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Damien

Natalya Rain of Vengeance Demon Hunter

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On 4/23/2017 at 11:05 AM, Guest Lazy said:

Hey, thanks for the build. =]

I actually run an alternative of the grenade variant using an Ancient Kmar Tenclip as my other one-handed crossbow, freeing up Strafe to use another rune (Demolition). My Dawn is cubed as opposed to in-hand. It's been working extremely well up to GR 65 thus far, but I have yet to put it to the test in GR 70+. Thoughts?

Bit late, but just stopping by to confirm the post above. They make excellent points on the Ballista.

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Guest Cuthalion

Could author comment on the following idea:

Using Natalya's ring and cubed Ring of Royal Grandeur allows for the following option: 4-piece bonus from Unhallowed Essence.
E.g. Xbow, ring, boots, pants, gloves from Natalya. Chest, Shoulders, Helmet from Essence.
I play HC-only, and having extra 60 damage reduction, 60 damage boost (partially compensates the loss of that 2-ring set),
and a free spot for another ring - and there are many very good ones. Not mentioning, that 2-set Essence bonus is also very handy.

(Ive just returned to Diablo after a 3.5-year absence and so many new things that I am not sure if this was discussed already)

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Guest Question

Does Rain of Vengeance: Anathema (or any grenade rune on any skill) work with Numbing Traps?

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On 5/14/2017 at 7:18 PM, Guest Cuthalion said:

Could author comment on the following idea:

Using Natalya's ring and cubed Ring of Royal Grandeur allows for the following option: 4-piece bonus from Unhallowed Essence.

For anyone considering this - you lose a huge amount of damage potential by doing this. You will have lost the Bastion bonus and it is nowhere near covered by what you gain with UE.

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Guest Question

For the lightning variant, why not use Archery instead of Night Stalker? The 5% crit chance really helps with the FoK, while still providing some hatred to maintain Aquila Cuirass.

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Guest Skirnir
On 3/31/2016 at 8:22 PM, Guest Krapuul said:

Hello,

 

Great guide and thanks to it I have finally been bitten by the D3 bug. I can't stop playing (send help). I have a few remarks / questions concerning the build.

 

My questions:

1) Is there an alternative to "Lord Greenstone's Knife". It took a while to get the hang of it's timing. The damage is quit large when at 15+ stacks during CoV lightning proc. But I feel it kinda breaks the flow for the build. Having to strafe straight into the Elite Pack, if and only if at 15+ stacks and during a 4s cycle.. makes it very unreliable.
Only using it during CoV procs and at a desired number of stacks still means I have to do some elite packs without this skill. And as for the damage, a single RoV (deadcenter, with Crashing Rain) hits just as hard as a 30-stack Fan of Knives.

Is it really worth it to not only use a skill slot, but a cube-slot for this combination?

What are other alternatives you might suggest?

 

I found running "Fulminator" or "Calamatiy" feels like it provides so much more, and then you can run Companion - Wolf instead. This particularly feels better when teaming up, either using Fulminator for the massive AoE damage (I party often with a monk who does insane single-target.) or Calamity (after casting RoV - Shade) it pretty much garantuees uptime on all mobs). You can also pop your wolf for 30% party wide damage increase on longer fights.

 

2) I still haven't found my Focus/Restraint, so I have been running Zodiac instead. This puts my Wolf / Vengeance at ridiculous low cooldowns, and RoV at about 1s, allowing it to be cast in a 1:1 Generator ratio rather than 2:1.

 

I have been theorycrafting of running Zodiac / RoG and combine the Natalya 6-piece bonus with a 2-piece bonus from Marauder. Maybe even switch out "Dawn" for another xbow because you do not need the 65% CD reduction when you run Zodiac. (It's pretty much off-CD constantly)

 

When I gather the gear required to test this out, I'll post back with results. Anyone have any thoughts on this?

 

On 3/31/2016 at 8:22 PM, Guest Krapuul said:

 

--

My variations:
1) I run "Archery" over "Leech"; it's a lot easier to keep your hatred above 90% in order to continuously benefit from "Aguila's Cuirras". My gear is not entirely optimized so I still have a fair bit of Life on Hit. I also have 'Flavor of Time' and not my Hellfire Pendant yet, so my opinion on this might change as I dive into higher GRs.

2)  I also prefer "Vault" over "Smokescreen". The movement speed of SS is really good for repositioning, I find it's discipline cost a tad bit high. You can just vault twice (with Tumble Rune) to get out of harms way. And for traversing the rifts, being able to cast vault ~10 times gets you to your destination a lot faster than running with SS. You can also vault over hazards whereas with SS you're running into them. 

 

3) When partying I often switch out my Fan of Knives for Wolf, and using a different cube-slot.

 

How about:

Switch Strafe for Rapid Fire - Bombardment, amplify the damage with Hunter's Wrath, Sin Seekers, Buriza, Wojahn (either one cubed)

cube Zodiac, wear the Natalya ring, and Traveler's Pledge (unless they've been nerfed? They look all right to me)

cube the crashing rain belt (I forget the name)

Once it gets harder, cube Aquila's Cuirass.

Once it gets harder again, cube Fortress Ballista hand crossbow, or if you have like no attack speed gear, use it and cube either the Buriza or the Wojahn,  I like cubing the Buriza since I then have less reason to stand in place and get scragged, but then I'm a sloppy player (it's a little less upper end damage than the Wojahn, but it has no chargeup).

For gems, you can't use the Taeguk to good effect, since the channeling costs no primary resource with sin seekers.

With the Fortress Ballista at least you can cast Rain of Vengeance back to back before the first RoV has run down, you can plunk down a second somewhere else (making it sort of a mobile area denial /champion and boss killer). Of course you can only benefit from one Rain of Vengeance at a time.

I don't use a resource generator, so Wraps of Clarity is a no go for me, leaving bracers open for whatever, there's no obvious choice to me. (Except maybe Krelm or Nemesis)

For gems I use Bane of the Trapped, Gogol and Mirinae. (No, I'm not at all sure about these gems, which is heartening really, since level 65 Grift is dead easy with even a mediocre setup)

Mirinae would probably be shifted to Bane of the Stricken for higher Grifts.

I like it a lot, the gear and stat requirements are less strenous since cooldown reduction and resource reduction gear are not a worry. And Rapid Fire has it's damage boosted, boosted, boosted and.

Otherwise it plays like the Unhallowed Essence grenades build, Except you plunk down Rain of Vengeance pretty much at will, if you're rolling grenades with rapid fire.

 

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2 hours ago, Guest Skirnir said:

How about:

While I appreciate you trying to help, you're replying to a comment that is nearly one and a half years old. The context of it might not really apply anymore. 

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I do not understand why you would use Aquila Cuirass in your cube. Using Strafe as a CD cycler for RoV means you are not going to be at full Hatred very often (if ever).

Wouldn't the Hexing Pants of Mister Yan be a better choice? This build is meant to be highly-mobile in combat, after all.

My build: https://us.battle.net/d3/en/profile/darkdill-1531/hero/95715664

Edited by darkdill

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A couple of possible flaws id like an explanation on to why i should be using it.

Why hellcat waistguard > crashing rain and not the other way around?

Why cube aquilla cuirass when were constantly strafing and thus basicly never above 95% primary resource?

Why entangling shot and not grenade with all the increased grenade dmg in the build?

Why taeguk when were almost never really channeling anything?

Last but not least, what part of convention of elements actually gets used with this build?

Edited by Endslikecrazy
Missing info

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On 11/14/2017 at 7:01 AM, darkdill said:

I do not understand why you would use Aquila Cuirass in your cube. Using Strafe as a CD cycler for RoV means you are not going to be at full Hatred very often (if ever).

This is essentially just because you are playing the build wrong. You should not be spamming Strafe constantly. You specifically take Night Stalker so that you are constantly using generators while Strafing to stay above 90% resource. You are also running the Templar because of his resource generation passive. If you never have Cuirass active, you need to use your generator more.

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9 hours ago, Endslikecrazy said:

Why hellcat waistguard > crashing rain and not the other way around?

Simply put, because it deals more damage.

9 hours ago, Endslikecrazy said:

Why cube aquilla cuirass when were constantly strafing and thus basicly never above 95% primary resource?

See my response above to another poster.

9 hours ago, Endslikecrazy said:

Why entangling shot and not grenade with all the increased grenade dmg in the build?

Because you aren't using your generator for damage. You are using it to build Hatred faster (Entangling has a far longer range, travels faster and slows enemies it hits).

9 hours ago, Endslikecrazy said:

Why taeguk when were almost never really channeling anything?

If you cannot maintain Taeguk at maximum stacks, you are playing the build incorrectly. You should be channeling Strafe enough to maintain Taeguk constantly.

9 hours ago, Endslikecrazy said:

Last but not least, what part of convention of elements actually gets used with this build?

Fire.

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2 hours ago, Blainie said:

Simply put, because it deals more damage.

See my response above to another poster.

Because you aren't using your generator for damage. You are using it to build Hatred faster (Entangling has a far longer range, travels faster and slows enemies it hits).

If you cannot maintain Taeguk at maximum stacks, you are playing the build incorrectly. You should be channeling Strafe enough to maintain Taeguk constantly.

Fire.


 

So the 800% increase on the last bounce of the grenade is better then summoning another beast for 3000-4000% dmg? That seems questionable but i dont want to do the math, ive seen how bad the maths is with WW barb

Strafe is the main way of moving around, or is that incorrect? And to add on that with the taeguk part, dont the taeguk stacks automaticly reset if you cant maintain it?

I know im not using the generator for dmg but since I can't strafe on a constant basis my mobility is actually really low, or atleast really slow, I honestly dont see how i should use entangling shot when my mobility is low AF and ill probably have enemies surround me on a constant basis.

And since the mobility is garbage like this, why use smoke screen? Why not just use vault to increase the mobility and hatred generation which also makes it easier to maintain aquilla and taeguk.

Edited by Endslikecrazy

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20 minutes ago, Endslikecrazy said:

So the 800% increase on the last bounce of the grenade is better then summoning another beast for 3000-4000% dmg? That seems questionable but i dont want to do the math, ive seen how bad the maths is with WW barb

Remember that you don't fire just one grenade with Anathema. You actually fire like 10+ of them. They all benefit from the bonus and they can all cleave with their explosion.

20 minutes ago, Endslikecrazy said:

Strafe is the main way of moving around, or is that incorrect? And to add on that with the taeguk part, dont the taeguk stacks automaticly reset if you cant maintain it?

Yeah, but only if there are mobs that you are hitting. If not, it's a waste of resources. You should also be constantly weaving in generators. Take a look at this gameplay from Wudijo, it's a perfect example of how to play it. There will always be a point where Taeguk drops because of moving between packs or so, but you just rebuild it.

27 minutes ago, Endslikecrazy said:

And since the mobility is garbage like this, why use smoke screen? Why not just use vault to increase the mobility and hatred generation which also makes it easier to maintain aquilla and taeguk.

Because you won't be skipping packs enough to use Vault. You should be grouping up large packs and letting your grenades cleave. Check the gameplay above to see what I mean.

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8 minutes ago, Blainie said:

Remember that you don't fire just one grenade with Anathema. You actually fire like 10+ of them. They all benefit from the bonus and they can all cleave with their explosion.

Yeah, but only if there are mobs that you are hitting. If not, it's a waste of resources. You should also be constantly weaving in generators. Take a look at this gameplay from Wudijo, it's a perfect example of how to play it. There will always be a point where Taeguk drops because of moving between packs or so, but you just rebuild it.

Because you won't be skipping packs enough to use Vault. You should be grouping up large packs and letting your grenades cleave. Check the gameplay above to see what I mean.

So having seen pretty much the entire video, i havent seen him maintain his aquillas for a single second in combat xD

So might be time to find a replacement for that i think.

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53 minutes ago, Endslikecrazy said:

So having seen pretty much the entire video, i havent seen him maintain his aquillas for a single second in combat xD

So might be time to find a replacement for that i think.

Ah, in that video he doesn't run Aquila, sorry! But the playstyle is very much the same. He says in a comment that he was testing another cubed item: 

Quote

I actually didn't have Aquila cubed for those clips, it was Hexing Pants. That was mostly for personal preference and I wouldn't recommend it though

It's very much the same playstyle though. Weave generators like he does.

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52 minutes ago, Blainie said:

Ah, in that video he doesn't run Aquila, sorry! But the playstyle is very much the same. He says in a comment that he was testing another cubed item: 

It's very much the same playstyle though. Weave generators like he does.

aah ok didnt notice that, but still its gonna be very hard keeping 95% primary resource even with a templar running with me.

Guess i just have to practice this more, i've almost always only played barbarian so its a new playstyle to begin with.
Thanks for the info and effort anyways ;)

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Guest Ricardo

Hey Deadset, first of all, thank you for this build.
I have a question related to Stat Priority. Why do you use LIGHT damage on the amulet and wrist instead of FIRE damage?
Considering we are using Anathema, isn't it the best choice? Or the light dmg is to boost the Fan of Knives?

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16 hours ago, Blainie said:

This is essentially just because you are playing the build wrong. You should not be spamming Strafe constantly. You specifically take Night Stalker so that you are constantly using generators while Strafing to stay above 90% resource. You are also running the Templar because of his resource generation passive. If you never have Cuirass active, you need to use your generator more.

Well, sorry if I can't cycle that perfectly due to latency issues, but I think I'm gonna stick with Hexing Pants as my cube armor.

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On 11/17/2017 at 6:57 PM, Guest Ricardo said:

Hey Deadset, first of all, thank you for this build.
I have a question related to Stat Priority. Why do you use LIGHT damage on the amulet and wrist instead of FIRE damage?
Considering we are using Anathema, isn't it the best choice? Or the light dmg is to boost the Fan of Knives?

I believe it's because you run Greenstone to stack FoK damage, so Lightning buffs that after you have grouped mobs.

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On 11/18/2017 at 4:06 AM, darkdill said:

Well, sorry if I can't cycle that perfectly due to latency issues, but I think I'm gonna stick with Hexing Pants as my cube armor.

That's fine and if it works for you, go ahead. I was simply stating why Aquila is listed.

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Guest Ktmk
On 26/10/2016 at 10:47 PM, Guest RPO said:

 

Cubing the Aquila and using seethe transforms this build. One can strafe pretty much all day long, taking full advantage of the 10 stacks of the Taeguk.

 

How do u constantly hold Strafe while clicking generator? I tried on my mouse but it seems doesnt work. If i have to let go strafe my Taeguk cannot be on 10 stacks and 1.5s is too short. Any suggestions? Thx

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Guest HueHueHue

Crashing Rain for belt instead of the grenades is actually better.

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Guest BlackHole

You don't constantly sit on Strafe and Vengeance with Seethe generates hatred so it's possible to keep it up long enough, in addition if you forsake items with hatred regeneration rates up then you are doing it wrong, in addition you could think about having a gem in your headgear to lower resource cost quite a bit and with your paragons as well.

 

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Guest Woodja

Currently running a slight variation on this build (mainly because I have not found a Restraint this season, plus the hellfire amulet rolls were not as good as the Squirt I already have).

With the Ess of Johan cubed instead of CoE, I am able to pull mobs in for tighter packing to RoV, which helps lots.  With my current build, I am able to maintain Strafe with RoV refreshing quickly.  Also using Gunes in the cube as my hatred is rarely high enough to take advantage of Aguilas.

Obviously not able to hit the higher GRs yet, comfortably farming the low-mid level whilst searching for that Restraint (GR50 fairly comfortably, will be pushing higher this week)

Linky to Raarg - https://eu.battle.net/d3/en/profile/Woodja-2341/hero/84896746 - using Lianna's Wings until I get Restraint as it has higher damage than the Natalyas I have

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On 11/20/2017 at 6:15 AM, Guest Ktmk said:

How do u constantly hold Strafe while clicking generator? I tried on my mouse but it seems doesnt work. If i have to let go strafe my Taeguk cannot be on 10 stacks and 1.5s is too short. Any suggestions? Thx

You have to weave in generators, meaning you use them every couple of steps. It's similar to stutter stepping on other builds. Using your generator triggers no cooldown, so it should be simple enough to swap between the two. Try practice clearing a GR45 or so while having 100% uptime on Aquila. It's a good way to learn.

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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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