistance route. From my point of view that solution simply places the drawbacks elsewhere. That way you lose effectiveness against specific enemies, but retain skill choices.

      The current system is the opposite of that. You lose skill choices by going specializing on an element, but you can still run all areas of the game effectively.

      Which is more preferable is largely subjective, although I happen to like the latter option more, as I think it gives more control to the players. In Rifts you could encounter resistances completely randomly, so you would never know when you’ll get screwed over by RNGesus. With the current system however when you go elemental you always know what you’re getting into, so it’s an informed choice.

      If the devs would want to reduce the effectiveness of builds through monster stats I would much rather see them do it by their density. Each area in the game should have different enemy population. This way AoE builds could be more effective in the Weeping Hollow for example, and single target build in Act 4. Ideally drop rates should be time normalized however. The reason I’d prefer this solution is because I think it’s a much more interesting challenge to improve our efficiency this way in an area. With resistance it’s always obvious what the right choice is.

  • QUOTE

    Don't you consider limited skill choice a drawback?

    Which is why I am arguing against you.

    There's nothing wrong with going the elemental resistance route. From my point of view that solution simply places the drawbacks elsewhere. That way you lose effectiveness against specific enemies, but retain skill choices.

    It means you can go "Ancient Tunnels", focus on one element and have a lot of raw power, but can't farm effectively in areas where things resist that element. Or you go a more general purpose approach and can play in more areas, but not as quickly. Basically D2, without being forced into a mono element build, and without outright immunities so you COULD still stuff in off areas, it's just not at all efficient.

  • Can anyone in BETA confirm that crafting costs have gone up significantly?

    10M for crafting?

    3M for enchanting legendaries?

    If so, sucks if you are not super wealthy!

    • I’m not in the RoS beta, but I talk to guys who are.

      “10M for crafting?”

      Only for Set items. Currently they require the 4th level of Imperial gems (can’t remember the name) per item. It’s not the item itself that costs that much, it’s the gems.

      “3M for enchanting legendaries?”

      Enchanting costs have actually been significantly reduced from what I’ve heard and Flux told me that the main bottleneck is getting enough Forgotten Souls if you want to enchant Legendaries. Since the gold price goes up with every enchant however rerolling can get really pricey after a while.

      “If so, sucks if you are not super wealthy!”

      You are looking at only one half of the equation. Costs doesn’t mean anything if you don’t know how much gold you can get in a given time. From what I’ve heard it’s not that hard to get 2-3 millions of gold in a few hours if you have access to Adventure mode. I’d say Sets are really pricey, but you should keep in mind two things:

      1) The goal is that Sets should have the most game changing bonuses.
      2) Everything can still change and it’s not hard or time consuming to adjust item prices if they are deemed too high during testing.