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Damien

Rend Barbarian

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And last it should include a note about Convention of elements in the cube instead of unity for group play.

 

This is the problem I'm having. While I don't have every piece I need, I do have most. Unfortunately, however, in T9 groups I find myself dieing at the slightest touch of. . . anything. I've been pondering a group build vs the solo build. Even this morning (in between these posts) I'm easily farming GR37 with the provided build and even in groups T8 is a breeze. Once I hit T9, though, it's like I'm just walking around crossing my fingers that nothing touches me lol.

 

I'm not sure CoE is the answer. This is a long-winded side point but, yeah, I agree; something else is more useful than Unity for group play.

 

As far as Boon of Bul-Kathos goes, I'm not 100% sure on this as I haven't tested it out. Using it currently, it's very easy to always have WoTB up (sometimes off CD before the buff has actually expired). The IK4PC reduces by a specific number and not a percentage (3 sec / 10 Fury) so, without this passive, I'd have to spend another 100 Fury to make up the 30 seconds taken off from the passive. Again, I haven't tested it to see what the downtime - if any - would be between casts of WoTB.

 

Overall I really am starting to enjoy this build. Granted I'm not using 100% suggested (such as I'm using Ancient's Fury instead of Together as One). I find that I can apply Rend x2 to anything and just avoid damage. Everything dies rather easily. I've completed GR37 in 5:34. While I feel I could go one or two levels higher, perhaps, I'm reluctant because of my experiences in T9 lol. I've now completed T9 (GR40) a few times with my best time being 6:30.016.

 

I'd really love it if my Strongarm Bracers would drop. -.-

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I haven't played much solo play with this build, since it relies on heavy density to keep up fury. But with a healing monk in the grp and maybe a barb to gather adds, this build shines. And i've been doing Grfit 60+ with 6p IK 2P waste, focus/restraint and convention + rend belt + furnace in cube. 

So what we do is gather stuff and i double rend them and we move on, when my convention goes into physical they almost always explode, or else they will next time we gather stuff up. For solo play, i think Hota build or something else is better, but i'm not sure.

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Guest diablo fan

Couple of quick points:

6-piece IK is required for this build.  +250% damage when both buffs are up is part of the point.

 

Unity + CotA-Together As One is more or less required (unless you're in a group with a monk).  That's 75% DR and you will still need help, probably need to go all diamonds in your body gear.  As someone stated above, they are not using Together As One and they are dying in T9 to anything.

 

Socket vs. non-socket:  if you read a lot of the builds on this site, it will say "socket without Ramaladni's Gift" as ideal.  But really this is just shorthand for saying:  you have to have a socket, period.  The true "ideal" is that you have 4 awesome stats and then use a Gift to put a socket on a weapon.  However that entirely depends on how many Gifts you have and whether or not you're willing to spend them, and that's ultimately up to you.  But yes, if this is your end-game build, you will have 4 stats + socket, and even if you get a weapon with a socket, you'll roll it off and put a socket back on with a Gift.

 

 

For fury generation issues, it seems like dropping Boon of BK and using Unforgiving or Animosity would be the best change (assuming Weapons Master and Furious Charge are your only sources of generation).  Animosity is better if you are able to consistently hit packs of 4-5 or more (impossible on bosses) since you'll gain 1.5 more fury per charge (can you gain less than 1 fury?) but Unforgiving is much more consistent but slowly gives you 2/sec.  It also removes any natural decay, though, so that's nice, and makes me think it might be better overall.  Also remember that your follower should be helping a tiny amount as well, since you're probably using this build to solo (and using Unity).

 

I'm not sure how cooldown reduction works with Furious Charge, but people are saying that it does in fact reduce the charge time on Furious Charge, so another possible way to go would be to work on getting CDR on your gear.  If you could get up to ~37% you could reset FC on just 3 mobs instead of more, which means elite packs are now spammable.

 

Also, I know Hellfire is nearly required but it seems like the Ess of Jordan might also help for grouping up packs for you to FC.

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For fury generation issues, it seems like dropping Boon of BK and using Unforgiving or Animosity would be the best change (assuming Weapons Master and Furious Charge are your only sources of generation).  Animosity is better if you are able to consistently hit packs of 4-5 or more (impossible on bosses) since you'll gain 1.5 more fury per charge (can you gain less than 1 fury?) but Unforgiving is much more consistent but slowly gives you 2/sec.  It also removes any natural decay, though, so that's nice, and makes me think it might be better overall.  Also remember that your follower should be helping a tiny amount as well, since you're probably using this build to solo (and using Unity).

 

A minor note on the Hellfires, I have recently crafted a nice Superstition HF and it works wonders on bosses with AoE elemental attacks, to a point where I consider them almost as good as add-spawning bosses when it comes to Fury management. Just something to consider when crafting :)

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Guest Father

Hello, I have been running this on ps4 and love it. I have experienced starving for fury and found that the reaper wraps helped. I also as you said above grabbed a hellfire amulet.

My goal is to reach a point where I am good enough to lose the reaper wraps, i am running t10 grifts solo though. Course i hear it is easier to gear on console

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I've tried your pure Whirlwind build, your Hammer of the Ancients build, and this Rend+Whirlwind build. I like to see how far I can get on my own, and then switch to net decks when I run out of ideas. The difference has been amazing with all three builds, which took me at least 8 GR levels beyond what I managed on my own.

 

Of the three, I like this build the most. It provides the best balance of survival and damage output. It's the only one I've managed to beat GR52 with, and I don't even have the Strong Arm bracers yet. (In the HotA build, my Strong Arm bracers are cubed and I wear the First Men).

 

Plus, this build feels more active. Charge, rend, charge, rend... feels good. And the threat of Fury starvation forces me to keep the fight moving, which seems to be a critical element of GR progress.

 

I'm very interested to hear how far you got solo with these different builds? For me, the HotA build is just too squishy, and the pure Whirlwind build just hits too softly.

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I'm very interested to hear how far you got solo with these different builds? For me, the HotA build is just too squishy, and the pure Whirlwind build just hits too softly.

 

My experience matches yours, I like Rend over HotA as well; Whirlwind is quite strong, but very demanding of the particular rift for success past a certain GR point. Rend feels consistent, if lacking at the Rift Guardian.

 

I'm a 6/4 Wastes/IK respective Barbarian. Could anyone lend some insight on my build/gear?

 

I would recommend to slowly build towards 6 piece IK / 2 piece Wastes split, as recommended in the build - not requiring RoRG in the Cube allows you to share damage with your follower through the Unity combo. You would have to replace your Battle Rage with Furious Charge or at least a generator, since you are not triggering half of your Focus and Restraint combo (you have no resource generating attack). I would honestly reroll your IK weapon back to Vitality instead of the Attack Speed, it's doing very little for you. Other than that, just better rolls on items all around! :)

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Guest Sichama

One question
Why is +Movement listed as preferable on Feet when +Whirlwind Damage is available as a stat

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Guest Rend-IK Barb

Because WW's damage is insignificant in this build

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Guest Big-T

Now that we're into season 5, is this build still viable? I'm new to D3 and have been working towards getting my gearing correct. At the moment I have full 6-piece waste, with IK belt/weapon and I'm struggling to clear Grifts 35-40ish. Seems like my DPS is non-existent and my survivability is also lacking... Certain enemies still 1-shot me as I only have about 430k life.

 

I just wonder if I'm missing something? I also don't see the dust-devils proccing, did that change too?

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Now that we're into season 5, is this build still viable? I'm new to D3 and have been working towards getting my gearing correct. At the moment I have full 6-piece waste, with IK belt/weapon and I'm struggling to clear Grifts 35-40ish. Seems like my DPS is non-existent and my survivability is also lacking... Certain enemies still 1-shot me as I only have about 430k life.

 

I just wonder if I'm missing something? I also don't see the dust-devils proccing, did that change too?

 

While certain builds will outclass it (the new Raekor and Earthquake builds, for example), there is no reason Rend could not go as high, if not higher, than it did in Patch 2.3. Your struggle likely comes from specific item rolls and/or lacking Paragons, if you post a link to your character, I can take a look.

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Guest Burn

Nice build, though I'm currently in love with the new MoTE Barb and it has become my pushing Barbarian build for Season 5, with FC Raekor for farming. But Rend is still much fun to play with, once you learn to manage your Fury.

 

One thing though: with patch 2.4, shouldn't you replace a cubed Unity for Band of Might? It offers 60% DR versus 50% of Unity; does not requires a follower (so it can be used in multiplayer) and the constant spam of Furious Charge will keep it up all the time. Even against the Rift Guardian.

 

Or is there something I'm missing?

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Guest PlainMcgee

So I was browsing the net, looking at what different people are doing this season and came across your build which was similar to a build I have been working on for the lower solo Grift. I got intrested in this build and decided to try it out for a trial run. I love it. I really do, but since some of my items arnt as good as the items you probably are running with I went back to working on my original build and was able to solo Grift 50 with about 2 min to spare...so until I get my items to the right place I did steal some of your work so I thought I would share with you what I've been working on...and thank you by the way with the great explication on your build really got me working it...so here is what I'm running and let me know what you think...I'm calling it the lazy man's barb...

Items:

Helm - Helm of Wastes

Chest - Cuirass of Wastes

Shoulders - Pauldrons of the Wastes

Hands - Gauntlet of the Wastes

Weapon - Immortal King's Boulder Breaker

Belt - Immortal King's Tribal Binding

Boots - Sabaton of the Wastes

Bracers - Strong-arm Bracers

Amulet - Hellfire Amulet with Berserker Rage Passive\ Pain Enhancer L.G.

Rings - Focus and Restraint \ Taeguk and Bane of the Trapped L.G

Skills:

War Cry - Impunity

Whirlwind - Blood Funnel

Ground Stomp - Wrenching Smash

Battle Rage - Into the Fray

Wrath of the Berserker - Insanity

Call of the Ancients - Together as One

Passives:

Brawler

Boon of Bul-Kathos

Ruthless

Rampage

Powers:

Band of Might

Fury of the Ancients

The Furnace

Very fun build for me so far...it focuses on whirlwind while your Ancients build you fury...had no problem with keeping up my Wrath of the Berserker...and I find it an easy way to grind at around T8 and T9...haven't tried it above Grift 50 but my guess is it starts to not do so hot...but just thought I would share it with you and anyone else who is not getting the items they need yet...try it out if you would like...I don't think you would be disappointed...let me know what you think and share any info on changes that could help it

Thank you for being a D3 fan like me...

Your frienday D3 player,

PlainMcgee

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Guest PlainMcgee

Saw your build when browsing the net and thought i would give it a whirl tongue.png ....Love it seems like its a very strong build but my items must not be up to pair with yours because it seems i am not getting the same amount of damage as you and my fury Gen seems a bit low but nothing a few item upgrades wont hurt...so I went back to my build i started with and tweaked it a bit and seems to be doing fine...got me to Grift 50 with about 2 min left so not to strong but fun to do while your grinding out items..so i am going to share this build with you since i did take some of your ideas and this might help those who are still low to grind for items better..so here it is

 

Items:

Helm - Helm of the Wastes

Chest - Cuirass of the Wastes

Shoulders - Pauldrons of the Wastes

Hands - Gauntlet of the Wastes

Weapon - Immortal King's Boulder Breaker

Belt - Immortal King's Tribal Binding

Pants - Tasset of the Wastes

Boots - Sabaton of the Wastes

Bracers - Strongarm Bracers

Amulet - Hellfire Amulet with Berserker Rage Passive and Pain Enhancer L.G.

Rings - Restraint and Focus with Taeguk and Bane of the Trapped L.G.

 

Skills:

War Cry - Impunity

Whirlwind - Blood Funnel

Ground Stomp - Wrenching Smash

Battle Rage - Into the Fray

Wrath of the Berserker - Insanity 

Call of the Ancients - Together as One

 

Passives:

Brawler

Boon of Bul-Kathos

Ruthless

Rampage

 

Powers:

Band of Might

Fury of the Ancients

The Furnace

 

Paragon Level order:

Core - 1. Movement Speed 2. Strength 3. Maximum Fury ( If you need more fury up to you) 4.Vitality

Offense - 1. Critical Hit Chance 2. Critical Hit Damage 3. Attack Speed (for the Wastes set but how ever you feel what order) 4. Cooldown Reduction

Utility - 1. Life on hit 2. Area Damage 3. Resource cost Reduction 4. Gold find

Defense - 1. Resist all 2. Life 3. Armor 4. Life Regeneration per second

 

Very fun build for me thus far...great for grinding around T8 and T9....able to grind well at T10...got it up to Grfit 50 but haven't tried to go any higher yet...my guess would be it starts to fall off hard but up to this point should be good...It focuses on your whirlwind while your ancients get you fury...every thing in the build seems to work well together...very fun for grinding out for better gear or just want to grind out some of those paragon levels if you are solo low level...give it a try if you would like...after all this is modified from my old build and this build and i guess would partly be yours lol...you dont have to take claim tongue.png....but tell me what you think and if you would like to know how i run it let me know...also if you see how to improve it let me know as well...hey that what we all are here for right to help each other biggrin.png...thank you for being a D3 fan like me and for posting your builds...from a fellow D3 player and your friend PlainMcgee

 

Be You, Do What You DO!

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So I was browsing the net, looking at what different people are doing this season and came across your build which was similar to a build I have been working on for the lower solo Grift. I got intrested in this build and decided to try it out for a trial run. I love it. I really do, but since some of my items arnt as good as the items you probably are running with I went back to working on my original build and was able to solo Grift 50 with about 2 min to spare...so until I get my items to the right place I did steal some of your work so I thought I would share with you what I've been working on...and thank you by the way with the great explication on your build really got me working it...so here is what I'm running and let me know what you think...I'm calling it the lazy man's barb...

Items:

Helm - Helm of Wastes

Chest - Cuirass of Wastes

Shoulders - Pauldrons of the Wastes

Hands - Gauntlet of the Wastes

Weapon - Immortal King's Boulder Breaker

Belt - Immortal King's Tribal Binding

Boots - Sabaton of the Wastes

Bracers - Strong-arm Bracers

Amulet - Hellfire Amulet with Berserker Rage Passive\ Pain Enhancer L.G.

Rings - Focus and Restraint \ Taeguk and Bane of the Trapped L.G

Skills:

War Cry - Impunity

Whirlwind - Blood Funnel

Ground Stomp - Wrenching Smash

Battle Rage - Into the Fray

Wrath of the Berserker - Insanity

Call of the Ancients - Together as One

Passives:

Brawler

Boon of Bul-Kathos

Ruthless

Rampage

Powers:

Band of Might

Fury of the Ancients

The Furnace

Very fun build for me so far...it focuses on whirlwind while your Ancients build you fury...had no problem with keeping up my Wrath of the Berserker...and I find it an easy way to grind at around T8 and T9...haven't tried it above Grift 50 but my guess is it starts to not do so hot...but just thought I would share it with you and anyone else who is not getting the items they need yet...try it out if you would like...I don't think you would be disappointed...let me know what you think and share any info on changes that could help it

Thank you for being a D3 fan like me...

Your frienday D3 player,

PlainMcgee

I want to apologize in advance for posting a very similar post after this one....I did this post on my phone and didn't realize that it needed to be approved first before posting...i thought i hit the wrong button...Im not trying to troll you are anything just a misunderstanding...Thank you for understanding and remember Be you, Do what you DO!...From a D3 Fan, PlainMcgee

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I want to apologize in advance for posting a very similar post after this one....I did this post on my phone and didn't realize that it needed to be approved first before posting...i thought i hit the wrong button...Im not trying to troll you are anything just a misunderstanding...Thank you for understanding and remember Be you, Do what you DO!...From a D3 Fan, PlainMcgee

 

 

No worries! It's always cool to see people thinking of builds on their own :) 

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Guest Thrall

This build just seems squishy to me, the toughness just wasn't very good when I was using this build trying to beat gr 60 and the clock barely beat me before I finished the rift. I'm using the right stuff I think, like the 6 set IK and 4 set WOTW bonus. Iv'e got the together as one passive on my call of the ancients, I use the blood funnel rune, veterans warning rune, I have the 25 rank bonus from taeguk, I socketed my chest and pants with diamonds and my helm with an amethyst. I don't think my ancients were dying, and I always had them up at the start of a rift. All of my gear is ancient except for my amulet, bracers, and rings. Same for my leap quake build that I am able to beat gr 77 with sometimes. The reason I experimented with this rend build is because it looks like it has MAJOR DAMAGE output. I make sure my taeguk stacks stay up by charging once and whirlwinding and then repeating that over and over again along with rending etc. I still don't know if I'm doing this right.

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On 6/20/2016 at 8:17 AM, Guest Thrall said:

This build just seems squishy to me, the toughness just wasn't very good when I was using this build trying to beat gr 60 and the clock barely beat me before I finished the rift.

Hmm, it definitely shouldn't so early in GR progression. You could possibly try the Endless Walk set or Unity + Hellfire Amulet for additional damage reduction, and use CoE as your one offensive ring? 

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Guest Deos

This build is good but has a real problem on fury...

I can do easy gr60+ but when the boss pop I can't generate my fury for deal some damage. And so I can't finish cause I have no damage where there is one mob.

 

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Hello all,

After a 3-year break to Diablo 3, I returned last season to play Deadset's Spectral Blade Tal Rasha Wizard build and it was a blast! Very much fun and good feeling of power. I could solo GR50's without any ancients and even without Focus and Restraint rings. Well, GR60 solo is possibly the farthest I can go in a season,  considering that I have long working hours and am not willing to spend entire weekends farming.

So, even though there is no new content, I'm excited about this season and I'm looking to play something new. I'm seriously considering Barbarian or WD - two classes I've never played.

As such, I've got a few questions:

  • I do not want to collect sets from scratch by farming and am only willing to play builds that depend on Haedrig's Gift for the season. Hence, here I am. But the question is, would you recommend this very build, or this other IK Barb build by Deadset, based on HotA damage rather than Rend? I tend to incline towards this build as it utilizes Whirlwind, which I love. But I've read comments that the build has some serious Fury generation problems and resource depletion was THE thing I hated about DH.
  • Would you happen to agree with the comments swirling around in forums that "Barb is currently weak and is only useful in a group?" I don't want to be disappointed after the feeling of power I had with TR SB Wizard last season.
  • Considering my aim is GR60 solo tops, would you recommend either of Deadset's IK Barb builds, or his Spirit of Arachyr Firebats WD build? I am very curious about WD and read that it's a breeze in leveling, but the comments section in that build states that the build is squishy and does not have much firepower.

Many thanks in advance!

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On 10/14/2016 at 11:41 AM, Ulanbator said:

 

  • I do not want to collect sets from scratch by farming and am only willing to play builds that depend on Haedrig's Gift for the season. Hence, here I am. But the question is, would you recommend this very build, or this other IK Barb build by Deadset, based on HotA damage rather than Rend? I tend to incline towards this build as it utilizes Whirlwind, which I love. But I've read comments that the build has some serious Fury generation problems and resource depletion was THE thing I hated about DH.

Personally, I prefer HoTA, especially if you don't like resource depletion. HoTA never has downtime!

On 10/14/2016 at 11:41 AM, Ulanbator said:

 

  • Would you happen to agree with the comments swirling around in forums that "Barb is currently weak and is only useful in a group?" I don't want to be disappointed after the feeling of power I had with TR SB Wizard last season.

Definitely don't expect the same numbers you would from a Wizard. Barb, at least in solo play, is miles off Wizard damage atm.

On 10/14/2016 at 11:41 AM, Ulanbator said:

 

  • Considering my aim is GR60 solo tops, would you recommend either of Deadset's IK Barb builds, or his Spirit of Arachyr Firebats WD build? I am very curious about WD and read that it's a breeze in leveling, but the comments section in that build states that the build is squishy and does not have much firepower.

I'd take the IK HoTA build.

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      Finally, the Class Sets rewarded for completing certain chapters in the Season Journey courtesy of Haedrig’s Gift have rotated once more. We’ve listed the available Sets below. For those new to Seasons, here’s how it works:
      Completing Chapters 2, 3, and 4 of the Season Journey will reward you with three of Haedrig’s Gifts. Each Gift contains a few pieces from one of your Class Sets. Players can only unlock one Class Set in this manner per Season across Hardcore and Non-Hardcore, so choose wisely!
      The set you 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
      Return to Top
      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.
      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.
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      PTR Character Copy
      The option to copy your existing Diablo III characters from your live account to the PTR will be available and can be done directly through the PTR client. However, only one region per account can be copied at a time. So, if you choose to copy characters from your account in a different region, any previously copied PTR characters will be lost.
      Step 1: Log into the live game and then log out.
      Step 2: Log into PTR client and create a level 1 character. After you're done, return to the main character screen.
      Step 3: Click on the "PTR Copy" button located in the upper right-hand corner. (The PTR Copy button will not appear in-game until you have created a new level 1 character.)
      Step 4: Select your region.
      Step 5: Click "Copy." This will copy all characters on your account from the selected region.
      Step 6: You will be disconnected from the PTR client.
      Step 7: Log back in. Your copied characters will be available for play.
      Please note that you can only copy characters from one gameplay region at a time. If you choose to copy characters from a different region, any previously copied PTR characters will be lost. In addition, you can only copy characters over to your PTR account once every 24 hours. Attempting to copy characters before this cooldown is up will result in an error.
      We hope you enjoy the PTR!
      -The Diablo III Development Team
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