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Damien

Jade Harvester Witch Doctor

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9 hours ago, Blainie said:

I'm leaning towards it simply being an oversight, tbh. The only thing that I can think of specifically would be that it is easier to roll CDR on shoulders than it is on the OH, so it's more reliable to obtain the CDR you need.

It definitely is, good job! :)

LPH is far more forgiving. When you are in a tight situation, you will be in a position to simply spam your way out of it with some CC thrown in. With vitality, you can survive bigger hits, but when you are in those tight situations, you either need to run or die. I would imagine you are still playing in the way that you would with LPH. 

Positioning is probably the biggest problem.

I'd take Haunting. Yes, poison will probably push you higher.

Yep.

Thank you very much for the info and reply Blainie!!

I appreciate the great work you guys do so people like me can have a great gaming experience - and do well, with out in depth experimenting of our own (especially if we don't have time to do said experiment). 

I definitely think my positioning is my biggest problem, being relatively new to the Jade DR (playing Pet build but since discovering Jade I will NEVER go back, its so boring lol) - and I do tend to stand in one spot and spam haunt, trying to cast SH to heal and kill enemies rather than re-positioning when taking damage - something to work on. Will go with VIT and move more, haha.

Cool I will just play it by ear for the CDR vs Haunt damage rolling. I think I prefer the haunt damage over CDR but not sure what is better if it's one over the other? 

 You guys rock! 

Edited by Zuidam

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Hey what's up !

Thanks for the build, I really enjoy it. I'm following it really to the bone in my HC Seasonal, but I feel I fall short everytime I meet Perdition as my Guardian boss... I really struggle with him and its not uncommon for him to trigger my SpiritVessel because of my lack of ability to keep mt 10 charges...

Am I missing something in there ?

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Guest MeezyF

Hello, still kinda new with the jade harvester build, but it is def'ly one of my faves. One thing I haven't tried yet as I'm still building up my main damage gems, but can you use the "gem of infectious toxins" with the jade harvester build and use soul harvest to claim 300 seconds of the poison over time effect, since with every hit it deals 2000% wep dmg as poison damage over 10 seconds when the gem is socketed?

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Guest MeezyF

Hello,

Still kinda new to the Jade Harvester build but I am liking it better than the Helltooth build already...one not-so-quick question though.

Can the Jade Harvester 6 piece build utilize the 'gem of infectious toxins' to claim the DoT effects of the 2000% wep dmg as poison over 10 seconds, as the gem says with every hit it deals that damage as poison over 10 seconds (Haunt, Locust Swarm also deal dot effects), and the 6 piece Jade Harvester consumes your DoT effects on enemies...will that work?

I haven't tried it as I'm still leveling my other main gems...but is that possible?

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On 2017-01-11 at 6:23 AM, Guest MeezyF said:

Hello,

Still kinda new to the Jade Harvester build but I am liking it better than the Helltooth build already...one not-so-quick question though.

Can the Jade Harvester 6 piece build utilize the 'gem of infectious toxins' to claim the DoT effects of the 2000% wep dmg as poison over 10 seconds, as the gem says with every hit it deals that damage as poison over 10 seconds (Haunt, Locust Swarm also deal dot effects), and the 6 piece Jade Harvester consumes your DoT effects on enemies...will that work?

I haven't tried it as I'm still leveling my other main gems...but is that possible?

Hey there! 

I'm pretty sure it doesn't work because the Toxin gem is not a Witch Doctor ability so therefor it is technically not "your" DoT. I know that Creeping Death passive does not work so the dmg, even 2000% would still not be increased and therefor lose it's usefulness in a higher GR and being outclassed by the recommended gems.

I personally use Trapped+Stricken+Esotaric because I play on hardcore most of the time!

Edited by Arkpit
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On 1/9/2017 at 0:47 AM, Zuidam said:

Cool I will just play it by ear for the CDR vs Haunt damage rolling. I think I prefer the haunt damage over CDR but not sure what is better if it's one over the other? 

Personally, I'd say go by personal preference. If you are playing and actively find yourself needing that extra CDR, take it and prio it. If not, take the damage. I personally go for CDR.

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On 1/10/2017 at 0:56 AM, SantaClauss said:

Hey what's up !

Thanks for the build, I really enjoy it. I'm following it really to the bone in my HC Seasonal, but I feel I fall short everytime I meet Perdition as my Guardian boss... I really struggle with him and its not uncommon for him to trigger my SpiritVessel because of my lack of ability to keep mt 10 charges...

Am I missing something in there ?

There are times when, honestly, it's just a bad boss for the build. Every build has a weakness, hence why people often have to re-roll rifts and leave early when they know they can't beat it.

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On 1/13/2017 at 7:01 AM, MeezyF said:

So DoT only applies to the toons skills, not gems and weps DoT...that sucks, but I got it. Thanks. 

Yep, as stated above, just confirming that this is the case.

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On 1/12/2017 at 2:42 PM, Arkpit said:

Hey there! 

I'm pretty sure it doesn't work because the Toxin gem is not a Witch Doctor ability so therefor it is technically not "your" DoT. I know that Creeping Death passive does not work so the dmg, even 2000% would still not be increased and therefor lose it's usefulness in a higher GR and being outclassed by the recommended gems.

I personally use Trapped+Stricken+Esotaric because I play on hardcore most of the time!

Thanks for helping out with that :)

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Guest Tryingtobebetter

What about Gem of Efficacious Toxin for more damage? 

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8 hours ago, Guest Tryingtobebetter said:

What about Gem of Efficacious Toxin for more damage? 

It doesn't work with the passives, so it really doesn't bring much extra damage at all when the set bonus pops it.

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Guest Ugh

What about Pandemonium loop, I use this atm and it seem to do really good

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16 hours ago, Guest Ugh said:

What about Pandemonium loop, I use this atm and it seem to do really good

It's okay, but the damage dealt by it is nowhere near the damage you recent from Ring of Emptiness or the Walk set.

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On 2017-01-15 at 10:55 PM, Guest Ugh said:

What about Pandemonium loop, I use this atm and it seem to do really good

Just as an addition to what @Blainie mentioned in the Endless Walk bonus:

It is very easy to be triggerhappy with Jade if you are fairly new to it's rotation but if you do your slow and steady rotation you can get the 100% dmg bonus without any danger to your survivability and by slow I mean:

Walk/run up to the initial target -> Locust -> Spam some haunts while they close in -> Horrify -> spam haunt while they are feared -> Piranado -> Spam haunt again -> If the Endless Walk bonus isn't 100 yet, sit there with a spirit walk (but never harvest while SW is active since you lose the Grave Injustice reset). 

The above approach really helps when you are running as poison dmg since the added dmg bonus rune doesn't get the extra haunt spread!

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8 minutes ago, Arkpit said:

The above approach really helps when you are running as poison dmg since the added dmg bonus rune doesn't get the extra haunt spread!

Thanks for helping to add to the reply Ark :)

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7 hours ago, Arkpit said:

Just as an addition to what @Blainie mentioned in the Endless Walk bonus:

It is very easy to be triggerhappy with Jade if you are fairly new to it's rotation but if you do your slow and steady rotation you can get the 100% dmg bonus without any danger to your survivability and by slow I mean:

Walk/run up to the initial target -> Locust -> Spam some haunts while they close in -> Horrify -> spam haunt while they are feared -> Piranado -> Spam haunt again -> If the Endless Walk bonus isn't 100 yet, sit there with a spirit walk (but never harvest while SW is active since you lose the Grave Injustice reset). 

The above approach really helps when you are running as poison dmg since the added dmg bonus rune doesn't get the extra haunt spread!

Oh wow man I didn't realise Grave Injustice doesn't activate if you are in SW. whoops! Have to make sure I am not casting Soul Harvest while in SW.

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Two (and a half) questions from :)

  1. If I use Haunting girdle and Haunt: Resentful spirits, how that works with single targets (i.e. Guardian)?
    Is first cast with 3 spirits procing 2-set bonus twice? 
    (first spirit marks target as Haunted, and second and third hit each deal 120 seconds of Haunt damage)
    And do all subsequent hits to target that is already haunted trigger 2-set bonus 3 times?
  2. When haunt kills current target, and jumps to next creature (that is already haunted), does it proc 2-set bonus?

Also, bonus question, Haunt can't jump endlessly?
It lasts for it's stated duration (12s) no matter how many jumps it does during that time?

Thank  you in advance, and of course thanks to Deadset for making guide :)

\m/

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17 hours ago, Zuidam said:

Oh wow man I didn't realise Grave Injustice doesn't activate if you are in SW. whoops! Have to make sure I am not casting Soul Harvest while in SW.

Grave Injestice does work while in SW but since the SW CD doesn't start counting before it's over, it won't reset the SW skill but everything else does get the normal GI reset.

It is a huge leap into survivability playing Jade once you start seeing how you can jump from pack to pack really fast by never harvesting while in SW form :)

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17 hours ago, ch1zra said:
  1. If I use Haunting girdle and Haunt: Resentful spirits, how that works with single targets (i.e. Guardian)?
    Is first cast with 3 spirits procing 2-set bonus twice? 
    (first spirit marks target as Haunted, and second and third hit each deal 120 seconds of Haunt damage)
    And do all subsequent hits to target that is already haunted trigger 2-set bonus 3 times?

One cast of Haunt can never affect more than one target regardless of your items otherwise Resentful Spirits would always win over Poison rune that gives the added 20% bonus dmg.

Personally I always use the poison rune since the added 20% is very helpful in GR70+ on bosses if trash clearing isn't an issue.

17 hours ago, ch1zra said:
  1. When haunt kills current target, and jumps to next creature (that is already haunted), does it proc 2-set bonus?

Also, bonus question, Haunt can't jump endlessly?

Haunts secondary effect of jumping to an additional target doesn't count as you casting it and the reason why it will not be affected by the 2-set bonus. (I'm not 100% on this one honestly but it is how it feels like and would make sense in how the general mechanic of the skills works with bonuses)

The bonus though is technically a no since it shouldn't reset the timer after jumping but since you are using Creeping Death it lasts for about 30min (Quetz helm halves the 1h passive length) it's hard to tell when the timer have actually run out or if you harvested it away.

The general count Jade does is that your dots should be refreshed after 3-4 harvests if I remember that part correctly but it's a minor detail in the grand scheme of things playing the build :)

Edited by Arkpit

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Guest Tele
On 1/18/2017 at 11:44 AM, Arkpit said:

One cast of Haunt can never affect more than one target regardless of your items otherwise Resentful Spirits would always win over Poison rune that gives the added 20% bonus dmg.

Do you mean one cast of haunt can never affect one target more than once?

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11 hours ago, Guest Tele said:

Do you mean one cast of haunt can never affect one target more than once?

Correct, sorry if I was unclear!

Even if your Resentful Spirits + Girdle throws out 3 haunts, no matter if there are 1 or 10 monsters, no more than 1 haunt can affect 1 target. So at a boss, the rune Resentful Spirits is technically a dmg loss.

Cold-based Jade is generally better at clearing trash faster but the Poison-based Jade will have an easier time taking down the bosses.

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On 1/19/2017 at 3:05 AM, Arkpit said:

Grave Injestice does work while in SW but since the SW CD doesn't start counting before it's over, it won't reset the SW skill but everything else does get the normal GI reset.

It is a huge leap into survivability playing Jade once you start seeing how you can jump from pack to pack really fast by never harvesting while in SW form :)

Thanks Ark. I worked out that out when I was playing (it does still proc the grave injustice if using SH while in SW) - but I get what you mean -  I want my spirit walk to get the benefit of grave injustice too, so make sure I am not in SW when using SH. Makes sense :) cheers

C

Edited by Zuidam

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On 2/9/2017 at 2:57 AM, Zuidam said:

 Makes sense :) cheers

C

Glad to see that Arkpit was around to help and give answers! If you have any more questions, just ask :)

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On 1/25/2017 at 10:24 AM, Arkpit said:

Correct, sorry if I was unclear!

Thanks for helping to answer (again!) :)

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      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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