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Damien

Jade Harvester Witch Doctor

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Guest IgorGolob

How about the Gem of Efficacious Toxin? it's not mentioned anywhere so I'm not even sure if it works with this build, but it seems like a strong DOT, that would suit well here.

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How about the Gem of Efficacious Toxin? it's not mentioned anywhere so I'm not even sure if it works with this build, but it seems like a strong DOT, that would suit well here.

 

It can be used, but the way damage numbers of skills grew with recent patches, damage multiplication gems (Bane of the Trapped, Stricken, etc) have eclipsed damage proc gems (Toxin, Mirinae, etc.) If you want to give Toxin a go, you can use it in low GRs in the place of Esoteric.

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Guest caller

What about putting Wormwood in cube and using hex or other damage amplifier in place of. Does ring of emptiness gain from this setup?

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12 hours ago, Guest caller said:

What about putting Wormwood in cube and using hex or other damage amplifier in place of. Does ring of emptiness gain from this setup?

I'm pretty sure Ring of Emptiness will trigger from a Wormwood and it's an option to consider when speedfarming (one less spell to think of/cast). I think the loss of a Furnace will be quite brutal in Greater Rifts though, it's basically a separate multiplier in this build vs. anything Hex can offer in the form of additive damage.

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Guest Bissic

Recently I switched to this build but I decided to opt out of the queztacotl helm and use the mimic helm along with wormwood in the cube. Basically allowing me endless mana and spamming haunt and other spells on cd. Haunt and your harvest are the real damage and an entire room with locusts and not having to cast to waste the mana is nice. The 2 mimics staffs give off the locusts for me, probably going to drop vile hive all together because it's just not needed with this setup and I've been pushing grift 70 solo with about 5 minutes left. 

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Guest Hamster-007
On 3-9-2015 at 1:40 PM, Guest elle said:

Is this still relevant in latest patch!

heyhey,

 

I am struggeling with the first choice-enchanting.

For example: +15% Haunt vs Piranhas vs Locust Swarm or +resistence vs all elements vs +armor or +x amount after each kill vs + vitality.

Any advise availible?

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4 hours ago, Guest Hamster-007 said:

heyhey,

 

I am struggeling with the first choice-enchanting.

For example: +15% Haunt vs Piranhas vs Locust Swarm or +resistence vs all elements vs +armor or +x amount after each kill vs + vitality.

Any advise availible?

You should be able to see all of your enchanting needs in the gear section. It lists the priority for the first 5 stats. What pieces exactly are you struggling to work out the priority with?

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Guest Hamster-007
On 3-9-2015 at 1:40 PM, Guest elle said:

 

Jade Chest, shoulder and offhand - +15% Haunt? +15% Locust Swarm? +15% Piranhas?

The priority-order about this three is unclear to me.

In my mind it is Haunt>Locust Swarm>Piranhas. If this is correctly, I have to enchant this items into Haunt...

About bracers and defensive enchants:: has Armor priority above life p. hit and res. to all elements?

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8 minutes ago, Guest Hamster-007 said:

Jade Chest, shoulder and offhand - +15% Haunt? +15% Locust Swarm? +15% Piranhas?

The priority-order about this three is unclear to me.

In my mind it is Haunt>Locust Swarm>Piranhas. If this is correctly, I have to enchant this items into Haunt...

About bracers and defensive enchants:: has Armor priority above life p. hit and res. to all elements?

All three of the first pieces have Haunt Damage listed in their priority, so focus on that.

For the bracers, yes. Armor has a higher prio according to the listed priorities.

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Just now, Guest Hamster-007 said:

Thank you for helping me out :).

No problem! Don't hesitate to ask any further questions if you have them. We're here to help!

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Guest Seth

Hi, i've been playing jade doc for 2 seasons now. I have a few questions. I dont want to ask the D3 forum in case i get insulted :(

Currently i get stuck with a hellfire amulet with Pierce the Veil passive. Unsuprisingly it drains mana reserve fast thanks to haunt spamming but i cant get rid of it yet due to its ideal stats. I have no doubt that that my spells got stronger but no idea if Soul harvest gets the damage boost. I 'm wondering i've wasting time and reseources with PtV. 

1. Does Soul harvest benefit from it at all?

2. Do Haunt and locust and piranha DoTs benefit from PtV?

3. Regarding the Covention of Elements, i understand u concentrate element to procure a nuke, but say i spread my DoT spells to cover all 4 elements : fire locust, cold harvest, poison haunt, poison piranha (i hv to sacrifice physical). When Soul harvest consume the Dots, will it consume the boosted Dot or the applied rune of soul harvest? If yes, Does it only consume the boosted DoT worth of only 4 secs along with the rest of other unboosted DoTs? Frankly i dont fancy waiting 12 seconds till the chosen element show up. I much prefer harvest as much and as often as possible.

4. With the Ring of Emptiness, each new spells applied additional 300% damage to haunted + swarmed target but what of the haunt and locust already applied themselves? Do their DoT get the boost too? (I've wondering this question in case i want to build a LoN doctor with these 2 skills)

that is all. Let me know if i need to clarify my questions. Thanks in advance :)

 

 

 

 

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2 hours ago, Guest Seth said:

1. Does Soul harvest benefit from it at all?

Yes.

2 hours ago, Guest Seth said:

2. Do Haunt and locust and piranha DoTs benefit from PtV?

Yes.

2 hours ago, Guest Seth said:

3. Regarding the Covention of Elements, i understand u concentrate element to procure a nuke, but say i spread my DoT spells to cover all 4 elements : fire locust, cold harvest, poison haunt, poison piranha (i hv to sacrifice physical). When Soul harvest consume the Dots, will it consume the boosted Dot or the applied rune of soul harvest? If yes, Does it only consume the boosted DoT worth of only 4 secs along with the rest of other unboosted DoTs? Frankly i dont fancy waiting 12 seconds till the chosen element show up. I much prefer harvest as much and as often as possible.

Not sure on this one, will leave it for @Deadset to answer.

2 hours ago, Guest Seth said:

4. With the Ring of Emptiness, each new spells applied additional 300% damage to haunted + swarmed target but what of the haunt and locust already applied themselves? Do their DoT get the boost too? (I've wondering this question in case i want to build a LoN doctor with these 2 skills)

Yes.

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Guest Seth
12 minutes ago, Blainie said:

Yes.

Yes.

Not sure on this one, will leave it for @Deadset to answer.

Yes.

That mostly put my mind at ease. Thank u :) much appreciate it!

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1 hour ago, Guest Seth said:

That mostly put my mind at ease. Thank u :) much appreciate it!

No problem! If you have any other questions, you can always ask them over on our Diablo forum if it's more general, or in the guide comments if it's about a specific build.

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On 9/16/2016 at 0:05 PM, Guest Seth said:

3. Regarding the Covention of Elements, i understand u concentrate element to procure a nuke, but say i spread my DoT spells to cover all 4 elements : fire locust, cold harvest, poison haunt, poison piranha (i hv to sacrifice physical). When Soul harvest consume the Dots, will it consume the boosted Dot or the applied rune of soul harvest? If yes, Does it only consume the boosted DoT worth of only 4 secs along with the rest of other unboosted DoTs? Frankly i dont fancy waiting 12 seconds till the chosen element show up. I much prefer harvest as much and as often as possible.

Soul Harvesting will deal damage of the type selected by the rune of Soul Harvest only. All other rune choices are based on furthering Soul Harvest's damage, so you needn't concern yourself with them - and solely on using SH during the appropriate Convention of Elements proc (cold if you go with Languish, poison if you go with Swallow Your Soul).

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@Deadset

Thanks so much for the great guides.

I had two questions as I played more of the soul harvest build.

1) How is the Soul Harvest/Jade Harvester set damage calculated?

My understanding from reading your guide is that it's something like this:

(Locust Swarm base DoT * %Locust Swarm elemental dmg bonus * %Locus Swarm dmg bonus + Haunt base DoT * %Haunt elemental dmg bonus * %Haunt dmg bonus) * 300s * %Soul Harvest elemental dmg bonus

Thus, say, if Locust Swarm and Haunt are both on a Poison rune, and Soul Harvest on a Cold rune, then one could aim to roll %Poison for amulet and %Cold for bracer to get a multiplicative bonus for all DoT's (rolling solely cold or poison). The downside is the efficiency of spreading, but either way you're spamming Haunt so it's not a big difference (particularly vs elites/boss). 

Also, if this is correct, even if you choose the Poisoned Spirit rune, wouldn't %Cold dmg still work just as well? (You mentioned rolling for Poison in the guide). Perhaps better, if you are running Vile Hive/Cloud of Insects (Physical), because the %Cold would apply to both DoT's.

I guess it gets a little complicated...

40%Cold only, Pestilence/Resentful Spirit

(LS*1 + Haunt*1.4)*1.4 = LS*1 + Haunt*1.96 = 1040 + 4000*1.96 = 8,880% weapon damage

20%Cold & 20% Poison, Pestilence/Poisoned Spirit

(LS*1.2 + Haunt*1.2)*1.2*1.25 = LS*1.8 + Haunt*1.8 = 1040*1.8 + 4000*1.8 = 9072% weapon damage

However, if you are rolling +%Haunt dmg on other gear pieces then the pure route is better.

2) I understand the concept of having both Haunt and Locust Swarm for casting rather than cubin Wormwood to allow for cubing The Furnace (offensive) or Vile Hive (defensive). However, I'm having a lot of trouble properly engaging enemies under the sequence of:

Piranhado->Horrify->Locust Swarm->Haunt spam->Soul Harvest

In particular, it's so much work engaging any group size larger than 3 (such as 5 elites) as Piranhado's range is not high enough. Also, I'm running out of mana all the time, which makes me unable to cast Haunt and subsequently Soul Harvest. This is particularly true using Locust Swarm for left click (it gets accidentally casted frequently), but using Haunt of left click means I waste Locust Swarm on the air instead.

Since Spiritual Attunement and %resource cost reduction are not part of the build, how do you manage your mana, particularly in large, open spaces with continuous strings of enemy?

Edited by gchao

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On 10/12/2016 at 7:06 AM, gchao said:

I had two questions as I played more of the soul harvest build.

Passed a note on to Deadset, since I unfortunately can't help with this. It's just a bit too in-depth for me!

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On 2016-10-12 at 8:06 AM, gchao said:

2) I understand the concept of having both Haunt and Locust Swarm for casting rather than cubin Wormwood to allow for cubing The Furnace (offensive) or Vile Hive (defensive). However, I'm having a lot of trouble properly engaging enemies under the sequence of:

Piranhado->Horrify->Locust Swarm->Haunt spam->Soul Harvest

In particular, it's so much work engaging any group size larger than 3 (such as 5 elites) as Piranhado's range is not high enough. Also, I'm running out of mana all the time, which makes me unable to cast Haunt and subsequently Soul Harvest. This is particularly true using Locust Swarm for left click (it gets accidentally casted frequently), but using Haunt of left click means I waste Locust Swarm on the air instead.

Since Spiritual Attunement and %resource cost reduction are not part of the build, how do you manage your mana, particularly in large, open spaces with continuous strings of enemy?

Hai, I should be able to give some changes to this part having played lots of Jade!

First I would like to change up your order slightly:

Try this instead: Locust Swarm->Piranhado->Haunt spam->Horrify->Haunt spam->Soul Harvest

Basically start every large encounter with 1(never spam locus, just the 1) Locust Swarm then try to capture most of them with a Piranhado. This way the swarm is given the nessecary time to spread while you spam the haunt BETWEEN the 2 CCs you have.

Don't really understand your issue with "Accidentally cast", if things go off just swap the keys around or bind them to something else, Haunt is super cheap in mana relative to Locus Swarm which you can't afford more than 1 cast on per engage so if you happen to click that often needlessly, change your keybindings.

Once you are comfortable running up to a target, 1 swarm then swap between the haunt and your CC you'll start feel a lot more powerful since it calms the rotation down giving you a much bigger boom with having the Swarm being spread to 100% of the targets while you safely spam haunt while Horrify and Piranhado keeps them in place.

You can start practising the rotation with resentful spirits to get the extra haunt out but you'll really want the extra DPS from the poison variant later on in 70+GRs.

Regarding the mana part, I never have mana issues and do not put any paragons in mana or any reduction. When there is a large area with lots of monsters you simply move past them. Rifts are never meant to be about clearing all the monsters, you take out the Elites and move on so "pick your poison". Kill the largest pack in the room if you really want to kill something and there isn't an elite nearby but don't clear every single area, it is a waste of valuable time!

Edited by Arkpit

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Thanks for another detailed response Arkpit! I'm not a big WD player, but it seems you've beaten Deadset to the reply!

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@gchao

Hopefully I'm not misunderstanding your query, but why is using a Soul Harvest rune of a different element to your two DoTs considered at all? You gain the benefits of all the skill's runes through the Jade set bonus. But to answer you more specifically, Soul Harvest's own damage is lesser to those of the DoTs, so item rolls should not be adjusted according to its damage. If anything, elemental damage rolls should be adjusted according to Haunt. :)

As for the rotation question, Arkpit answered in great detail - thank you for that! - and I agree with him, Locust Swarm should not be spammed at all, it chews through your Mana. I'm sure that once you get the Locust Swarm application down, you will not have Mana troubles anymore.

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Guest Aziz

I wonder if the "cloud of insects" rune makes the "locust swarm", which is poison-based originally, damage as physical?

Thank you. 

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On 11/14/2016 at 8:04 PM, Guest Aziz said:

I wonder if the "cloud of insects" rune makes the "locust swarm", which is poison-based originally, damage as physical?

Thank you. 

It looks like it does, yes.

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Hey great guide as always, I recommend you to everyone. Can you please clarify two things? On Shoulders it is recommended that Cooldown is more important than Haunt damaged but on the mojo its recommended that Haunt Damage is more important than cooldown. Am I missing something or is there a reason why? Just love knowing the fundamentals and you really know your sh!t!  :)

Also I do follow your guides to the letter, hence performing better than most other people my Paragon level and Higher I think anyway - I am close to 1.2K and maxed 86 Solo is that decent?

I know you know you stuff and put the time in to be the best, more than I ever could or will do.

 

Just a weird thing for me is my Sacred Harvester ancient of course with Calds Dis Aug at level 81 added, I have these attributes

1. Socket for Gift

2.1441-1781 Poison Damage

3. 993 int

4. 10% damage

5. 23, 115 Life Per hit

(total weapon damage is 2934.5)

But another one I have which has same stats but VIT instead, I die WAY more than I do with the healing (life per hit) - because I know your guides are ace and follow it to the letter usually, whats your thoughts on this? Stick with life per hit til I find a better Soul harvester or go to Vit? Weird that I can't clear 85, or get very close to it with the VIT instead of healing but with the healing as my 5th stat I passed 86.

Also I got 86 using the resentful spirits rather than the poison variation of Haunt (my gear happens to be cold bonus rather than poison as I used Pet Dr build before which really bored me). I am guessing I can get higher if I go with poison? And you mention the belt for fetishes rather than haunting girdle for survival, in higher GR should I stick with Haunting Girdle or belt of Transcendence? Please :)

And one last, if I go with the Extra DPS poison haunt rather than the resentful spirit extra spirit, do I need to make sure I have Haunting Girdle instead of belt of transcendence as obviously I would only get one spirit if I went poisoned spirit whilst wearing belt of transcendence.

Edited by Zuidam

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On 1/3/2017 at 9:38 AM, Zuidam said:

Hey great guide as always, I recommend you to everyone. Can you please clarify two things? On Shoulders it is recommended that Cooldown is more important than Haunt damaged but on the mojo its recommended that Haunt Damage is more important than cooldown. Am I missing something or is there a reason why? Just love knowing the fundamentals and you really know your sh!t!  :)

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.

On 1/3/2017 at 9:38 AM, Zuidam said:

Also I do follow your guides to the letter, hence performing better than most other people my Paragon level and Higher I think anyway - I am close to 1.2K and maxed 86 Solo is that decent?

It definitely is, good job! :)

On 1/3/2017 at 9:38 AM, Zuidam said:

But another one I have which has same stats but VIT instead, I die WAY more than I do with the healing (life per hit) - because I know your guides are ace and follow it to the letter usually, whats your thoughts on this? Stick with life per hit til I find a better Soul harvester or go to Vit? Weird that I can't clear 85, or get very close to it with the VIT instead of healing but with the healing as my 5th stat I passed 86.

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.

On 1/3/2017 at 9:38 AM, Zuidam said:

Also I got 86 using the resentful spirits rather than the poison variation of Haunt (my gear happens to be cold bonus rather than poison as I used Pet Dr build before which really bored me). I am guessing I can get higher if I go with poison? And you mention the belt for fetishes rather than haunting girdle for survival, in higher GR should I stick with Haunting Girdle or belt of Transcendence? Please :)

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

On 1/3/2017 at 9:38 AM, Zuidam said:

And one last, if I go with the Extra DPS poison haunt rather than the resentful spirit extra spirit, do I need to make sure I have Haunting Girdle instead of belt of transcendence as obviously I would only get one spirit if I went poisoned spirit whilst wearing belt of transcendence.

Yep.

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

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

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

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

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

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

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

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

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

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

      PTR Character Copy
      The option to copy your existing Diablo III characters from your live account to the PTR will be available and can be done directly through the PTR client. However, only one region per account can be copied at a time. So, if you choose to copy characters from your account in a different region, any previously copied PTR characters will be lost.
      Step 1: Log into the live game and then log out.
      Step 2: Log into PTR client and create a level 1 character. After you're done, return to the main character screen.
      Step 3: Click on the "PTR Copy" button located in the upper right-hand corner. (The PTR Copy button will not appear in-game until you have created a new level 1 character.)
      Step 4: Select your region.
      Step 5: Click "Copy." This will copy all characters on your account from the selected region.
      Step 6: You will be disconnected from the PTR client.
      Step 7: Log back in. Your copied characters will be available for play.
      Please note that you can only copy characters from one gameplay region at a time. If you choose to copy characters from a different region, any previously copied PTR characters will be lost. In addition, you can only copy characters over to your PTR account once every 24 hours. Attempting to copy characters before this cooldown is up will result in an error.
      We hope you enjoy the PTR!
      -The Diablo III Development Team
      Back to Top
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    • By Staff
      Patch 2.7.7 is hitting the PTR starting December 5 and Blizzard needs your help to test 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.
      (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.
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      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.
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      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
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