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Guest Soaa

Hi,

Is this the best build for group gr nowadays?

 

Best regards.

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55 minutes ago, Guest Soaa said:

Hi,

Is this the best build for group gr nowadays?

 

Best regards.

Yeah, Archon is completely dominating the Wizard builds atm. This is probably your best bet with it. 

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Hello,

I have been trying hard to use this build, but I find that I am sitting around waiting for Archon's cooldown for far too long. Yes, I am hitting stuff with Spectral Blade to stack buffs while I wait.

I currently have 54.35% cooldown (including Evocation) and run with In-geom.

I can flatten elites/bosses in seconds (T13), then I am waiting around twiddling my thumbs for nearly a minute before I can do anything else.

All other classes seem to have constant access to T13-destructive power when I am G/Rifting with them at this level.

Am I missing a trick with reducing the remainder of the Archon cooldown? The guide even pertains to "chaining" Archon. The way I see it, this is impossible!?

It's really embarrassing when you're doing bounties, because it's impossible to clear a chest with mob waves. Any onslaught which lasts longer than the duration of Archon basically means my wiz is useless, or I get abused for "not dpsing".

Another issue is if you pop Archon in a GRift to clear a last round of elites then the RG appears, just as your Archon expires. Then I have to wait nearly a minute before I can engage it. Is this really the accepted playstyle for this build? Please tell me I am wrong and let me know where the magic button is to reduce my Archon cooldown to 10 seconds :D

Thank you!

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1 hour ago, Bryaugh said:

Please tell me I am wrong and let me know where the magic button is to reduce my Archon cooldown to 10 seconds :D

Can you link me your Wizard please?

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Guest NIckDigs

Whats the point of the resource reduction paragon if you don't dip in resources with this build?

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Guest NickDigs
On 1/10/2017 at 0:00 AM, Guest dat_noob_though said:

Hi, 

First of all I have to say that the work done in the guide is truly amazing as always from Deadset. Thanks for that!

Im by no means a pro Diablo 3 player, thus forgive me the perhaps silly questions :)

1) I don't quite get how the Ancient Parthan DefendersAncient Parthan Defenders contribute to this build as the build does not contain anything that would stun the enemies?

2) I don't have all the protective gear yet (missing The Compass RoseThe Compass Rose and Halo of ArlyseHalo of Arlyse), but it seems that when I am outside of the archon form, Im constantly almost dying. I know the Compass Rose will most likely help me with this with the 50% dmg reduction while moving, but not sure if Im playing this build right. Should I try to simply survive while out of the archon form and once I have it out of cool down (which can feel like eternity from time to time :) just demolish everything that I see?

In overall I feel that I am really squishy when out of the archon form and that makes the build quite challenging to play.

The stun from frost nova and the ring procs

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12 hours ago, Guest NIckDigs said:

Whats the point of the resource reduction paragon if you don't dip in resources with this build?

Both RCR and AD are pointless in the build. It's a mistake, but essentially taking AD over RCR will result in a fractional (and I mean, absolutely fractional) difference.

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20 hours ago, Bryaugh said:

Hello,

I have been trying hard to use this build, but I find that I am sitting around waiting for Archon's cooldown for far too long. Yes, I am hitting stuff with Spectral Blade to stack buffs while I wait.

I currently have 54.35% cooldown (including Evocation) and run with In-geom.

I can flatten elites/bosses in seconds (T13), then I am waiting around twiddling my thumbs for nearly a minute before I can do anything else.

All other classes seem to have constant access to T13-destructive power when I am G/Rifting with them at this level.

Am I missing a trick with reducing the remainder of the Archon cooldown? The guide even pertains to "chaining" Archon. The way I see it, this is impossible!?

It's really embarrassing when you're doing bounties, because it's impossible to clear a chest with mob waves. Any onslaught which lasts longer than the duration of Archon basically means my wiz is useless, or I get abused for "not dpsing".

Another issue is if you pop Archon in a GRift to clear a last round of elites then the RG appears, just as your Archon expires. Then I have to wait nearly a minute before I can engage it. Is this really the accepted playstyle for this build? Please tell me I am wrong and let me know where the magic button is to reduce my Archon cooldown to 10 seconds :D

Thank you!

 

Doing Bounties with Wizard isn't the easiest thing to do. Deamon Hunter Multishot e.g. is way better suited for bounties.

Your wizard should be able to do quite high Greater Rifts (I'd suppose at least 80, better 85+) that you can do bounties on Torment XIII fast. (Trash-Mobs will take too long otherwise.)

BUT: You don't need to be able to do every bountie. Focus on the bounties you are good for: Take the bounties like "Kill Boss X"

These bounties are perfect for you and each act has such a bounty.

Or bounties where you have to complete an event, e.g. clearing a shrine. It isn't important if you manage to clear 5 waves or not (to be precise: I ALWAYS loose on purpose on the first wave - it is way faster this way then having to do 5 waves.)  Trigger the shrine, wait for the time to run out, then you need to kill the remaining enemies -> Enter Archon-Form, kill them. Do NOT enter Archonform before the time has expired, because if you kill the wave in time the next will spawn. And if your archon runs out then you will have to wait till it is ready again -> that takes time.

 

And if there are no other quests left and you need to do a quest like: Kill X and kill 75 mobs - take a quest where there are lot's of enemies together. Like in Act 1, Unholy Cathedral - if you have enough damage you should be able to take down 75 mobs in one cycle of your archon form. Then you need another archon for the elite you have to kill, but that doesn't take too long.

 

 

Rift Guardian: If the rift guardian appears while you have just finished your archonform there is nothing you can do but to wait. (Should be around 40 seconds with your CDR). In this time, you can start getting your Bane of the Stricken up.

In 40 seconds you will be able to hit him around 30 - 60 times. -> Your damage in archon-form will be around 50 - 100% higher! Helping to bring the Rift Guardian down in just one archon-cycle.

(And if you would kill the rift guardian in a few seconds even without Bane of the Stricken triggered: Then you are just able to do higher greater Rifts. Roughly spoken: You can do higher Greater Rifts untill you won't be able to kill elites during one archon-form.)

 

Conclusion: For T13 Firebird / Archon isn't the best class. Next to every class is better. But your goal is not to play on T13. You wan't to do Greater Rifts 80 - 90. And you'll see: you shine and leave most other classes / builds way behind.

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20 minutes ago, WedgeAntilles said:

Conclusion: For T13 Firebird / Archon isn't the best class. Next to every class is better. But your goal is not to play on T13. You wan't to do Greater Rifts 80 - 90. And you'll see: you shine and leave most other classes / builds way behind.

Thanks for helping with that Wedge. Also, at the OP, if you read through this, feel free to post your armoury below as well. There are some things that are worth checking.

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Guest Aildiin
2 hours ago, Blainie said:

Both RCR and AD are pointless in the build. It's a mistake, but essentially taking AD over RCR will result in a fractional (and I mean, absolutely fractional) difference.

There are things you can do to improve your downtime outside of Greater Rifts 80+ , like using Obsidian Ring of Zodiac which will reduce your downtime tremendously.( but you need to use something else than Spectral Blades, personnally I use Arcane Torrent/Blizzard).

 

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Hey there, so I'm quite new to Wizard and I came across this build and I'm slowly assembling the parts with the right rolls and so forth. So my question is, what Follower setup do you recommend to go with this type of build? I've asked a couple of clannies and they discourage running the Enchantress due to her CCs making it difficult for mobs to follow you to allow good density. Is this an issue? I normally run the Enchantress with a Thunderfury whilst playing UE DH and the utility is absolutely amazing. Is that not the case with the Firebird Archon? 

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14 hours ago, Sadiii said:

Hey there, so I'm quite new to Wizard and I came across this build and I'm slowly assembling the parts with the right rolls and so forth. So my question is, what Follower setup do you recommend to go with this type of build? I've asked a couple of clannies and they discourage running the Enchantress due to her CCs making it difficult for mobs to follow you to allow good density. Is this an issue? I normally run the Enchantress with a Thunderfury whilst playing UE DH and the utility is absolutely amazing. Is that not the case with the Firebird Archon? 

IMO definitly Templar.

He tanks + stuns + heals - giving you exactly what you need most.

Be sure to equippe him with Oculus RingOculus Ring

Earlier on I totally underestimated the Follower and just gave him some stuff. The follower then healed a little, tanked a little, not bad, but nother major.

But equipped with the right items he adds so much to your runs, my guess is I manage 2 or even 3 higher Greater Rift Tiers because of the right items.

If you haven't read it yet, be sure you do:

https://www.icy-veins.com/d3/follower-skills-and-gearing-patch-2-4

 

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I know Deadset posted d3planner's of many of his other builds, anyone know if there are any (current) ones up for this one (including it's variants?)

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Guest Fsbfg

Hi! I'm confused with the DoT. Do you mean that the enemy will be burned to death if it is attacked by Spectral blade for three times?

so what I need to do is keep on using the spectral blade to burn every enemy in my regular form. 

Is magic weapon a passive skill that I just need to use it one time before the battle?

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Guest

You hit enemies with Spectral Blade because of the stacks + to trigger Bane of the Stricken.

The DoT can be ignored (it would take a day or something like this to kill an enemie with it.

 

Magic Weapon is good for 10 minutes after casting it. While doing a Greater Rift you will probably have to recast it once. (Be careful you aren't around enemies when you do, because your defense will be weak for a few seconds (until you are back at 90% ressource)

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Guest shougkiy

hi guys,

noob question. i am try the build in this guide, but the elites do not ignite? what things am i doing wrong? 

am i supposed to spectral blade all the way to ignite the elite?

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On 22.1.2017 at 5:24 PM, Guest shougkiy said:

hi guys,

noob question. i am try the build in this guide, but the elites do not ignite? what things am i doing wrong? 

am i supposed to spectral blade all the way to ignite the elite?

Enemies ignite after you hit them with Spectral Blades - you'll see the Spectral Blade Stacks go up.

 

2 hours ago, BaconWizard said:

Every Firebird's TalonsFirebird's Talons I've found only have 4 Primary stats, this guide shows 5. I have a talon with all 4 first priorities, but I've left out Vitality. Is there a way to get a Firebird's TalonsFirebird's Talons with 5 Primary stats?

4 stats are max, the guide lists the 5 most usefull stats you can have.

 

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Guest shougkiy
On 1/29/2017 at 4:50 AM, WedgeAntilles said:

Enemies ignite after you hit them with Spectral Blades - you'll see the Spectral Blade Stacks go up.

 

4 stats are max, the guide lists the 5 most usefull stats you can have.

 

Pardon my noobness. Can i ask for firebird 6 set bonus:

  •  Set:
  • Your damage is increased by 120% and damage taken reduced by 3% for each enemy that is Ignited. This effect can stack up to 20 times. You always receive the maximum bonus whenever a nearby Elite monster is Ignited.

 

1) must i hit elites to receive the bonus?

for the 4 set bonus:

  • Set:
  • Dealing Fire damage with one of your skills causes the enemy to take 1000% weapon damage as Fire per second for 3 seconds. This effect can be repeated a second and third time by different skills. If an enemy is burning due to three different skills simultaneously the enemy will Ignite, dealing 3000% weapon damage per second until they die.

 

2) i cant seem to ignite the mob? i am following the guide -spectral blade (flame), archon combustion and magical weapon(force weapon) ?so these 3 are the different fire skills?

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Guest Cheve

Hi, im using this cool build, that works really nice, but I'm far of reaching high GR levels, I'm quite noob ton Diablo 3, but played many rol games for years (lineage 2, archeage mainly) so I'm used to roll stats, stack % and all that.

My actual build is: http://www.d3planner.com/288845497

It works well playing solo till lvl 50 or so, but impossible much higher, with some friends gettings to 62, beeing probably myself who hits more.

My doubt is.. my problem is just get better rolls on items, get ancestral items, enchant with gems for extra int and that, or main problem is that im only 400 on parangon? Just to focus on one or another thing to improve.

 

Thnx in advance!

 

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To ignite, I use the 3 different Archon damage abilities: the "bomb" on key 1, the other "bomb" on left mouse, and the "laser" on the right mouse. It is possible the Chantodo wave and the initial combustion count too, I'm not sure about that.

I do not believe it's possible to ignite during the non-Archon portion. All you're doing then is building up your 20 chantodo stacks and gathering up the biggest mass of enemies you can while waiting for the cooldown.

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21 hours ago, Guest Cheve said:

Hi, im using this cool build, that works really nice, but I'm far of reaching high GR levels, I'm quite noob ton Diablo 3, but played many rol games for years (lineage 2, archeage mainly) so I'm used to roll stats, stack % and all that.

My actual build is: http://www.d3planner.com/288845497

It works well playing solo till lvl 50 or so, but impossible much higher, with some friends gettings to 62, beeing probably myself who hits more.

My doubt is.. my problem is just get better rolls on items, get ancestral items, enchant with gems for extra int and that, or main problem is that im only 400 on parangon? Just to focus on one or another thing to improve.

 

Thnx in advance!

 

 

Both things you mentioned are important - higher Paragon is realy useful (especially CDR, CHC, CHD). And ancient items (especially after you have improved them with gems) help you significantly.

Especially your amulet is weak (6% Attackspeed is bad, and 69% CHD isn't great either), but with time you'll find better ones, no problem here. (The amulet drops quite often.)

There is one way you can get XP fast, you get lot's of items and you can upgrade gems to enhance ancient items:

Greater Rifts.

Greater Rifts give you most legendaries per hour, the most xp per hour and you can upgrade gems.

Truth to be told, there is absolutly no reason why you should play anything else then Greater Rifts (which is quite a downside in the endgame). Sure, you have to do normal rifts to get GR Keystones. And sometimes you need to do bounties because you need the crafting materials.

 

I suggest you play rifts you can complete quite fast (around 5 - 10 minutes). You get more XP + Items if you complete 2 x GR 45 then if you complete 1 x GR 50. And you can level your gems way faster this way, at least to a rank where you still have a 100% chance.

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On 1/17/2017 at 4:05 PM, Guest Aildiin said:

There are things you can do to improve your downtime outside of Greater Rifts 80+ , like using Obsidian Ring of Zodiac which will reduce your downtime tremendously.( but you need to use something else than Spectral Blades, personnally I use Arcane Torrent/Blizzard).

If anything, then RCR is actually worse than AD, since you need as much resource being spent as possible, no?

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On 1/18/2017 at 10:06 PM, Sadiii said:

Is this an issue? 

It can definitely become an issue, especially when you are trying to stack mobs to Archon burst. I'd suggest Templar, as those above have already done.

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On 1/19/2017 at 1:09 PM, WedgeAntilles said:

IMO definitly Templar.

He's always my go-to as well. Thanks again for helping to reply :)

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      Base Power: You deal 25% less damage. When you kill 50 enemies, you spawn a pool of blood that increases the damage done to elite enemies by 150% and lasts 15 seconds. Additional Powers: The pool of blood now negates Elite affixes within its area. You gain an additional Rift Progress Orb when you kill and elite pack. The pool of blood now collects Rift Progress Orbs. Dregs of Lies
      Base Power: You deal 25% less damage. Your pets deal 25% increased damage. Additional Powers: Killing an elite enemy reduces all your active cooldowns by 5 seconds. On receiving fatal damage, spawn a shadow that prevents your death, restores your health to 35%, and grants +225 All Resist to all party members while it is active. The shadow only lasts 15 seconds. Each time your pet hits an enemy, your damage is increased by 0.5% for 5 seconds. This stacks up to 100 times. When you reach 100 stacks, the stacks quickly reset to 0. Remnant of Pain
      Base Power: Your Critical Hit Chance is reduced by 15%. Attacks against Incapacitated enemies are automatically critical hits. Additional Powers: Hitting enemies with cold damage has a 50% chance to freeze them. Cold skill damage is increased to frozen targets by 20%. Gain passability while your movement speed bonus is over 50%. When you move through enemies you knock them back and stun them for 2 seconds. When you critically hit an enemy you increase the attack speed all players by 5% for 5 seconds. Max 10 stacks. Essence of Anguish
      Base Power: Every time you deal poison damage to an enemy you increase your cooldown reduction and movement speed by 2.5% while your damage received is increased by 5% for 10 seconds. Max 10 stacks. Additional Powers: Your movement speed and cooldown reduction can be increased up to 15 times by dealing poison damage to an enemy. When you deal poison damage to an enemy they receive 50% increased poison damage from all sources for 10 seconds. Killing an enemy deals the damage done by the death blow to all enemies within 25 yards. Return to Top
      Season 30 Cosmetic Rewards

      In addition to the Chest and Gloves slots of the exclusive Conqueror Set, players will be able to earn a series of portrait frames bedecked with the mysterious beauty of Blood Shards. A ghastly All Hallow’s pennant will also be available, allowing you to proudly proclaim your love for all things grim and creepy.
      Return to Top
      Season Journey Rewards
      If you’ve been diligently slaying demons for the past few Seasons and reached Conqueror in the Season Journey each time, you’ve surely accrued a few extra Stash tabs. You’ll earn one additional tab each Season by finishing the Conqueror tier, up to a maximum of five Stash tabs:
      Guardian of Sanctuary: Finish a level 70 Nephalem Rift on Torment XIII within five minutes. Gem of My Life: Level three Legendary Gems to level 55. All I Do IS Win: Complete two Conquests this Season. Disarm You: Kill Rakanoth at level 70 in under 15 seconds on Torment XIII difficulty. Money Ain’t A Thang: Slay Greed on Torment XIII difficulty. Take U There: Reach Greater Rift level 60 Solo. Power Amplification: Use Kanai’s Cube to augment an Ancient Legendary item with a level 50+ gem. Cubic Reconfiguration: Use Kanai’s Cube to reforge a Legendary item. Return to Top
      Seasonal Conquest
      Want to prepare your Conquest plan for Season 30? Here are the challenges you’ll face!
      Push your way to Greater Rift level 75 to complete Divinity/Lionhearted. On a Good Day/I Can’t Stop guides you to get your Legendary Gem grind on; level three Legendary Gems to 65 to complete this challenge! For the speedy, Speed Demon/Need for Speed requires the fastest Nephalem to complete a Nephalem Rift at level 70 on Torment X or higher in under two minutes. For Curses!/Stars Align, pick any Cursed Chest event that requires killing monsters and defeat over 350 or more at level 70 on Torment X or higher. For the fiercest demon slayers, Boss Mode/World’s Apart is a speed challenge where you’ll need to eliminate the following bosses at level 70 and Torment X in under twenty minutes:
      The Skeleton King The Butcher Zoltun Kulle Ghom Cydaea Rakanoth Diablo Adria Queen Araneae Maghda Belial Siegebreaker Assault Beast Azmodan Izual Urzael Malthael Return to Top
      Haedrig’s Gift
      Finally, the Class Sets rewarded for completing certain chapters in the Season Journey courtesy of Haedrig’s Gift have rotated once more. We’ve listed the available Sets below. For those new to Seasons, here’s how it works:
      Completing Chapters 2, 3, and 4 of the Season Journey will reward you with three of Haedrig’s Gifts. Each Gift contains a few pieces from one of your Class Sets. Players can only unlock one Class Set in this manner per Season across Hardcore and Non-Hardcore, so choose wisely!
      The set you will receive depends on the class of the character you’re playing when you open each Haedrig’s Gift. To collect a full Class Set, you’ll need to open all three on the same character.
      Here are the sets granted by Haedrig’s Gift in season 30
      Barbarian: The Legacy of Raekor Crusader: Armor of Akkhan Demon Hunter: Embodiment of the Marauder Monk: Inna’s Reach Necromancer: Pestilence Master’s Shroud Witch Doctor: Zunimassa’s Haunt Wizard: Delsere’s Magnum Opus
      Return to Top
      Patch Notes
      Below you’ll find patch notes for the upcoming update to Diablo III: Patch 2.7.7. It goes live on January 9.
      Note: All changes apply to all versions of Diablo III, including PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, and PC unless otherwise indicated.
      New Permanent Features: Rites of Sanctuary and Visions of Enmity
      Back by popular demand, the Rites of Sanctuary and Visions of Enmity Season themes have become a permanent fixture of Diablo III. While we are extremely excited to make these features always available, to ensure your time slaying demons remains balanced, we had to make some adjustments to the bonuses provided by the Altar of Rites. When existent alongside Visions of Enmity, continual Season themes, and adjustments to Class balance, we felt the game’s balance would benefit from adjustments to Rites of Sanctuary. Here’s what has changed:
      Force Decreased damage to +100 from +200. Shadow Decreased Missile Damage Reduction to 5% from 25%. Exodus Decreased Movement Speed (Uncapped) to +10% from +25%. Command Increased damage against Elites reduced to 5% from 15%. Tenacity Increased damage reduced to 5% from 20%. Reverence Reduces damage taken from Elites by 5%, previously 25%. Numb 25% Decreased Melee Damage Reduction to 5% from 25%. Nature Highest elemental skill damage bonus increased by 5%, previously 10%. Prowess Increased damage against Elites reduced to 5% from 20%. Roar Damage done to Bosses increased to 5% from 50%. Elegance Chance to Dodge increased by 5%, previously 15%. Malice Decreased to +5% Damage from +30% Damage. Father Power pylon has been removed from random Shrine effect. Mother Triune of Love Circle now increases damage by 50%, previously 100%. Empowered shrine has been removed from the random Shrine effect of the Father Seal from Altar of Rites. Feature Changes
      Chilltara now has a 20% drop rate of Gibbering Gemstone. Whisper of Atonements can now be salvaged for 1–3 Forgotten Souls. Orek's Dream encounter rate buffed from 1 to 4%. Gelatinous Sire goblins no longer spawn from the Goblin Shrine inside Echoing Nightmares. Class Balance Changes
      Striking a middle ground between fun and balanced is our top priority when it comes to Classes. As we mentioned in our Season 29 article, going forward, a series of iconic themes from Seasons past will be reintroduced roughly every 3 months. The below Class balances changes were made to ensure each Class remains both fun and balanced as powerful Season themes return to Diablo III.
      Any changes made to the below between the PTR and now, and any new additions, have been marked in red.
      Barbarian
      Might of the Earth Increased the damage of Earthquake, Avalanche, Leap, Ground Stomp, Ancient Spear and Seismic Slam to 37,500% from 20,000%. The Legacy of Raekor Hitting enemies with Furious Charge or Weapon Throw increases the damage of your next Ancient Spear by 2,500% from 5,500% and causes it to release multiple spears from its target. This effect stacks and each spear throw consumes a maximum of 5 stacks. Crusader
      Roland's Legacy Increased the damage of Shield Bash and Sweep Attack to 40,000% from 17,500%. Aegis of Valor Increased the damage of Fist of the Heavens and Heaven's Fury to 15,000% from 20,000%. Akkhan's Manacles Blessed Shield damage is increased by 400-500% for the first enemy it hits. Additionally, this bonus continues and is reduced by 50% for each subsequent non- Shattering Throw target. Blade of Prophecy Condemned enemies also trigger Condemn's explosion and the damage of Condemn is increased by 600-800%. Faithful Memory Each enemy hit by Falling Sword increases the damage of Blessed Hammer by 60-80% for 10 seconds. Max 10 stacks. Each stack of this buff can now stack between uses instead of resetting. Denial Each enemy hit by your Sweep Attack increases the damage of your next Sweep Attack by 100–125%, stacking up to 5 times between uses. Each stack lasts up to 5 seconds. Demon Hunter
      The Shadow's Mantle Impale’s additional damage increased to 120,000% weapon damage from 75,000% to the first enemy hit, and to 40,000% from 25,000% to subsequent enemies. Embodiment of the Marauder Your primary skills, Elemental Arrow, Chakram, Impale, Multishot, Cluster Arrow, Companions, Vengeance, and Sentries now deal 9,500% increased damage, previously 12,000%, for every active Sentry. Monk
      Raiment of a Thousand Storms Your Spirit Generators increase the weapon damage of Dashing Strike to 60,000% for 6 seconds and Dashing Strike increases the damage of your Spirit Generators by 14,000%, instead of 6,000%, for 6 seconds. Uliana's Stratagem Increased the damage of your Exploding Palm from 9,000% to 12,500% and your Seven-Sided Strike detonates your Exploding Palm. Kyoshiro's Blade When the initial impact of your Wave of Light hits 5 or fewer enemies, previously 3, the damage is increased by 200-250%. Necromancer
      Pestilence Each corpse you consume grants you an Empowered Bone Spear charge that increases the damage of your next Bone Spear by 6,000% from 3,300%. In addition, Corpse Lance and Corpse Explosion damage is increased by 6,000% from 3,300%. Each enemy you hit with Bone Spear, Corpse Lance, and Corpse Explosion reduces your damage taken by 3%, up to a maximum of 75%. Lasts 15 seconds. Inarius Bone Armor also activates a swirling tornado of bone, damaging nearby enemies for 1000% weapon damage and increasing the damage they take from the Necromancer to 19,000% from 10,000%. Trag'Oul's Avatar Your Life-spending abilities deal 6,250% increased damage, previously 10,000%, and your healing from skills is increased by 100%. Masquerade of the Burning Carnival Bone Spear cast by you and your Simulacrums deals 5,500% increased damage, previously 9,000%. Simulacrums gain triple this bonus. Bloodtide Blade Death Nova deals 300-400% increased damage for every enemy within 25 yards, up to 10 enemies, previously 25 enemies. Grasps of Essence When an exploded corpse damages at least one enemy, your Corpse Explosion deals 150-200% increased damage for 6 seconds, stacking up to 4 times, previously 5 stacks. Corpsewhisper Pauldrons Corpse Lance damage is increased to 50-75% from 20-30% for 3 seconds when you consume a corpse. Max 20 stacks. Witch Doctor
      Raiment of the Jade Harvester Soul Harvest reduces damage taken by 50% for 12 seconds and consumes your damage over time effects on enemies, instantly dealing 26,000 seconds worth of remaining damage, previously 10,000. Helltooth Harness After casting Wall of Death, gain 37,500% increased damage, previously 17,500%, for 15 seconds to your primary skills, Acid Cloud, Firebats, Zombie Charger, Zombie Dogs, Gargantuan, Grasp of the Dead, Piranhas, and Wall of Death./li> Mundunugu's Regalia Spirit Barrage deals 17,500% increased damage, previously 20,000% plus an additional % equal to 5 times your Mana Regeneration/Second. Spirit of Arachyr The damage of your creature skills is increased by 11,500%, previously 25,000%. Creature skills are Corpse Spiders, Plague of Toads, Firebats, Locust Swarm, Hex, and Piranhas. Zunimassa's Haunt Enemies hit by your Mana spenders take 13,000% increased damage, previously 15,000%, from your pets for 8 seconds. Wizard
      Delsere's Magnum Opus Enemies affected by your Slow Time and for 5 seconds after exiting take 20,000% increased damage, previously 12,500%, from your Arcane Orb, Energy Twister, Magic Missile, Shock Pulse, Spectral Blade, Electrocute, and Arcane Torrent abilities. Tal Rasha's Elements Attacks increase your damage by 1,000%, previously 2,000%, for 8 seconds. Arcane, Cold, Fire, and Lightning attacks each add one stack. At 4 stacks, each different elemental attack extends the duration by 2 seconds, up to a maximum of 8 seconds. The Smoldering Core Lesser enemies are now lured to your Meteor impact areas. Meteors deal 40-50% increased damage on consecutive hits to the same target. This stacks up to 3 times, previously 10. The Twisted Sword Energy Twister damage is increased by 125-150% for each Energy Twister you have out up to a maximum of 3, previously 5. The Raging Storm rune is automatically applied to Energy Twister and allows the tornado to merge with 3 additional Energy Twisters. Return to Top
    • By Staff
      The Darkening of Tristram returns to Diablo 3 on January 3. Find out more about the event in the official blog post!
      (Source)
      Diablo’s anniversary is right around the corner, along with the Darkening of Tristram event! Whether you’re a series veteran craving nostalgia, or a newcomer hungry for your first taste of the franchise’s past, this annual loving homage to the earliest days of Diablo is for you.
      Read on for more, including a closer look at the anniversary dungeon and its unique rewards.

      Stop the Cultists
      Your journey begins on the trail of a group of mysterious cultists causing trouble in Sanctuary. As you hunt them down in Adventure Mode, you’ll uncover clues leading to a portal into Tristram’s past, and the terrifying darkness that took hold of the town so many years ago. . . .

      Explore the Cathedral
      Follow the clues and you’ll soon find yourself in a realm of glorious RetroVision™, where an all-too-familiar cathedral looms. Explore the depths and you’ll discover familiar enemies and iconic items, all brought to life in the Diablo III engine. Meanwhile, deep beneath the catacombs, the Dark Lord himself awaits any intrepid adventurer who dares to challenge him. . . .

      Discover Precious Loot
      What is a Diablo game without shiny new loot to call your own? Completing activities in the anniversary event yields unique transmogrification effects, achievements, portraits, pets, and more.
      While some rewards are easy to find, others may have you scouring every nook or unlocking every achievement before you can get your hands on them. Can you earn them all? There’s only one way to find out!

      Your Journey Begins…
      Exclusive rewards and challenging enemies await you, but they won’t last forever! The cultists will appear on December 31 at 4 p.m. PST, and the portal opens January 3 at the same hour. Both parts of the event end January 31 at 4 p.m. PST.
      Enter the dungeon, reap your rewards, and survive the evils within—or die in the process, never to be heard from again. . . .
    • By Staff
      The Diablo 3 patch PTR is up and we have all the details on it! From the new permanent Rites of Sanctuary and Visions of Enmity features to class balance and more, let's take a look at what's coming.
      Patch 2.7.7 PTR (Source)
      Hail, Nephalem! We welcome you to the Diablo III Patch 2.7.7 PTR. From December 5–12, we’ll need your help in testing balance changes for all Classes and 2 returning Season themes that are being permanently added to the game for all modes—Rites of Sanctuary and Visions of Enmity.
      Seasonal Journey
      PTR Focus and Details
      PTR Testing Tips
      New Permanent Features: Rites of Sanctuary and Visions of Enmity
      Class Balance Changes
      How to Participate in the PTR
      PTR Character Copy
      Please note that this is a preview for PTR content, which is subject to change. As this is a test server, please anticipate uneven game performance, and note that restarts and downtime may occur without warning. Thank you, and we look forward to your feedback!

      PTR Focus and Details
      The Patch 2.7.7 PTR will soon be under way. During this time, there may be periodic maintenances, outages, hotfixes, or minor patches. We urge you to focus your playthrough on the following:
      Rites of Sanctuary and Visions of Enmity: Based on positive community feedback, we saw these Season themes were such a hit that we’ve decided to make them permanent. Players can harness the might from the Altar of Rites and Diabolical Fissures to dream up unique Class builds and achieve new levels of power. Class Balance: To ensure that the most significant class changes receive an ample amount of attention, we'd love for you to focus testing and providing feedback on the balance changes for all Classes. PTR-unique buffs will be active to help you on your journey: increased experience gains, and double Blood Shard drops. You can also buy new gear for testing from the special PTR vendor, Djank Mi'em, who will exchange Blood Shards for class-specific bags full of Legendary Items that we'd love for you to test! So that we can efficiently review your posts, please provide feedback in the PTR Feedback forum and bug reports in the PTR Bug Report forum.
      Back to Top

      PTR Testing Tips
      As with our previous PTRs, this testing period is short, so it's best to hit the ground running. Whether you’re a PTR veteran or newcomer, we thought we’d pass along a few tips to get you started.
      Because of the limited duration of this PTR, we ask that participants pick a particular portion of this update to focus on testing. For example, if you’re primarily a Witch Doctor player, consider what changes impact the Witch Doctor specifically. What you like best, what you think may still need adjustment, and what you’d want to see in the future (even if that may be beyond the scope of this patch) are all good questions to ask yourself before submitting feedback. Try to break things! Just tell us when you do so we can make sure that the patch’s launch is as smooth as possible. When providing feedback, focus less on a solution and more on your experience. How did the changes make you feel? Did something seem incorrect or insufficient? Suggestions are always welcome but identifying the issues themselves is most important. Back to Top

      New Permanent Features: Rites of Sanctuary and Visions of Enmity
      Back by popular demand, the Rites of Sanctuary and Visions of Enmity Season themes have become a permanent fixture of Diablo III. While we are extremely excited to make these features always available, to ensure your time slaying demons remains balanced, we had to make some adjustments to the bonuses provided by the Altar of Rites. When existent alongside Visions of Enmity, continual Season themes, and adjustments to Class balance, we felt the game’s balance would benefit from adjustments to Rites of Sanctuary. Here’s what has changed:
      Force Decreased damage to +100 from +200. Shadow Decreased Missile Damage Reduction to 5% from 25%. Exodus Decreased Movement Speed (Uncapped) to +10% from +25%. Command Increased damage against Elites reduced to 5% from 15%. Tenacity Increased damage reduced to 5% from 20%. Reverence Reduces damage taken from Elites by 5%, previously 25%. Numb 25% Decreased Melee Damage Reduction to 5% from 25%. Nature Highest elemental skill damage bonus increased by 5%, previously 10%. Prowess Increased damage against Elites reduced to 5% from 20%. Roar Damage done to Bosses increased to 5% from 50%. Elegance Chance to Dodge increased by 5%, previously 15%. Malice Decreased to +5% Damage from +30% Damage. Father Power pylon has been removed from random Shrine effect. Mother Triune of Love Circle now increases damage by 50%, previously 100%. Back to Top

      Class Balance Changes
      Striking a middle ground between fun and balanced is our top priority when it comes to Classes. As we mentioned in our Season 29 article, going forward, a series of iconic themes from Seasons past will be reintroduced roughly every 3 months. The below Class balances changes were made to ensure each Class remains both fun and balanced as powerful Season themes return to Diablo III.
      Barbarian
      Might of the Earth Increased the damage of Earthquake, Avalanche, Leap, Ground Stomp, Ancient Spear and Seismic Slam to 37,500% from 20,000%. The Legacy of Raekor Hitting enemies with Furious Charge or Weapon Throw increases the damage of your next Ancient Spear by 2,500% from 5,500% and causes it to release multiple spears from its target. This effect stacks and each spear throw consumes a maximum of 5 stacks. Crusader
      Roland's Legacy Increased the damage of Shield Bash and Sweep Attack to 40,000% from 17,500%. Aegis of Valor Increased the damage of Fist of the Heavens and Heaven's Fury to 15,000% from 20,000%. Akkhan's Manacles Blessed Shield damage is increased by 400-500% for the first enemy it hits. Additionally, this bonus continues and is reduced by 50% for each subsequent non Shattering Throw target. Blade of Prophecy Condemned enemies also trigger Condemn's explosion and the damage of Condemn is increased by 600-800%. Faithful Memory Each enemy hit by Falling Sword increases the damage of Blessed Hammer by 60-80% for 10 seconds. Max 10 stacks. Each stack of this buff can now stack between uses instead of resetting. Demon Hunter
      The Shadow's Mantle Impale’s additional damage increased to 120,000% weapon damage from 75,000% to the first enemy hit, and to 40,000% from 25,000% to subsequent enemies. Embodiment of the Marauder Your primary skills, Elemental Arrow, Chakram, Impale, Multishot, Cluster Arrow, Companions, Vengeance, and Sentries now deal 6,500% increased damage, previously 12,000%, for every active Sentry. Monk
      Raiment of a Thousand Storms Your Spirit Generators increase the weapon damage of Dashing Strike to 60,000% for 6 seconds and Dashing Strike increases the damage of your Spirit Generators by 14,000%, instead of 6,000%, for 6 seconds. Uliana's Stratagem Increased the damage of your Exploding Palm from 9,000% to 12,500% and your Seven-Sided Strike detonates your Exploding Palm. Kyoshiro's Blade When the initial impact of your Wave of Light hits 5 or fewer enemies, previously 3, the damage is increased by 200-250%. Necromancer
      Pestilence Each corpse you consume grants you an Empowered Bone Spear charge that increases the damage of your next Bone Spear by 6,000% from 3,300%. In addition, Corpse Lance and Corpse Explosion damage is increased by 6,000% from 3,300%. Inarius Bone Armor also activates a swirling tornado of bone, damaging nearby enemies for 1000% weapon damage and increasing the damage they take from the Necromancer to 19,000% from 10,000%. Trag'Oul's Avatar Your Life-spending abilities deal 6,250% increased damage, previously 10,000%, and your healing from skills is increased by 100%. Masquerade of the Burning Carnival Bone Spear cast by you and your Simulacrums deals 5,500% increased damage, previously 9,000%. Simulacrums gain triple this bonus. Bloodtide Blade Death Nova deals 300-400% increased damage for every enemy within 25 yards, up to 10 enemies, previously 25 enemies. Grasps of Essence When an exploded corpse damages at least one enemy, your Corpse Explosion deals 150-200% increased damage for 6 seconds, stacking up to 4 times, previously 5 stacks. Corpsewhisper Pauldrons Corpse Lance damage is increased to 50-75% from 20-30% for 3 seconds when you consume a corpse. Max 20 stacks. Witch Doctor
      Raiment of the Jade Harvester Soul Harvest reduces damage taken by 50% for 12 seconds and consumes your damage over time effects on enemies, instantly dealing 26,000 seconds worth of remaining damage, previously 10,000. Helltooth Harness After casting Wall of Death, gain 37,500% increased damage, previously 17,500%, for 15 seconds to your primary skills, Acid Cloud, Firebats, Zombie Charger, Zombie Dogs, Gargantuan, Grasp of the Dead, Piranhas, and Wall of Death. Mundunugu's Regalia Spirit Barrage deals 15,000% increased damage, previously 20,000% plus an additional % equal to 5 times your Mana Regeneration/Second. Spirit of Arachyr The damage of your creature skills is increased by 11,500%, previously 25,000%. Creature skills are Corpse Spiders, Plague of Toads, Firebats, Locust Swarm, Hex, and Piranhas. Zunimassa's Haunt Enemies hit by your Mana spenders take 13,000% increased damage, previously 15,000%, from your pets for 8 seconds. Wizard
      Delsere's Magnum Opus Enemies affected by your Slow Time and for 5 seconds after exiting take 20,000% increased damage, previously 12,500%, from your Arcane Orb, Energy Twister, Magic Missile, Shock Pulse, Spectral Blade, Electrocute, and Arcane Torrent abilities. Tal Rasha's Elements Attacks increase your damage by 1,000%, previously 2,000%, for 8 seconds. Arcane, Cold, Fire, and Lightning attacks each add one stack. At 4 stacks, each different elemental attack extends the duration by 2 seconds, up to a maximum of 8 seconds. The Smoldering Core Lesser enemies are now lured to your Meteor impact areas. Meteors deal 40-50% increased damage on consecutive hits to the same target. This stacks up to 3 times, previously 10. The Twisted Sword Energy Twister damage is increased by 125-150% for each Energy Twister you have out up to a maximum of 3, previously 5. The Raging Storm rune is automatically applied to Energy Twister and allows the tornado to merge with 3 additional Energy Twisters. Back to Top

      How to Participate in the PTR
      To participate in the public test, you must have a Diablo III game license attached to a Battle.net account in good standing (i.e. one that hasn't been suspended or banned). In addition, you will also need to download and install the Blizzard Battle.net desktop app if you have not already done so.
      Step 1: Restart the Battle.net desktop app.
      Step 2: Navigate to the Diablo III tab on the left-hand menu.
      Step 3: On the Diablo III screen, there is a drop-down menu right above the "Play" button (note that this may say "Install" if you do not have Diablo III currently installed). Select "PTR: Diablo III" from this drop-down menu before proceeding.
      Step 4: Click Install to begin the installation process.
      Your PTR account will be created automatically if you do not already have one. The PTR is available in all supported languages, and accounts from all regions are eligible to participate. For additional assistance with installing and launching the PTR, click here.
      Back to Top

      PTR Character Copy
      The option to copy your existing Diablo III characters from your live account to the PTR will be available and can be done directly through the PTR client. However, only one region per account can be copied at a time. So, if you choose to copy characters from your account in a different region, any previously copied PTR characters will be lost.
      Step 1: Log into the live game and then log out.
      Step 2: Log into PTR client and create a level 1 character. After you're done, return to the main character screen.
      Step 3: Click on the "PTR Copy" button located in the upper right-hand corner. (The PTR Copy button will not appear in-game until you have created a new level 1 character.)
      Step 4: Select your region.
      Step 5: Click "Copy." This will copy all characters on your account from the selected region.
      Step 6: You will be disconnected from the PTR client.
      Step 7: Log back in. Your copied characters will be available for play.
      Please note that you can only copy characters from one gameplay region at a time. If you choose to copy characters from a different region, any previously copied PTR characters will be lost. In addition, you can only copy characters over to your PTR account once every 24 hours. Attempting to copy characters before this cooldown is up will result in an error.
      We hope you enjoy the PTR!
      -The Diablo III Development Team
      Back to Top
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