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Follower Guide

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Hi one more thing.

More or less Dps. is not so important for followers in GR's. Wouldn't be more important secondary stat? (after Cool Down Reduction and Increased Attack Speed):

Amulet: Chance to blind on hit.

Shield and Weapon: Chance on hit to (Stun,Freeze,Blind..etc)

 

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6 minutes ago, gajgl said:

Wouldn't be more important secondary stat?

Secondary stats are always more important for a follower. You only have followers for the extra crowd control they offer and some use templar for the extra heals + resource regen ofc.

I'm mostly a fan of using Enchantress due to The Sultan of Blinding SandThe Sultan of Blinding Sand since the blind works on GR bosses which can't be said for all the other CC the followers offer.

For the Amulet, while the extra blind chance can be good it's down to your build since if there is any aoe in your build you probably still want to use The Ess of JohanThe Ess of Johan for safety and the nice bunch up to get them all in one place.

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3 hours ago, Arkpit said:

Secondary stats are always more important for a follower. You only have followers for the extra crowd control they offer and some use templar for the extra heals + resource regen ofc.

I'm mostly a fan of using Enchantress due to The Sultan of Blinding SandThe Sultan of Blinding Sand since the blind works on GR bosses which can't be said for all the other CC the followers offer.

For the Amulet, while the extra blind chance can be good it's down to your build since if there is any aoe in your build you probably still want to use The Ess of JohanThe Ess of Johan for safety and the nice bunch up to get them all in one place.

Ok,thanks.

But you can for example equip The Sultan of Blinding SandThe Sultan of Blinding Sand on Enchantress plus reroll the secondary blue stat. on the The Ess of JohanThe Ess of Johan and get an extra 5,1% blind on hit chance so on the end you can get 40% blind on hit chance from the sword plus 5.1% from the amulet.Huge 45,1% blind on hit chance. Reroll can be done on any amulet and you can get only blind on hit.

Example no.2:With my Scoundrel i rerolled Dovu Energy trap and also got 5.1% Blind on hit plus the legendary affix.So he is freezing withBuriza-Do Kyanon  that i rerolled to lightning damage.Got him Wyrdward ring for stun from lightning damage.And he is blinding with his Dirty Fighting skill plus 5.1% blind on hit chance from the amulet.Slowing with Crippling Shot ,stun with Wyrdward and Powered Shot  and prolonging stun with legendary affix.

Example no 3:For templar you reroll sec. blue stat.on Freeze of Deflection and Thunderfury, Blessed Blade of the Windseeker get an extra 2,6% freeze on hit from each= 5.2% Freeze on hit,slowing with Intimidate, stunning with Charge, knocking back with Guardian,freezing with Freeze of Deflection ,stunning with Wyrdward and blind 5.1% on hit chance from rerolled  The Ess of JohanThe Ess of Johan plus the legendary affix.

 

Edited by gajgl

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36 minutes ago, gajgl said:

But you can for example equip The Sultan of Blinding SandThe Sultan of Blinding Sand on Enchantress plus reroll the secondary blue stat. on the The Ess of JohanThe Ess of Johan and get an extra 5,1% blind on hit chance so on the end you can get 40% blind on hit chance from the sword plus 5.1% from the amulet.

I'm 99% sure that all of the questions have the same answer here.

Because of the fact that the legendary items effect have different properties it will not add to a combined %chance in any of the cases for Blind and similar effect. The example above would become 40%, then 5,1% chance to blind with separate rolls.

I do not think the secondary on amu can actually blind a rift boss while the sultan can.

So, if all of the above is true I would not use blind hit on other items since if the 5,1% chance would hit then the sultans blind does not but there is also the calculation of individual cooldowns on the legendary items effects which could be an infinitly complicated calculation.

Edited by Arkpit

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On 1/16/2018 at 2:35 PM, Arkpit said:

I'm 99% sure that all of the questions have the same answer here.

Because of the fact that the legendary items effect have different properties it will not add to a combined %chance in any of the cases for Blind and similar effect. The example above would become 40%, then 5,1% chance to blind with separate rolls.

I do not think the secondary on amu can actually blind a rift boss while the sultan can.

So, if all of the above is true I would not use blind hit on other items since if the 5,1% chance would hit then the sultans blind does not but there is also the calculation of individual cooldowns on the legendary items effects which could be an infinitly complicated calculation.

Ok you are right.

But still i think that the guide should be change in Stat Priorities per Gear Slot because we are all use undying tokens on followers so Vitality,all Resistance are not important.

And we need them only on solo above 90 GR's,so High Damage Range,Sockets,Primary Stat,Critical Hit Chance are not important as well.Because the damage they do is almost 0.

Stat Priorities per Gear Slot:

Amulets:Cool Down Reduction,Increased Attack Speed,% Blind on hit,Primary Stat,Critical Hit Chance.

Shield:Block Chance,%(Blind,Freeze,Stun..etc)on hit,Primary Stat,Critical Hit Chance,Sockets/% Chance to inflict Bleed for X Weapon Damage over Y Seconds if using Pain Enhancer Pain Enhancer

Weapons:Cool Down Reduction,Increased Attack Speed,%(Blind,Freeze,Stun..etc)on hit,High Damage Range,Primary Stat.

Always better some extra CC than DPS that does not do much.

 

 

 

 

 

 

Edited by gajgl

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13 minutes ago, gajgl said:

Always better some extra CC than DPS that does not do much.

Yep, I do agree with above stat priorities for followers.

While I agree, the need for them beyond UnityUnity and some blind chance is limited if any relevance at all so it's not a whole lot that changes even if you swap around the stats.

Edited by Arkpit
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Guest Guest Diamond

Some questions about using UnityUnity in solo with follower, and Cannot Die relics. I realize the follower wearing a Cannot Die effectively negates their damage they take but I wonder if anyone knows if there is more to it than they simply stop taking damage.

Does blizzard have any official statements how it works in more complete detail other than the tooltip description?

I wonder if you are running your templar with Unity ring for the damage sharing benefit, would it not be better to stack him with stats like Vitality, +Resist all, %life, Life Per Hit (questionable since their health never drops whether they would negate incoming damage they would take that would translate to my character?)

ex. for my Templar I have Primal Ancient NutcrackerNutcracker (Viatility, CritDmg, Life per hit) considering rolling Crit to Str for block

and

Primal Ancient Enchanting FavorEnchanting Favor (Str, ResistAll, CritDmg, LifePerHit) considering re-rolling the crit to Vitality

This combined with putting ancients in rings, neck, shield, enchanting/augmenting for vitality, etc I'd be curious what people's thoughts are on if it would have a benefit to the damage mitigation ability of Unity?

My thought is the follower only has so much Vitality so whatever the limit is would be the maximum damage they could absorb for the 50% I would be sending. If I have 5634 vitality on my crusader, and my templar has 12,042  seems like he should be able to absorb any single hit which might one shot kill me and reduce mine by 50%. But if he had only say 2300 vitality I would receive no "oh sh.t" moment life saving benefits from the follower wearing Unity?

Anyways just thought I would ask, I'm not sure it's going to work or even matter as I'm not pushing very high anyways but I thought it seemed like the posibility existed for there to be more to the Unity ring connection than a straight 50% damage reduction. I usually don't even like wearing Unity with follower because they get stuck fighting packs that I might need to get away from and they keep sending me their damage.

Some questions about using UnityUnity in solo with follower, and Cannot Die relics. I realize the follower wearing a Cannot Die effectively negates their damage they take but I wonder if anyone knows if there is more to it than they simply stop taking damage.

Does blizzard have any official statements how it works in more complete detail other than the tooltip description?

I wonder if you are running your templar with Unity ring for the damage sharing benefit, would it not be better to stack him with stats like Vitality, +Resist all, %life, Life Per Hit (questionable since their health never drops whether they would negate incoming damage they would take that would translate to my character?)

ex. for my Templar I have Primal Ancient NutcrackerNutcracker (Viatility, CritDmg, Life per hit) considering rolling Crit to Str for block

and

Primal Ancient Enchanting FavorEnchanting Favor (Str, ResistAll, CritDmg, LifePerHit) considering re-rolling the crit to Vitality

This combined with putting ancients in rings, neck, shield, enchanting/augmenting for vitality, etc I'd be curious what people's thoughts are on if it would have a benefit to the damage mitigation ability of Unity?

My thought is the follower only has so much Vitality so whatever the limit is would be the maximum damage they could absorb for the 50% I would be sending. If I have 5634 vitality on my crusader, and my templar has 12,042  seems like he should be able to absorb any single hit which might one shot kill me and reduce mine by 50%. But if he had only say 2300 vitality I would receive no "oh sh.t" moment life saving benefits from the follower wearing Unity?

Anyways just thought I would ask, I'm not sure it's going to work or even matter as I'm not pushing very high anyways but I thought it seemed like the posibility existed for there to be more to the Unity ring connection than a straight 50% damage reduction. I usually don't even like wearing Unity with follower because they get stuck fighting packs that I might need to get away from and they keep sending me their damage.

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Guest lhkgh

Rerolling whatever into whatever on follower is a waste of resources, because follower is not capable of dealing damage nor it is capable of defending itself.

Only useful stat on follower is cooldown reduction (so he/she uses skills more often) and some of the legendary affixes, ias in some scenarios.

AFAIK damage transfer with unity transfers pure damage split into half, before taking any stats into consideration, so it also doesn't matter whether your follower has all res and tons of vit as the damage will be split the same way between you two and then the toughness is taken into consideration. Even if you would pump his toughness by a lot the cannot die relic is still a must have, otherwise unity kills him on first shot, when the first dose of damage is transferred (with an obvious overkill).

Also when your follower is equipped with cannot die relic the damage split from unity is unilateral and damage is not transferred to you, because the follower takes essentialy 0 damage. Basically wearing unity with a unity on follower and cannot die relic doubles your toughness, with no drawbacks.

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Guest BulletProof

What ring do I substitute for unity? Or do I not in this build, I’m squishy and really struggling to get to the gr100 due to time loss on death. Any advice?

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I'm using the Templar, and he has three items that have sockets: Thunderfury, Freeze of Deflection shield, and Justice Lantern ring.  Which gems, if any, should I put in the sockets?

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On 9/3/2018 at 6:01 PM, Freyja said:

I'm using the Templar, and he has three items that have sockets: Thunderfury, Freeze of Deflection shield, and Justice Lantern ring.  Which gems, if any, should I put in the sockets?

Hey, you should be using main stat gem (Flawless Royal RubyFlawless Royal Ruby in the case of Templar) for all non-weapon items, and Ruby for all weapons. So, in your case, you want to slot all sockets with the best ruby gems you can. Deadset submitted an extra clarification which should be up soon, so thank you for pointing out this missing information.

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Guest Luca Aeris

Hello, I have a silly question regarding Unity. So, my crusader Akkhan build is supposed to have Unity in Kanai's Cube, not equipped on me, and equipped on follower (with immortality trinket). This is for solo play and it works great. However, if I join a multiplayer game and my follower leaves the "party", should I change my Kanai's Cube bonus to something else? Will it still apply a damage reduction with a missing follower? It shouldn't, but I have no way of knowing, if someone can help, please ?

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On 10/29/2018 at 11:53 AM, Guest Luca Aeris said:

Hello, I have a silly question regarding Unity. So, my crusader Akkhan build is supposed to have Unity in Kanai's Cube, not equipped on me, and equipped on follower (with immortality trinket). This is for solo play and it works great. However, if I join a multiplayer game and my follower leaves the "party", should I change my Kanai's Cube bonus to something else? Will it still apply a damage reduction with a missing follower? It shouldn't, but I have no way of knowing, if someone can help, please ?

It will apply a damage reduction effect if someone else in your group also has UnityUnity and is taking less damage than you, but generally this is not worth the cube slot, as your party takes the same damage in total either way. Most of the time, you would be better off with a different item in your cube depending on your build.

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Guest Elekim

Great guide! Just a few comments/questions:

1) I think that Cooldown Reduction should be a suggested (and highly desiderable) stat for the Templar's Shield too (instead of Vitality).

2) Can I suggest you to include a few more words about Followers in your class build guides? I suppose that each build has a preferred "Best-in-Slot" follower, or am I wrong? Maybe you should also mention a "Best-in-Slot" potion for each build, if any?

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Guest Elekim

Another one:

3) When discussing alternative rings for builds that cannot equip Unity, you do not mention Wyrdward (which is suggested only on the tables). Isn't Wyrdward far superior than the "damage" options (Nagelring and BK's Wedding Band), supposing the Follower's equipping a ligthning-damage weapon? Following what you wrote, Oculus Ring seems a must, and thus all other options seems alternatives for Unity only (but your tables suggest them as alternatives to Oculus Ring too...)

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Guest Thunder
On 1/24/2019 at 11:07 AM, gajgl said:

Hi

You can not reroll Cooldown Reduction on a shild.

Best rerolls on a Templar's shild are:

If using  Freeze of Deflection (100% best in slot) ,Defender of Westmarch are:

Block Chance,%(Freeze,stun,Blind..etc)on hit / Crowd Control Reduction,Primary Stat,Critical Hit Chance,Sockets /Chance to inflict Bleed for X Weapon Damage over Y Seconds if using Pain Enhancer Pain Enhancer.

Link with Diablo Affix Planner:  http://wireframewebsolutions.com/d3affix/

 

 

 

Wrong: https://eu.diablo3.com/en/profile/Tobs-2866/hero/116082530

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On 1/29/2019 at 1:04 PM, Guest Thunder said:

Sorry my wrong.Mixed up with AS.

Best rerolls on a Templar's shild, if using  Freeze of Deflection (100% best in slot) are:

Primary Affixes: Block Chance, Cooldown Reduction, Primary Stat and 3rd:Socket or Critical Hit Chance or Chance to inflict Bleed for X Weapon Damage over Y Seconds if using  Pain Enhancer.

Secondary Affixes: %(Freeze,stun,Blind..etc)on hit or Crowd Control Reduction.

And some other linx for followers:

https://us.battle.net/forums/en/d3/topic/12945954611

https://us.battle.net/forums/en/d3/topic/20419913563

https://us.battle.net/forums/en/d3/topic/20754897356

 

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Guest Guest

Hello.

Ive been experimenting with a lot of different builds and my conclusion is that I dont need Ess of Johan.

Using lightning Azure, Wyrdward and Oculus on Templar and Enchantress.

The problem is I cant decide between Dovu and Overwhelming Desire.

Ive red somewhere that for your Wyrdward stuns to be really effective against RGs and Elites you have to use Dovu to go over their CC treshold.

I dont know if this is true, since when I tried their were some stuns certainly without Dovu too (on Enchantress as well).

Another question would be: why should I use Thunderfury over lightning Azure if im Using WoL Monk with Pinto or MS DH with Thrill of the Hunt.

I see no reason for it, and Azure gives a good chance for freezing too.

 

Thanks for the help.

 

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Guest Dr. Phil-Good

Just out of curiosity, what about using legendary gems on follower jewelry? I cannot help but think that there are gems out there that would be far more useful than some of the lower priority stats on the jewelry. Sorry if this is a dumb question. I know followers really aren't there to do noticeable damage, but I feel like some other effects could be quite fun and interesting. Besides, lord knows I got leveled gems I don't need for any of my builds.

 

If utilizing legendary gems on a follower is in fact a viable thing, which ones would you recommend?

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Some notes on the Follower Skills section:

1) The Templar's skill Intimidate is said to be important for builds that use Bane of the Trapped, while Loyalty for those that use Molten Wildebeest's Gizzard. If I remember well, Molten Wildebeest's Gizzard is recommended (as best-in-slot or alternative) only in four Necromancer builds, three of which also recommends Bane of the Trapped. Thus it is not clear if for these 3 Necro builds the Templar is the recommended follower, and if so with which skill. Moreover, since builds which benefit from Life regeneration are so few, I think it shoul be worth mentioning explicitly the Loyalty Templar skill in these build's guides (either as the "best-in-slot" follower or as an alternative). Finally, since most builds use Bane of the Trapped, does this mean that the Templar is the best follower for them? Probably not, but this should be clarified (both here on the Followers page and on each individual build's page...).

2) Guardian lacks the icon and link.

3) I'm not experienced enough to judge how good is the 190k healing from Heal, but reading this guide Heal seems far superior than Intervene (which is not even mentioned). Similarly, I cannot judge how good is the resource regeneration given by Inspire, but by reading the guide Inspire seems better than Guardian for all builds that use resources heavily. Some builds are pure cooldown ones, while others use resources so intensively to recommend resource-generating affixes on gear too, and both are no-brainer for which Templar skill to choose (given the Templar is the best follower for them, which is an information that cannot be found on the guides): but which skill is better for all other builds that use some resources but not so heavily? To help unexperienced players a line should be added to the guides of this kind of builds stating if the Templar is their recommended follower, and if Inspire is recommended over Guardian or not.

4) These are not notes about the guide, but "newbye questions" that may let me better understand the game. By reading their text, Guardian seems to me superior than Heal: its healing is only 5% smaller but it adds knockback. Am I wrong? However, Inspire is still recommended most of the times: is it that good? And finally, Intervene seems so worse than the "simple" Heal not to be even mentioned in the guide: is Intervene really so useless?

5) Which are the builds that are "reliant on precision" that should opt for an Enchantress with Charm? And which are the builds that "rely on Attack Speed breakpoints" that should opt for an Enchantress with Focused Mind? Shouldn't this be explicitly written on these builds' guides?

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Some notes on the General Follower Gearing section, and some newbye questions:

1) Cooldown Reduction, which seems to be one of the most recommended affixes for a follower's gear, can be rolled on shields too: thus, the Templar's shield should have it as one (probably the first) of its stat priorities.

2) Given the importance of utility over damage, probably some secondary affixes (chance to blind on the amulet, chance to anything on the weapon and shield; maybe also "Reduces duration of control impairing effects" on amulet, rings and shield?) should be mentioned in the table of stat priorities (and higher than crit and damage stats).

3) Since the immortality follower-specific items seem a must (otherwise they will die within seconds), toughness stats (like Vitality and All Resistence) are useless (even damage stats are said not to be very useful at high Torments or GRs...). Thus I have a question about the "phylosophy" of the tables with the stat priorities: useless ones should be mentioned (for "completeness", in order to provide a list of at least 4 affixes for each item) or not? I think not. Why? Think about the following (hypothetical) situation: an unexperienced player (experienced ones maybe do not use these guides fully...) finds two Enchanting Favors, and looks at this page's table to decide which one to use: suppose one has rolled (as primary affixes) Strenght, Vitality, All Resistance and Armor, while the other has Strenght, Chance to Block, Armor and Life per Hit (with comparable magnitude). According to the table, the best choice may seem to use the first item after rerolling armor into Block Chance (thus obtaining all the four primary affixes among the list of recommended ones); however, if I read the guide carefully, the best option should be to take the second item and reroll Armor or Life per Hit into Crit Damage (the item will have only 3 of 5 recommended affixes, but the missing two are completely useless). In my opinion listing useless affixes as "priorities" may confuse players and make them take wrong decisions: what do you think?

4) A newbye question: does the socket on the amulet (for +280 primary stat) provide more damage output that "+80-160 damage", "Elemental Damage" or "Area Damage"? And is Crit Chance usually worse than Primary Stat as stated in the stat priority ordered list?

5) Are "Increased damage against elites" and "Bleed chance" really worse than a socket or +Vitality on a Templar's shield?

6) Aside the must-have CDR and IAS, weapons can roll many damaging affixes: high base damage range, high "+ elemental damage" range, primary stat, a socket (with a ruby for additional 270 damage), damage %, increased damage against elites, area damage, and bleed chance: are the recommended ones (i.e., if I understood well, base+elemental damage, primary stat, and socket) really the best ones? Why?

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Finally, some notes about the Specific Follower Gearing section:

1) When discussing alternative rings for builds that cannot equip Unity, you do not mention Wyrdward (which is suggested only on the tables). Isn't Wyrdward far superior than the "damage" options (Nagelring and BK's Wedding Band), supposing the Follower's equipping a ligthning-damage weapon? Also, I think it should be worth mentionig explicitly the need of lighting damage on the follower in order to use this ring's effect.

2) If I understood weel, the best items for the Templar seem to be: Thunderfury, Freeze of Deflection, Enchanting Favor and the Ess of Johan, but with which rings? Are Unity and Oculus Ring still the best choices (as written in the table), or it is better to wear the synergistic Wyrdward and Justice Lantern (as the text may seem to suggest)? In the second case, the table should switch "Best in Slot" and "Alternative" labels; in both cases, I think, which setup is the best one should be written more clearly...

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2 hours ago, Elekim said:

Finally, some notes about the Specific Follower Gearing section:

1) When discussing alternative rings for builds that cannot equip Unity, you do not mention Wyrdward (which is suggested only on the tables). Isn't Wyrdward far superior than the "damage" options (Nagelring and BK's Wedding Band), supposing the Follower's equipping a ligthning-damage weapon? Also, I think it should be worth mentionig explicitly the need of lighting damage on the follower in order to use this ring's effect.

2) If I understood weel, the best items for the Templar seem to be: Thunderfury, Freeze of Deflection, Enchanting Favor and the Ess of Johan, but with which rings? Are Unity and Oculus Ring still the best choices (as written in the table), or it is better to wear the synergistic Wyrdward and Justice Lantern (as the text may seem to suggest)? In the second case, the table should switch "Best in Slot" and "Alternative" labels; in both cases, I think, which setup is the best one should be written more clearly...

Oculus ring is a best choice in every situation, as it procs often (youll see at least one proc per pack) and you can make it work with melee classes with smart and quick reposition. If you dont have Unity, use wyrdward with a Lightning damage weapon. Justice lantern is the worst of all choices, as mobs tend to attack you more, not your Follower. This is especially true to taunting builds. 

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3) Talking about the Templar, Lidless Wall is presented as an alternative for Freeze of Deflection for its elemental boost. But for which element? physycal? Also, by equipping Lidless Wall on the Templar and opening the "Details" tab, I see no "+% elemental damage" entry: are you sure that "elemental damage %" works for followers?

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      Beginning with Season 17, we began re-introducing previous Seasonal rewards to make them available to players who may have missed them the first time around. For Season 31, this means awards originally available from Season 7 are returning to the Season Journey.

      However, we know it’s nice to have something new to aim for if you’ve participated in previous Seasons. We’re bringing back End of Journey rewards as introduced in Season 17, with not one, but two new cosmetic rewards for those who complete the entirety of the Season journey. Feast your eyes upon the Valor Portrait Frame and Angelic Treasure Goblin pet!

      In addition to the Helm and Shoulders slots of the exclusive Conqueror Set, you’ll be able to earn a series of portrait frames that embody the snowy, foreboding aura of the Eternal Woods. If you need a warm little pal to keep you cozy through your cold journeys, the Dream of Piers fiery nature should do the trick—when he’s not instilling night terrors in the local fauna.
      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:
      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.
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      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
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      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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