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Guide: Legendary Gems

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

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

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

Legendary Gems Listing

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

 

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


Posted 19 Jul 2014 by at 17:58 GMT

Seasonal hero creation screen.

Seasonal hero creation screen.

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

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

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

For more information about Seasons, click here.

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

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

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

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

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

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There is no more Theorycrafting in Diablo 3


Posted 18 Jul 2014 by at 19:16 GMT

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

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

So What’s Changed?

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

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

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

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

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

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

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


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


Posted 18 Jul 2014 by at 14:42 GMT

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

Approximate segment times:

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

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


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    Datamined PTR Patch Changes and Skill Comparison 17 July


    Posted 18 Jul 2014 by at 03:59 GMT

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

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

    DiabloWikiBarbarian

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

    DiabloWikiDemon Hunter

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

    DiabloWikiMonk

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


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    Legendary Gems on PTR are Placeholders – Stats Being Tweaked


    Posted 17 Jul 2014 by at 21:30 GMT

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

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

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

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

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

    Bane of the Powerful

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

    Enforcer

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

    Moratorium

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

    Zei’s Stone of Vengeance

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

    Simplicity’s Strength

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

    Bane of the Trapped

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

    Wreath of Lightning

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

    Gem of Efficacious Toxin

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

    Pain Enhancer

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

    Tagged As: | Categories: John Yang | 6 Comments

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    Diablo 3 Ultimate Evil Edition Item Trading Rules


    Posted 17 Jul 2014 by at 02:44 GMT

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

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

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

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

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

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

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

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

    I hope this helps!

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

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


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    Diablo 3 Patch 2.1: New Transmog Options


    Posted 16 Jul 2014 by at 13:03 GMT

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

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

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

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

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

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

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

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

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


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    Greater Rifts Need a Surrender Option?


    Posted 16 Jul 2014 by at 12:50 GMT

    Urshi appears after you kill the Guardian and the timer has expired.

    Urshi appears after you kill the Guardian and the timer has expired.

    A fan suggested that Greater Rifts should be “failable” on demand. The reason is that DiabloWikiUrshi, the Legendary Gem upgrade NPC, only appears when you’ve finished 100% in a DiabloWikiGreater Rift and killed the Guardian… but not within the 15m time limit. So players who find themselves up to a GR difficulty they can’t handle (especially in Hardcore), or if they’re just in a hurry because real life and can’t wait the full 15m, might miss out on Urshi and the legem upgrade opportunity.

    The purpose of the greater rifts are to push your toon as far as you can go, right? I find myself as an hc player, as i approach my Grift limit (usually 23-25, depending on the luck of the draw) that i need to -pause- and wait for the timer to expire just before the rift boss spawns, so I have a shot at the vendor to upgrade a leg gem.

    I completed 25 today, and was doing 26. It was way over my toons ability to complete. I wish there was a ‘i give up’ button, spawn the vendor, and have the shot an a gem upgrade.


    Grimiku: I can definitely see a need for a feature like this in the current state of of the PTR. I’d be happy to bring it up at our next meeting, too. Thanks for posting your feedback!

    Hell, I’d like an “I give up” button for SC, too.
    Part of what makes me want to bring this up is the fact that it’s arguably good for both modes, but there are other suggestions in this thread, too. I’ve made a note of them to talk about in addition to the original suggestion. :)

    This would be useful, but I could see it being argued against as an exploit. The higher the level of GR you complete, the better the odds that Urshi will upgrade your DiabloWikiLegendary Gem. You’d think that if a player could clear (for example) GR 20 in time, then they’d be able to handle GR 21… but the difficulty between GR levels can vary greatly depending on the monster spawn, and especially for a HC char, pushing on to finish the GR might not be viable. Hence the surrender option, which should (I think) summon an Urshi of the level of the last GR you actually completed; not the one you’re on now, as that would be an exploit.

    This would be a handy feature, but I bet we won’t get it since the devs will say it’s too confusing, or could be used to grief in a multiplayer game, etc. Meh.

    I know a lot of you guys aren’t doing the PTR to try out the Patch 2.1 features yet, but you don’t need first hand experience to understand why this “end the Grift immediately” option could be handy. Or evil! So what say you?


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    2

    Diablo Fan Art Watch #251: The Book of Tal-Rasha


    Posted 16 Jul 2014 by at 10:22 GMT

    In this week’s Diablo Fan Art Watch we bring you a single piece of fan art; the Book of Tal-Rasha by Csaba Baity(tsabszy). This is an incredible cover interpretation of a lore book like Cain & Tyrael’s and on this cover you see tons of references to Baal & the symbols used in his sealing by Tal-Rasha and the Horadrim of old. Csaba also had a few things to say about their work.

    A fictive book, based on the Book of Cain and Book of Tyrael by Glenn Rane.
    I was really inspired by The Book of Tyrael he made, when it was released. I immadiately thought about doing something similar. Obviously it didn’t turn out as awsome as his :(

    Anyways the idea was to create a book for Tal Rasha, since he was really big mage of the Horadrim and because he was consumed by Baal himself, based on my theory he could have visions about and he could share those in a secret book along with his wisdom in general.
    Basically no one knew about Tal Rasha wrighting this, and so people of Sanctuarry only found out about it after it was found in a Treasure Goblin’s misterious sack.

    Few notes: if someone wouldn’t recognize the face on the top of the cover is Baal’s and the symbols around it are the symbols in Diablo 2 when you had to search for the real tomb of Tal Rasha.
    (the orient pattern surrounds the head and the sign of the Horadrim on the back is from the cinematic video where you first saw Baal in his real form)

    Softwares: Photoshop

    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 | 2 Comments

    Latest Diablo 3 News

    Blizzard Explains the Big “Life On Hit” Changes


    Posted 15 Jul 2014 by at 22:53 GMT

    The DiabloWikiLife per Hit affix is changing in function in Patch 2.1, especially with how it works through channeled skills and DiabloWikiAoE attacks. Happily, there’s a new blue post in which Blizzard Explains the Big Life On Hit Changes:

    Life on Hit has undergone a number of changes, and it can be little confusing at first. I’ll go over how LoH is currently working on the PTR, but it’s also good to keep in mind that it’s still subject to tuning.

    The bullet-point basics:

  • You gain your Life on Hit amount per cast, so long as you’re doing damage.
  • The amount healed per cast does not change based on the number of targets hit.
  • You continuously gain a portion of your Life on Hit value while channeling.
  • We’re increasing LoH on items by another 100%, and LoH in Paragon by 50% in an upcoming PTR build
  • We’re aware that this needs tuning, particularly with large packs of monsters, or those with Reflect Damage.
  • More long-form explanation:

    Currently in the live game, you’ll receive Life On Hit when an ability hits an enemy, and then that mechanic is run through the proc coefficient of the ability itself. As a general rule, this means that many AoE skills give very small amounts of Life On Hit vs. single targets, and you typically get large amounts of Life on Hit against multiple targets.

    We want players to be able to heal consistently at the times you need it most: Boss fights and Elite fights. To support this, we’re altering some of the conditions of Life On Hit. Life On Hit will now trigger once per ability activation as long as that ability requires an animation*. This means casting Magic Missile, Frozen Orb, and Blizzard all provide the same Life On Hit per cast. Channeled spells provide an equivalent amount of healing over any given period of time to non-channeled spells.

    Not only does this allow you to gain more Life when you’re attacking a low number of targets with AoE skills, it provides more consistent healing between various skills, and it also separates Life On Hit from the proc system. This last benefit is important as it means we can be more generous with allowing Legendary items to proc various effects.

    All of that said, there is still some tuning to do now that we’ve adjusted how Life on Hit works. We’ll be keeping an eye a close eye on it, and continue to make the necessary adjustments to get it in line with where we want.

    *Attacks that deal damage, but don’t animate (like Overpower, or Frost Nova) do not trigger Life on Hit. The intention is to prevent double LoH procs per animation cycle since these skills can be cast while attacking, or channeling.

    The long form explanation sounds good; more consistent value from the affix rather than “always full health” against large groups and “never enough health” against a single target. Plus, if removing it from the procs system can allow legendary properties to kick in more often, that’s a nice change. I’m sure there are some drawbacks as well… right?

    Tagged As: | Categories: Blue Posts, Grimiku, Items | 34 Comments

    Latest Diablo 3 News

    Vote: Is Hardcore Diablo 3 Taking Over?


    Posted 15 Jul 2014 by at 12:13 GMT

    diablo-hardcoreA couple of blue replies to issues I’ve noticed in my own conversations about the game, as it seems like more players are making the move to Hardcore, full time or at least part time, and lots more are considering doing so in the first Ladder Season, when they’ll be able to start fresh at the same time as everyone else.

    What is the toughest class to play on HC. My friend leveled a WD and found it too easy. He wants a challenge. What should I dare him with?
    Araxom: My DHs would agree. Although the Wizard is another vulnerable class, my own Demon Hunters sometimes suffered from not dishing out as much damage as was needed when they were locked down in close quarters. I’m looking forward to leveling a new Hunter as soon as 2.1 drops.

    It seems more and more players are switching to HC mode. I remembered when at ROS launch most of the HC players are stuck at playing normal to master difficulties. Nowadays, more and more hc players are playing T4-T6. HC mode is the end game. Yeah, DC, PK, and lags can kill your characters but eventually it adds to excitement. It makes you aware that you need to balance dps against your toughness. It makes you care about your character. I noticed that hc players are more cooperative and helpful to other hc players.

    That feeling when a friend/clan member dies, and almost everyone will type “RIP” at clan or party chat, at SC when a player dies, u see them typing “*#@& Noob”

    That heart pounding feeling when you have less HP and the screen turns to red.

    Recently my friends quit playing SC mode and turns to HC and never looked back. They are having a blast.

    The only part that ruins it is a lot of people think that because they play hardcore, they’re better than everyone else.
    Araxom: I associate mostly with HC, but I appreciate SC. I think they’re almost two completely different games; being able to put yourself in the midst of the danger without the repercussion of permanent death allows for experimentation in ways that are just not nearly as feasible in HC mode. While in HC, I don’t consider myself to be taking it easy, but I’m also not vaulting into the fog of war. I think what I enjoy most is the impermanence of HC mode is that feeling that this battle could be my last.

    We Hardcore players sometimes joke about being elitists, but at the same time… if “never dying” isn’t evidence/proof that you actually *are* a better player, what is? Obviously there are some very skilled non-HC players, but it’s much easier to gear up when you can make mistakes or Zerg content that’s over your head. And while not all the best players are Hardcore, it seems like all the worst must be Softcore, for fairly obvious reasons.

    That said, the Blue has a point, and it’s not just a way to deflect the “HC elitist” question (though it was that as well). With the complete lack of death penalties in Diablo 3, HC and SC are functionally different games. Players not in Hardcore can choose to value toughness and play defensively and carefully… but frankly, that’s a suboptimal strategy. The game doesn’t punish you for dying, it rewards you greatly for pushing into higher difficulty levels, and when there’s a problem, higher DPS is almost always the solution.

    Survey time! Is Hardcore Diablo 3 taking over?

    Have you played Hardcore in Diablo 3?

    View Results

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    Latest Diablo 3 News

    Why Are Depth Diggers Dead for Witch Doctors and Wizards


    Posted 15 Jul 2014 by at 02:59 GMT

    The version of Patch 2.1 on the PTR now has a big buff to the legendary pants Depth Diggers. The patch notes from June 26th described it thusly:

    DiabloWikiDepth Diggers

    • Legendary Power added
    • All resource generators deal 80-100% more damage

    All was joyous for two weeks, until the last patch notes on July 11th employed takesies-backsies.

    DiabloWikiDepth Diggers

  • The damage bonus provided by this item’s Legendary Power no longer includes Witch Doctor and Wizard Signature Spells
  • Naturally fans wanted to know Why Are Depth Diggers Dead for Witch Doctors and Wizards?

    The damage bonus provided by this item’s Legendary Power no longer includes Witch Doctor and Wizard Signature Spells…

    To the dev team, simple question, WHY???

    Blizz, One of the few item changes the players are excited about is the Depth Diggers’ new power… Are you keep on nerfing what is fun?


    Grimiku: The philosophy behind the decision to prevent the bonus damage given by Depth Diggers from working with Witch Doctor and Wizard Signature spells was two-fold.

  • First, Signature skills are not the same as resource generators, and typically have higher damage. Even with Prodigy and APOC, it doesn’t change the fact that, at their core, Signature skills do not generate resource. At present, Depth Diggers are only intended to benefit/boost resource generators, which does restrict their value to Barbarian, Crusader, Demon Hunter, and Monk skills.
  • Second and more importantly, we don’t want to create an environment where Wizards and Witch Doctors are driven to only cast Signature skills because of a single item. Wizards and Witch Doctors also happen to already have items that make some of their Signature skills incredibly powerful (DiabloWikiMirrorball and Rhen’ho Flayer, for example), and there’s a risk that with Depth Diggers this could funnel gameplay into something that’s very one-dimensional. Ideally, we want your skill usage to be thoughtful and engaging, at least more so than just holding down left-click until an Elite pack or Rift Guardian dies.
  • That said, we are more than happy to hear your feedback about the changes we’re making, and we encourage you to continue to do so. If you feel that Depth Diggers should benefit Signature skills, be sure to let us know how and why (these are two very important pieces of information).

    Thanks to those of you who’ve posted thus far!

    The Blue’s points are valid, but that doesn’t mean you have to agree with them. Yes, across the board the resource generators are weaker than the Wiz and WD’s signature skils, but there are legendary items that make various resource generators much more powerful… though probably not to the extent of Mirrorball or Rhen’ho Flayer. But Depth Diggers granting that bonus to Wiz and WD would potentially open up some new builds, or at least new emphasis to builds with various currently underpowered/underused skills turning into much more viable options.

    It might be more fair to create specific exceptions that would be OP, such as Depth Diggers and Mirrorball not working on the same character, but that would seem pretty cheesy and overly-specific? What do you guys think?


    Latest Diablo 3 News

    4

    Blizzard Intern Art Teases a Diablo 3 Druid


    Posted 15 Jul 2014 by at 01:55 GMT

    It’s always great when new art appears and David Ko, who was a Blizzard intern, posted some of his creations which are interesting in that he was busy creating images for a Diablo 3 Druid class this year.

    These images are of course not official in any way but his visions of a somewhat more beefy looking Druid compared to the Diablo 2 Druid are excellent.

    David also created images for the Crusader and Barbarian so he was creating art for classes that have already appeared in the game.

    There are also a couple of building picture for a Forge which are also great looking.

    You can check out all David’s Diablo 3 art on his blog, and remember, these are not official. Still, a Druid in Diablo 3 would be an interesting idea.

    Thanks Fmulder


    Latest Diablo 3 News

    8

    See how Diablo 3′s character art is being censored in China


    Posted 15 Jul 2014 by at 01:30 GMT

    It’s common for games to be tweaked for the Chinese market and Diablo 3 is no exception so it comes as now surprise now that Diablo 3 is being released in China there will be changes. Chinese site Sina.com has done some digging and put together images which show how things will be changed.

    As Chinese gamers will have expected, much of the gore has been removed. Features such as bones, blood and even stitches on some of the mobs are no more. The removal of some of the art detail has been undertaken by Netease, the Chinese operator of Diablo 3 to fit in-line with their policies to make sure the game is approved for sale by the Chinese government. This will be more of precaution if anything else so the game sails through the approval process preventing any delays in release.

    Below is an image of some of the changes and Sina.com have a few more too which you may want to check out.

    diablo 3

    Update: I had to add Ghom with pants. Because pants!

    ghom-chinese ghom-pants-chinese

    Tagged As: | Categories: Artwork, Controversy | 8 Comments

    Latest Diablo 3 News

    1

    Witch Doctor Fetish Sycophant bug fix before 2.1 release


    Posted 14 Jul 2014 by at 20:54 GMT

    Blizzard are aware of the Witch Doctor Fetish Sycophant bug replacing the Fetish Army and although there is no exact date on a fix, one will be coming before the final 2.1 live push.

    For anyone who may be unaware, there is a bug with the Witch Doctor Fetish Sycophant summons from the passive replacing fetishes spawned from Fetish Army. We’re still working on a solution for that issue, but it hasn’t been implemented yet. It’s currently on target to be fixed before 2.1 reaches live, though.

    In addition to that, I have some more news about fetishes that some of you Witch Doctors will be glad to hear. Wyatt Cheng mentioned in the Theorycraft Thursday livestream that we’re also planning on adding two fetish counters, so that there is one for your Fetish Army and another for Fetish Sycophants.

    We don’t have a current ETA on when these will be implemented to the PTR, and as for the usual caveat, it could possibly be changed, especially since it’s still in development.

    Update: Additional Blue post on this issue:

    Yay, they are adding fetish counters. And also fixing the annoying bug with FA and FS.
    Araxom: Glad to see the response is well received.

    A big thanks to our PTR testers, too! For those of you who have not yet given the PTR a shot, please consider doing so! We’re actively compiling the information that players are sharing with us in the PTR Feedback forum and every bit helps.