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Damien

Firebird Wizard

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Guest

May I ask why the guide doesn't work for you romilly?

With this build you will manage at least GR 70 without a single ancient item, your damage while in archon form is just incredible.

(I had just an ancient weapon and cleard GR 80, since the weapon is the most important part GR 70 is a safe guess without any ancient item at all)

Your math is wrong btw, you are out of archon for approx. 50% of your time spent in the rift.

There are faster builds for low greater Rifts, a DH can clear GR 70 in a shorter time then Wizard. You will often hit the 5 - 6 minutes mark if the rift isn't favorable. But you manage way higher rifts with Wizard.

GR 100 is out of my reach, I doubt I'll get much past GR 90.  (Paragon below 1000.)

 

Give it a try, this build is truely awesom!

 

Soraph: Of course there are other builds besides archon. You should play your character the way you enjoy it. But every other build is way behind Firebird / Archon if you only look at the maximum GR Tier you can manage.

But where is the point in doing a GR 85 if you don't like the style? Way better to do GR 70 and enjoy yourself!

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Guest dat_noob_though

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.

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Guest Ohana
10 hours ago, WedgeAntilles said:

 

With this build you will manage at least GR 70 without a single ancient item, your damage while in archon form is just incredible.

 

I'm curious, I know you want to fish for good grifts with mostly melee mobs but even in gtift 55 (t12) I get absolutely demolished by anything ranged with aquila travelers and parthan's all active. 2 spears is all it takes to proc both my cheat deaths and the 3rd will kill me. This is with my ice armor stacked at 3 too. If there are no ranged I'm usually kind of safe unless I get melee'd by 3 enemies at the same time which will still 1 shot me. Not exactly sure what I'm missing to survive. I have no ancients but I have the full firebirds with chantoto furnace aquila and halo of arlyse. Just hit p300 to attempt t12 but I thought I'd be a bit tankier than this.

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@WedgeAntilles -- several other people have mentioned how unplayable this is without 50+ CDR, yet the guide barely focussed on this (I distinctly recall other Deadset builds that are very very clear about CDR importance). It also appears that you kind of need all the other items as well to consider this build. 

My experience with the build when I'd just obtained the 6 piece and the Chantos was really really painful. Sure it vaporized stuff for 20 seconds, and then I was just dancing around trying to stay alive for a minute (remember I had just gotten the gift and the Chantos). This was at T6.

By contrast, the flamethrower build (without Chantos & Archon) really rips through mobs at this level. Some combo of whatever drops you get seem to boost it (see the BRG section on compatible orbs/belts/bracers/weapons).

I guess my point is that I like many others (I'd suspect) came to find a gem-levelling/gearing build for our Haedrig's gift, and (AFAICT), this build isn't it. Which is fine - but either post a suitable build, or a link to one - and highlight this as an mid-to-end-game build.

I really don't mean to be disrespectful here - Deadset is my go-to guy for builds! 

 

UPDATE

Ok, so I owe Deadset/IcyVeins a huge apology here -  dug around, and I found this guide, which has a nice write up about how to use the Haedrig Gift set once you receive it. Ok - so my one plea would be -- on the Firebird guide, put a warning link that directs newbies to the appropriate section of the fresh-70 guide! 

https://www.icy-veins.com/d3/wizard-leveling-and-fresh-70-guide-season-9

 

Rom

 

Edited by romilly

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Guest
15 hours ago, 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.

 

1) Halo of ArlyseHalo of Arlyse will trigger Ancient Parthan DefendersAncient Parthan Defenders 

And you have Frost NovaFrost Nova , you can cast this if necessary

 

2) Without the two items you mentioned you lack tons of survivability. Both items are extremly important for higher rifts.

Generally speaken: Outside of archon-form you are way more vulnerable. That will never change. Your "duty" while outside of archonform: Stack your Chantodos to 20, get your Spectral BladeSpectral Blade up, pull mobs as much as you can and hunt for your next elite-pack. Elitepacks are way more important then normal mobs. If you manage to pull some of them to an elite pack - perfect. If no, focuse on killing elites.

And don't forget to use TeleportTeleport Safe PassageSafe Passage

This grants you another 25% damage reduction.

 

I'm curious, I know you want to fish for good grifts with mostly melee mobs but even in gtift 55 (t12) I get absolutely demolished by anything ranged with aquila travelers and parthan's all active. 2 spears is all it takes to proc both my cheat deaths and the 3rd will kill me. This is with my ice armor stacked at 3 too. If there are no ranged I'm usually kind of safe unless I get melee'd by 3 enemies at the same time which will still 1 shot me. Not exactly sure what I'm missing to survive. I have no ancients but I have the full firebirds with chantoto furnace aquila and halo of arlyse. Just hit p300 to attempt t12 but I thought I'd be a bit tankier than this.

 

Mh, Paragon 300 is not that much. Could you link your character? You shouldn't have this many problems, even with no ancients GR 55 shouldn't be a problem.

Range damage is definitly way more dangerous then melee. You need to avoid as much of the spears as possible - and don't forget the teleport!

 

 

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Guest Ohana
6 hours ago, WedgeAntilles said:

 

Mh, Paragon 300 is not that much. Could you link your character? You shouldn't have this many problems, even with no ancients GR 55 shouldn't be a problem.

Range damage is definitly way more dangerous then melee. You need to avoid as much of the spears as possible - and don't forget the teleport!

 

 

Hello, I ended up switching to an explosive blast with orb of depth build and survivability seemed way better. It's quite possible I was just playing it wrong though. First wizard I've ever played.

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Guest xNeoshadowx

So i have a few questions about this build as I am currently using it for the new season and working with my first wizard. Currently got boosted to a lil over 300 Paragon, I have all the items except Furnace for cube and Compass rose (currently using arcane immunity for my amulet instead of travelers pledge) and i have socketed Bane of the Powerful into my Halo of Arlyse, but have yet to socket Bane of the Trapped and Bane of the Stricken. Oh and im using nemesis bracers instead since i like having more elites to play with.

So first things first, would those two legendarys really buff my non-archon damage to be able to at least handle big mobs of trash whilst waiting the eternity it takes to go into archon again plus farming stacks? Considering i'm literally just sitting there twiddling my thumbs once i get the stacks and find the next elite. 

 

Second is more personal observation as i've run the numbers as Romilly did and found (with diminishing CDR returns of course) that 'IF' you got to 60% CDR, somehow, it still takes a minute of rotation from one archon activation to the next, how is this considered viable as Archon's 20 seconds of fame is your only source of real damage (even with movement speed maxed in paragon you cant move that far as the archon) and once your on that 40-48second wait time your literally relying solely on the tank stats that still gives you that Achilles heel considering your weakness is projectiles? 

 

Third, Any alternatives for the firebird set where i can unleash almighty righteous glory in the form of raining hell down upon my foes whilst still playing it safe? Or should I (ugh) 'try' and scavenge another set from the deceitful grips of RNG for that kind of playstyle-ish?

 

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6 hours ago, Guest xNeoshadowx said:

So i have a few questions about this build as I am currently using it for the new season and working with my first wizard. Currently got boosted to a lil over 300 Paragon, I have all the items except Furnace for cube and Compass rose (currently using arcane immunity for my amulet instead of travelers pledge) and i have socketed Bane of the Powerful into my Halo of Arlyse, but have yet to socket Bane of the Trapped and Bane of the Stricken. Oh and im using nemesis bracers instead since i like having more elites to play with.

So first things first, would those two legendarys really buff my non-archon damage to be able to at least handle big mobs of trash whilst waiting the eternity it takes to go into archon again plus farming stacks? Considering i'm literally just sitting there twiddling my thumbs once i get the stacks and find the next elite. 

 

Second is more personal observation as i've run the numbers as Romilly did and found (with diminishing CDR returns of course) that 'IF' you got to 60% CDR, somehow, it still takes a minute of rotation from one archon activation to the next, how is this considered viable as Archon's 20 seconds of fame is your only source of real damage (even with movement speed maxed in paragon you cant move that far as the archon) and once your on that 40-48second wait time your literally relying solely on the tank stats that still gives you that Achilles heel considering your weakness is projectiles? 

 

Third, Any alternatives for the firebird set where i can unleash almighty righteous glory in the form of raining hell down upon my foes whilst still playing it safe? Or should I (ugh) 'try' and scavenge another set from the deceitful grips of RNG for that kind of playstyle-ish?

 

1) You will never do any damage while outside of archon.

This build focuses on slaying elites. NOT Trash-Mobs. You just kill trash-mobs as a byproduct of killing elites.

I can't explain it, but fact is, you do waaaay more damage to elites then to trash-mobs. While taking down an elite in let's say 2 secons (GR 70) it takes me maybe 10 seconds to kill trash-mobs. (Everything while in Archon-Form). On higher GR (80) i would use all my archon time to kill trash-mobs. On GR 85 I can't even kill trash-mobs any longer. Elites still go down fast.

 

2) 60% CDR is very usefull, personally I'd suggest going for just a little higher. With 60% CDR you are 28 seconds out of archon and 20 seconds while in archon form.  This circles perfectly with your Convention of ElementsConvention of Elements You start your archon-form just a second before you reach fire. Then you get the fire-cylce twiche. And with 60% CDR you can enter your next archonform exactly at the same point in the Element-Cycle. That's why I'd suggest to get 60,5 - 61% CDR, it gives you a small window of a second or two if you missed it somehow (because you were stunned, reacted to late...)

(My earlier statement that you are 50% of your time in archon-form was wrong. 20 seconds archon, 28 seconds out of it. that is just 40% of the time.)

If you are below 60% CDR the Element-Cycle will be way worse.

 

BTW, I don't know why you say you are out of archon for 40 - 48 seconds. That just isn't true. With 60% CDR it is 28 seconds.

 

And like I stated earlier, you have lot's to do while outside of archon form: Search for the next elite, pulling some mobs, getting your stacks up...

 

3) Of course there are other options - you can use fire-hydra, meteor... But none of this comes even close to the damage you do with Archon. If your goal is to do the highest GRs possible this is the only viable opion.

If you just want to have fun slaying enemies - hey, just pick whatever skills you like.

Personally I like the Multishot Deamon Hunter a lot. You just obliterate everything on the screen. That is great fun. But you will be stuck at an Greater Rift around 10 tiers lower then with Firebird Archon.

Edited by Guest
Misspelling

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Guest xNeoshadowx

1) You will never do any damage while outside of archon.

This build focuses on slaying elites. NOT Trash-Mobs. You just kill trash-mobs as a byproduct of killing elites.

I can't explain it, but fact is, you do waaaay more damage to elites then to trash-mobs. While taking down an elite in let's say 2 secons (GR 70) it takes me maybe 10 seconds to kill trash-mobs. (Everything while in Archon-Form). On higher GR (80) i would use all my archon time to kill trash-mobs. On GR 85 I can't even kill trash-mobs any longer. Elites still go down fast.

 

2) 60% CDR is very usefull, personally I'd suggest going for just a little higher. With 60% CDR you are 28 seconds out of archon and 20 seconds while in archon form.  This circles perfectly with your Convention of ElementsConvention of Elements You start your archon-form just a second before you reach fire. Then you get the fire-cylce twiche. And with 60% CDR you can enter your next archonform exactly at the same point in the Element-Cycle. That's why I'd suggest to get 60,5 - 61% CDR, it gives you a small window of a second or two if you missed it somehow (because you were stunned, reacted to late...)

(My earlier statement that you are 50% of your time in archon-form was wrong. 20 seconds archon, 28 seconds out of it. that is just 40% of the time.)

If you are below 60% CDR the Element-Cycle will be way worse.

 

BTW, I don't know why you say you are out of archon for 40 - 48 seconds. That just isn't true. With 60% CDR it is 28 seconds.

 

And like I stated earlier, you have lot's to do while outside of archon form: Search for the next elite, pulling some mobs, getting your stacks up...

 

 

1) well with the multiple items used for more elite damage i can see why lol. Was just wondering since my CD is like approx~35% so i got loads of downtime before i can kill the next elite, and when you have the hallway maps herding elites + mobs is annoying if they dont aggro right.

 

 

2) Alright math time, so Archon form has a 120 second base cooldown. 60% of 120 is 72 seconds which means your base cooldown is now 48 seconds. So unless i've been seeing this wrong then once you've finished the 20 seconds of Archon the 48 second cooldown until you can use it again starts thus making it around a minute or so between archon activations.

NOW if they have the cooldown start the second you activate archon and it runs concurrently with the archons  20 seconds of fame then you would be correct in saying the cooldown is only 28 seconds. Which is of course would be the best.

My confusion with that is based on the lack of an option i've yet to find that shows a numbered cooldown for skills and not that grey'ed out effect they use instead.

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Guest
15 hours ago, Guest xNeoshadowx said:

 

1) well with the multiple items used for more elite damage i can see why lol. Was just wondering since my CD is like approx~35% so i got loads of downtime before i can kill the next elite, and when you have the hallway maps herding elites + mobs is annoying if they dont aggro right.

 

 

2) Alright math time, so Archon form has a 120 second base cooldown. 60% of 120 is 72 seconds which means your base cooldown is now 48 seconds. So unless i've been seeing this wrong then once you've finished the 20 seconds of Archon the 48 second cooldown until you can use it again starts thus making it around a minute or so between archon activations.

NOW if they have the cooldown start the second you activate archon and it runs concurrently with the archons  20 seconds of fame then you would be correct in saying the cooldown is only 28 seconds. Which is of course would be the best.

My confusion with that is based on the lack of an option i've yet to find that shows a numbered cooldown for skills and not that grey'ed out effect they use instead.

 

1) You have increased damage vs elites with furnance (+50%) + Bane of the Powerful (+15%)

While (GR 70) it takes around 1 - 2 seconds to kill an elite it takes around 5-10 seconds or more to kill trash-mobs.

Since trash-mobs have less HP then elites I do at least 10 times (more like 30 or even 50 times!) the damage to an elite enemy then on an trash-mob. With the + damage vs elites you can't even explain twice the damage, way less 10 times the damage.

On GR 80+ I can still kill elites in quite a few seconds, but trash-mobs often don't even die in a full rotation.

Like I said, I have absolutly no idea why this is the case.

And I agree with you - with 35% CDR this build seems kind of unplayable to me. 50% should be minimum imo, 60% the value aim for.

 

2) Cooldown starts right after you enter Archon-Form :)

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Sorry that I've been so quiet recently everyone, there has been a huge amount of traffic hitting the WoW comments sections due to the release of 7.1.5.

I'm just going to address some of the more prominent questions:

  • The build is extremely reliant on Archon. Your ability to position and kite while outside of Archon will either make this unplayable or perfect, simply due to an ability/inability to survive. 
  • The Firebird build listed here is essentially something to aspire to and is currently one of, if not the best builds for Wizard in game. The Fresh level 70 section was what was intended for new players.
  • The squishiness of the build outside of your Archon form will be completely dependent on movement. You have to move to avoid dangerous mobs, you have to move to maintain the EW set bonus. If you get trapped, you'll die without Archon.

Apologies once again and, if there is something that hasn't been answered in my absence, please just comment it again below.

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Guest Aimless

I do not see how this spell configuration is a viable option of the build, as there is no benefit without 3 (three) sources of burn to cause Ignite on the mobs... therefore the set bonuses from 4 set and 6 set are pointless

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17 hours ago, Blainie said:

The squishiness of the build outside of your Archon form will be completely dependent on movement. You have to move to avoid dangerous mobs, you have to move to maintain the EW set bonus. If you get trapped, you'll die without Archon.

 

And never forget the TeleportTeleport Safe PassageSafe Passage

It is possible to evade incoming spears with this, skip dangerous mob-groups, and after using it you get another damage reduction. Which can save your life. -> If you have tons of ground-effects (arcane traps, molten...) before you because of elites, try to get close to it and teleport as far as you can. With the damagereduction you can hopefully survive the last meters.

Maybe combine it with Frost NovaFrost Nova : Teleport near a group of enemies, immediatly cast Nova to trigger Ancient Parthan DefendersAncient Parthan Defenders Now you should be able to get to safety.

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Guest Eredrin

I think i can provide some advice on getting started with this build from my won experience. As i mentioned before somewhere in this thread, i had extreme problems staying alive while i was learning to play it. What helped me extremely was as follows - until you get some practice and a hang of the playstyle, take unity on you and cube halo of arlyse instead of CoE (unity is better on yourself because of +elite damage and because of max bonus to damage reduction from arlyse due to cube). Also, take diamond skin instead of frost nova (you'll still be casting nova all the time from arlyse, just without the damage bonus). That way took me to around GR65-70. If my experience is any indication, around that level you should hit the point when you will lack DAMAGE, not TOUGHNESS to progress. That's the time to dump diamond skin for frost nova. I'm now on that stage and I've managed to reach GR88. If you feel you need more damage there is still CoE waiting for you to replace unity. I haven't done this though, since again what I lack is survivability. I'm pretty sure that with some patience i can reach GR90 this way.

 

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Guest Eredrin

And to add to the above, on the stage that you are using diamond skin, you should have just enough CDR to have 100% uptime on it,

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On 1/13/2017 at 4:45 AM, Guest Aimless said:

I do not see how this spell configuration is a viable option of the build, as there is no benefit without 3 (three) sources of burn to cause Ignite on the mobs... therefore the set bonuses from 4 set and 6 set are pointless

Archon has 3 fire skills to proc it.

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23 hours ago, WedgeAntilles said:

It is possible to evade incoming spears with this, skip dangerous mob-groups, and after using it you get another damage reduction. Which can save your life. -> If you have tons of ground-effects (arcane traps, molten...) before you because of elites, try to get close to it and teleport as far as you can. With the damagereduction you can hopefully survive the last meters.

Yeah, skipping mobs is a key part of GRift pushing that people often forget/don't know about. It's pointless to die 10 times and waste all that time when you could have just skipped it.

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9 hours ago, Guest Eredrin said:

I think i can provide some advice on getting started with this build from my won experience. As i mentioned before somewhere in this thread, i had extreme problems staying alive while i was learning to play it.

I do think Wizard is one of the more difficult classes to learn to play, so I'm not surprised people are having issues staying alive. It's challenging, but can be extremely rewarding.

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Why is a high damage range #1 priority stat for the off-hand, while it is not listed at all for the rings? I found a The Compass RoseThe Compass Rose with +xxx-xxx damage, are there different rules for +damage on off-hands and rings?

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3 hours ago, Moos said:

Why is a high damage range #1 priority stat for the off-hand, while it is not listed at all for the rings? I found a The Compass RoseThe Compass Rose with +xxx-xxx damage, are there different rules for +damage on off-hands and rings?

Will double check with Deadset, but I believe it is basically just because the choices on the rings are more important and the source damage rolls higher.

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Guest Dre

Why is Recource cost reduction listed as 2nd priority in the paragon (utility)? This build is not using any recource...

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Guest InfernalImp

Feel like a complete idiot asking this, but what exactly is High Damage Range? I have been scouring the enchant tables and just don't understand what it is.

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13 hours ago, Guest Dre said:

Why is Recource cost reduction listed as 2nd priority in the paragon (utility)? This build is not using any recource...

It most likely wasn't updated from the old build. In reality, both AD and RCR are useless for the build, so you can put it into either and it really won't make a difference.

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13 hours ago, Guest InfernalImp said:

Feel like a complete idiot asking this, but what exactly is High Damage Range? I have been scouring the enchant tables and just don't understand what it is.

The numerical damage figure that occurs on weapons, off-hands, rings and necks. For example, "1200 - 1650 Arcane Damage" or "91 - 131 Damage".

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      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. Kill You: Kill Ghom at level 70 in under 30 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 31? Here are the challenges you’ll face! Returning for Season 31 is Sprinter/Speed Racer, where you’re challenged to complete the entire Diablo III campaign from Act I to Act V at level 70 in under 1 hour! Next is Avarice/Avaritia, where all that glitters is gold—that is, if you can complete a 50 million gold streak outside of The Vault or its Inner Sanctum. On a Good Day/I Can’t Stop encourages you to upgrade your Legendary Gems; level three Legendary Gems to 65 to complete this challenge! Push your way to Greater Rift level 75 to complete Divinity/Lionhearted. Lastly, a fan-favorite for those who enjoy unconventional builds, The Thrill/Superhuman requires completion of a Greater Rift level 45—solo and without any Set items equipped.
      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 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 31:
      Barbarian – Wrath of the Wastes Crusader – Roland’s Legacy Demon Hunter – Unhallowed Essence Monk – Raiment of a Thousand Storms Necromancer – Bones of Rathma Witch Doctor – Helltooth Harness Wizard – Tal Rasha’s Elements
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      Patch 2.7.7 | Game Updates
      KR Age Restriction Updated Logos for KR Age Restriction from 18 years of age to 19 years of age. Extra progress orb drops from the Soulshard Stain of Sin now works for Challenge Rifts. Extra progress orb drops from the Soulshard Stain of Sin and Altar of Rites node Reaper now only drops from monsters inside Nephalem Rifts, Greater Nephalem Rifts, and Challenge Rifts. Return to Top
    • By Staff
      A new Diablo 3 season starts in just a week! Season 30, The Lords of Hell, arrives on January 12th and brings the new seasonal rotation system. We're getting reprised rewards from Season 25, featuring the Soul Shards gems, as well as the now permanent Rites of Sanctuary and Visions of Enmity systems.
      Let's take a look at everything that's coming below! 
      Season 30 (Source)
      Sanctuary needs you to answer its call for aid in Season 30: The Lords of Hell. Starting on January 12 at 5 p.m. PST/CET/KST, Nephalem can harness the power of The Lords of Hell Season Theme, which first debuted with Season 25. For an in-depth look at the now-permanent Rites of Sanctuary and Visions of Enmity themes, Class Balance, and more, take a gander below.
      Seasonal Journey
      Season 30: The Lords of Hell
      Season Cosmetic Rewards
      Season Journey Rewards
      Seasonal Conquest
      Haedrig’s Gift
      Patch Notes
      Season 30: The Lords of Hell
      Though the Black Soulstone has been destroyed, lingering fragments of The Lords of Hell once contained therein still persist in Sanctuary. These Soul Shards hold immense power—power that once belonged to the Prime and Lesser Evils. Cunning Nephalem who find and wield these Soul Stones must exercise caution. Power can be alluring, and the road to the Burning Hells is paved with good intentions...
      Season 30 is the first to utilize our new Season theme rotation system, reintroducing The Lords of Hell theme first seen in Season 25. Players can embrace evil by infusing themselves with the essences of Hell’s Lords using Soul Shards. Players will embark on their Season Journey to discover and upgrade demonic Soul Shards based on the seven Lords of Hell. By embodying a Prime and Lesser Evil, players will inflict new forms of pain and suffering on the demons of Sanctuary. We can't wait for players to get their hands on Soul Shards to start unlocking their true power.
      Nephalem can find 7 unique Soul Shards(based on the seven Lords of Hell), which give players demonic new powers. One of 3 Prime Evil Soul Shards can be equipped into Helms and one of 4 Lesser Evil Soul Shards can be equipped into Weapons. Each Soul Shard can be upgraded three times using a new seasonal-exclusive consumable, the Hellforge Ember.
      Soul Shards and Hellforge Embers can drop from anywhere in Sanctuary, but Soul Shards have a higher chance to drop from Bosses. Soul Shards cannot be traded, but can be salvaged or utilized in Caldesann’s Despair. You may only equip one Prime Evil Soul Shard and one Lesser Evil Soul Shard at a time. Lastly, Soul Shards and Hellforge Embers only drop in Seasonal play, and will not transfer to your non-seasonal character when the season ends. For a look into the capabilities for each of the Soul Shard powers look below.
      Prime Evil Soul Shards
      Sliver of Terror
      Base Power: Your cooldowns are increased by 25%. For every skill on cooldown, you take 12.5% reduced damage and deal 12.5% increased damage. Additional Powers: Your attack speed and critical hit chance are increased by 5% for each skill on cooldown. You cast a devastating Ring of Fire after killing 100 enemies. If three or more skills are on cooldown, your lightning and fire skill damage are increased by 50%. Shard of Hatred
      Base Power: You deal 15% reduced damage while you have 3 or fewer enemies within 25 yards. If more than 3 enemies are within the same distance, you deal 5% increased damage per enemy (to a maximum of 50%). Additional Powers: Killing an elite enemy pulls all enemies within 40 yards to where the elite died. Your Movement speed is increased by 50%. Each enemy within 25 yards reduces your movement speed by 10% up to 70%. You now deal 15% 10% increased damage for every enemy instead of 5% (to a maximum of 100%). Fragment of Destruction
      Base Power: You move unhindered through enemies. Each enemy you pass through receives Mark of Destruction for 7 seconds. Each marked enemy that dies removes 1 second from one of your skills on cooldown. If the Mark of Destruction expires before the enemies die you lose 2% of your maximum health as damage. Marks are not applied if you are below 35% health. Additional Powers: You have a 25% Chance to restore 5% health when an enemy dies with Mark of Destruction active. When you apply Mark of Destruction to an enemy, you increase your movement speed by 5% for 7 seconds. Max 10 Stacks. You now leave a trail of fire in your wake that slays enemies with the Mark of Destruction and are below 10% health. Lesser Evil Soul Shards
      Stain of Sin
      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.
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      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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