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Blessed Hammer Crusader

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On 1/27/2017 at 2:05 PM, Guest inf3rno said:

I'm also curious for an answer on this. Rapid Descent seems overkill since OROTZ ring takes care of the cooldown pretty well and also I don't really want to spam FS anyway since I don't always want to reset the Faithful Memory DPS buff for a weaker one. Any opinions?

 

sorry for spamming :/

Answered this above to your other comment.

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On 1/30/2017 at 1:34 PM, Guest inf3rno said:

Any opinions on this one?

Another issue to remember is that your blind won't do anything against certain enemies. The free Judgement is a guaranteed 40% reduction against any enemy, regardless of DR. Mainly looking at RGs here. It's still a very good belt, but it's situational basically. It's amazing vs. trash, but will eventually do nothing against RGs.

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On 1/31/2017 at 7:45 PM, Guest kupo said:

Has anyone ever used a SOJ on this build? Seems like it could work and be a nice help for higher grifts perhaps?

You can, but CoE is better.

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On 1/31/2017 at 7:45 PM, Guest kupo said:

Also I am a horse rider. Which makes a bigger difference Iron skin or Laws of valor if I had to pick?

Can't edit for some reason, but you'll die without Iron Skin almost instantly.

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On 2/2/2017 at 9:05 AM, Guest inf3rno said:

I would say in higher GRs you have no chance to survive even trash packs without Iron SkinIron Skin Steel SkinSteel Skin.

Thanks for helping to answer :)

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On 2/13/2017 at 2:29 PM, Inso said:

 If not, then what is wrong with my gear (other than it's not all augmented and not all ancient).

  • Compass Rose is weak rolled.
  • There's a few very low Strength rolls.
  • Not the best damage roll on weapon.
  • Weak rolls on Traveler's

These are small things, but when you want to push into 90s, these are the things that matter.

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On 2/14/2017 at 9:08 AM, Guest Torhm said:

I used Faithful MemoryFaithful Memory instead of Johanna's ArgumentJohanna's Argument cause I find it in ancient and not the other. Is it a good idea ?

Yes, but only if you have Johanna's in the cube. In an ideal world, it is better to have Johanna's equipped because it is a 1-hander, but it's not that important.

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Guest inf3rno
18 hours ago, Blainie said:

Another issue to remember is that your blind won't do anything against certain enemies. The free Judgement is a guaranteed 40% reduction against any enemy, regardless of DR. Mainly looking at RGs here. It's still a very good belt, but it's situational basically. It's amazing vs. trash, but will eventually do nothing against RGs.

Could you explain a little bit more pls? I'm still not really convinced :)

What I see is a guaranteed 40% DR for 6 seconds vs. a slightly less guaranteed "100% DR" for 4 seconds. What exactly do you mean by "it will do nothing against RGs"? Even at GR80 RGs are by far my smallest issue, as I can continuously Blind them and they are just sitting ducks during the Blind. Yes, they will come out from Blind and do their attacks, but that's what Iron SkinIron Skin, the dodge with Falling SwordFalling Sword or the Toughness buff of Akarat's ChampionAkarat's Champion is for.

I'm no pro or anything whatsoever, playing only casually so I might not know the underlying mechanics very well. What am I missing here?

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On 15/02/2017 at 1:25 PM, Blainie said:

Yes, but only if you have Johanna's in the cube. In an ideal world, it is better to have Johanna's equipped because it is a 1-hander, but it's not that important.

Thx for the answer :)

This week end, I found an ancien Johanna's ArgumentJohanna's Argument.

 

But I'm still stuck to GR 71. Can you help me improve my stuff ? Cause I didn't really see what improve first.
My profile : http://eu.battle.net/d3/fr/profile/Torhm-2299/hero/87850471

 

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Guest Sarvoth

Hi all,

I hate to bug the experts to help me, but I am a bit frustrated and I am not sure where I went wrong.

tl;dr... I have all the pieces for this Deadset build, mix of ancients and non-ancients. Die instantly with all CDs on, in lvl 60+ GRs, need help in understanding why.

Here is my current build: http://www.d3planner.com/729722680

I can barely do level 55 GR, I die super fast. I have pushed upwards into the 60's, and I had to stop at 64, I think. Entered the GR, blue pack right in the front, killed me instantly, even with all CDs on and a unity ring on my undying companion, so I am kind of lost how my gear is that bad or I did something majorly wrong. I heard this build can do 90+ GR, and I am not sure how. Is it because I am not full ancients?

This is my favorite build to play as Crusader, 2nd is holy condemn build, that I switched to this from. I also have a thorns build, which is incredibly tanky, but can't stand how slow it feels. Just not fun.

I am using Fallen Sword as much as possible, especially on density packs. What kills me right now is projectiles. I swapped all my gems to diamonds to help with resists, at this point, I am not sure how to push GR levels without dying 30 times to complete it.

While I am not greatest at timing for the elemental ring buffs, I do save my Iron Skin and even Akarat's champion when I go low. I have a bottomless potion I also use. Finally, I swapped to  a new law that heals and reduces damage in hopes it would help a little. For the record, I don't have a unity on, because I duo almost all the time with my wife, who plays a DH. Her toughness is greater than mine by, and she has no problems not dying (she is using an Unhallowed build/grenade build).

Hoping someone can help me. I know my rolls are not perfect, if its just the gear that is the problem, then I guess I'll have to keep farming level 55 GRs, just annoying I can't upgrade my gems anymore at this GR level without lots of failures :(

Hoping I did something silly/stupid that someone catches.

Thanks!

-Sarv 

<merged>

Sorry, my last post's link for some reason lead to a profile that was mostly good, not sure why it showed the wrong cube'd items. This should work better: http://www.d3planner.com/357572815

I have the Faithful Memory/Hammer Jammers/Convention of Elements equipped on cube with this build.

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On 3/22/2017 at 9:54 PM, Guest Sarvoth said:

I can barely do level 55 GR, I die super fast. I have pushed upwards into the 60's, and I had to stop at 64, I think. Entered the GR, blue pack right in the front, killed me instantly, even with all CDs on and a unity ring on my undying companion, so I am kind of lost how my gear is that bad or I did something majorly wrong. I heard this build can do 90+ GR, and I am not sure how. Is it because I am not full ancients?

I am using Fallen Sword as much as possible, especially on density packs. What kills me right now is projectiles. I swapped all my gems to diamonds to help with resists, at this point, I am not sure how to push GR levels without dying 30 times to complete it.

While I am not greatest at timing for the elemental ring buffs, I do save my Iron Skin and even Akarat's champion when I go low. I have a bottomless potion I also use. Finally, I swapped to  a new law that heals and reduces damage in hopes it would help a little. For the record, I don't have a unity on, because I duo almost all the time with my wife, who plays a DH. Her toughness is greater than mine by, and she has no problems not dying (she is using an Unhallowed build/grenade build).

Hoping someone can help me. I know my rolls are not perfect, if its just the gear that is the problem, then I guess I'll have to keep farming level 55 GRs, just annoying I can't upgrade my gems anymore at this GR level without lots of failures :(

Hoping I did something silly/stupid that someone catches.

So, I noticed a few things that might help you.  Just for reference, my gear is in the same general range as yours- a few Ancients, no augments.  See for yourself: http://www.d3planner.com/818181088.  My paragon level (861) and legendary gems (82) are certainly higher, which is a not insignificant difference.  I'm able to do GR65 with relative ease, and have done 70.  Unless my skills improve (not bloody likely!), I think 75 would be the ceiling with this gear.  Like you, I'm not a pro at timing CoE rotations (in fact, I ignore them entirely SHAME ON ME).  I also don't use potions, because...well, maybe I should look into that.  Nonetheless, I am confident that you should be capable of GR60 without difficulty, and possibly GR65.

On to the advice:

  • You rightly point out that some of your gear rolls are not ideal, and that is certainly part of the issue.  Your damage bonuses for unused/unhelpful skills (Condemn/Slash/Falling Sword) are taking the place of buffs you would benefit from.  You might consider rerolling them in the cube, and when enchanting them, replace damage bonuses to skills you won't use (even Falling Sword, which is here purely to synergize with your armor set, Faithful Memory, and Sacred Harness) with anything else.  Even less prioritized buffs to Armor, All Resist, and even Life Regen are at least doing something to help you, no matter how small.  Your shoulders and boots are both good candidates for rerolls and enchants.  Also, I know that Weapon Dmg % is prioritized higher in the build than Cooldown Reduction for your Johanna's Argument, but in your situation I'd consider rolling that off to improve your overall CDR.  Increasing uptime for Akarat's Champion is hugely important, and quicker resets on Iron Skin will help, too. 
  • With regard to Falling Sword, make sure you're not using it too much and resettting it to a lower multiplier than what you already have; typically, if I manage to get anything 6 or better (watch the little hammer icon on the UI to see what your multiplier is), I'll avoid jumping again unless I can land on a bigger pack or I need to reset the 8 second 50% damage reduction from the (4) set bonus.  
  • This build thrives on dishing out huge amounts of damage, and doing so while utilizing an aggressive, alert style of play helps you stay alive.  The more damage you can do, the more your should be healing yourself from Life on Hit.  I like to put an Oculus Ring on my follower, and make a point to move into the circle for greater DPS.  You mentioned the Unity ring on your follower, but that will not improve your survivability unless you ditch either the OROTZ or the CoE for another Unity ring, which I would not recommend.
  • Consider replacing the passive Blunt with Holy Cause; the incoming 1% heal procs from your holy damage will help once you're GR60+.  The 1% doesn't seem like much, but every collision of every one of your many hammers is contributing.
  • In lieu of saving Iron Skin and Akarat's Champion for emergencies, I'd suggest using them as often as they're up; with this build and at these difficulties, any arrow you didn't see, explosion you were just on the edge of, or pit of nastiness you stand in too long can take you down in an eyeblink.  Increasing your CDR as suggested above will help with this.

That's all I can think of for now.  Good luck!  I'll be eager to hear how it goes.

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Season 10:

I feel that I'm either not understanding this build or I'm doing something wrong. (Which, one could argue, is actually the same thing). You can find my armory profile for my Crusader this season by clicking here: Sajakain's Crusader.

The problem I'm having is that, despite landing with Falling SwordFalling Sword Rapid DescentRapid Descent and even using Akarat's ChampionAkarat's Champion ProphetProphet, I sometimes instantly die. This has even been in situations that once I land with Falling Sword, I'm dead. The average Greater Rift I'm running is 55 - 60 right now trying to level my gems a bit more.

Is this build supposed to be that squishy? I can't adequately explain how frustrating it is to die in this manner in such a low GR (imo, 55 is low but I may be wrong).

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4 hours ago, Sajakain said:

Is this build supposed to be that squishy? I can't adequately explain how frustrating it is to die in this manner in such a low GR (imo, 55 is low but I may be wrong).

Take heart in the fact that when played well, this build can decimate huge groups with enough speed to make the occasional death  tolerable.  Until you get more Ancient pieces and level your Legendary gems into the mid 50s, GR 55-60 is respectable, especially with a higher skill-cap build.  However, you are certainly correct in assessing that this is by no means a durable build.  As such, it is possible at times to burn through the "cheat death" abilities provided by IndestructibleIndestructible and Akarat's ChampionAkarat's Champion ProphetProphet before either gets a chance to reset.  When that happens, insta-death is possible, especially when fighting elites with nasty affixes.  Make sure you're spamming ProvokeProvoke and Iron SkinIron Skin whenever possible to decrease enemy attack speed, generate wrath, and buff your durability.  Provoke in particular should be almost constantly available due to the Seeker of the Light 2p bonus.  Remember also the Life on Hit mechanic; if you are taking a beating, move around to get damage reduction from The Compass RoseThe Compass Rose while simultaneously using Provoke to group enemies close, then Falling SwordFalling Sword the lot of them and start DPSing like mad.  Hopefully you'll be able to self-heal enough to offset incoming damage, and possibly even recover health.  That said, certain elite affixes are bad news; Arcane (especially on minions) can get ridiculous, and Juggernaut champions can take forever (especially if you're solo) once you no longer have adds to proc Faithful MemoryFaithful Memory and Bane of the TrappedBane of the Trapped is neutered by the Juggernaut's immunity to CC.

You can probably make some adjustments to your gear that will help a bit; the life regen on your chest piece is probably worth rerolling; unfortunately you can't get All Resist because of the secondary Lightning resist, but Armor or +Life % will help with one-shots.  Also, the 421 Vitality is pretty poor.  Frankly, it's probably worth trying to reroll with Law of Kulle in the Cube or getting another from Kadala or loot drops.  Likewise, the Punish and Slash damage on your belt and pants aren't helping and would be better replaced with anything else that you actually can benefit from.

Hope this helps a little- good luck!

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30 minutes ago, Gunthur said:

You can probably make some adjustments to your gear that will help a bit; . . .

Yeah I've been working on rerolling pieces as I can. Unfortunately I keep running out of mats lol. It's a process of "Bounties -> Rifts -> GR -> Reroll stats / upgrade items / etc -> run out of mats -> repeat".

Ty for the information, though. It is appreciated.

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2 hours ago, Gunthur said:

Take heart in the fact that when played well, this build can decimate huge groups with enough speed to make the occasional death  tolerable.

I forgot to mention; my aggravation with this build is not from an "occasional death". It's from dying so many times in a 59/60GR that I reach the 30 second timer. Granted; I still finish it but the instant deaths (sometimes consecutive) is extremely frustrating.

I just don't understand how I can jump in with Falling Sword, Akarat's Champion, and Iron Skin and get 1 shot by a white trash mob.

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23 hours ago, Sajakain said:

I forgot to mention; my aggravation with this build is not from an "occasional death". It's from dying so many times in a 59/60GR that I reach the 30 second timer. Granted; I still finish it but the instant deaths (sometimes consecutive) is extremely frustrating.

I just don't understand how I can jump in with Falling Sword, Akarat's Champion, and Iron Skin and get 1 shot by a white trash mob.

Maybe if you could record a video of a GR run it would be possible to evaluate any possibilities for tactical improvements.  I am not a great expert on this build, but I did successfully run it into the low GR70s in Season 9, and usually managed to finish GRs with 0-2 deaths.  Here's the gear I was running.

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12 hours ago, Gunthur said:

Maybe if you could record a video of a GR run it would be possible to evaluate any possibilities for tactical improvements.  I am not a great expert on this build, but I did successfully run it into the low GR70s in Season 9, and usually managed to finish GRs with 0-2 deaths.  Here's the gear I was running.

I'd be more than happy to!

With the video I made, a couple points for reference:

  • After I completed the Greater Rift (60), I went back and noticed that my Paragon points were still adjusted to my Death's BreathDeath's Breath farming build. =\
  • The monitor I play on is a 21:9 aspect ratio monitor: 2560x1080 resolution. When I rendered the video it seems kind of shrunk. I apologize for that and may just switch to my other 16:9 resolution video for recording purposes, lol.

If you note anything, by all means, point it out.

=======================================

You can find the build here: Sajakain's Crusader
You can find the video here: Greater Rift 60

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7 hours ago, Sajakain said:

If you note anything, by all means, point it out.

So, I watched the video, and I took a possibly embarrassing amount of notes.  The first thing to point out is, hey, you finished GR 60!  You took a few deaths, but even so you cleared in just over 6 minutes, which is pretty quick.  I think those deaths can be avoided, and I think you can crank out even more damage to make things go even faster next time.  I'm going to be somewhat thorough, so please forgive me if I seem nitpicky.  To preemptively summarize, I could condense my suggestions to the following:

  1. Try to get better use out of the Faithful MemoryFaithful Memory damage multiplier.  In many cases, you were at x4 or below when there was the possibility to be at x6 or better.  You doing more DPS=more life/hit, less incoming damage (because mobs are taking a dirt nap), and quicker clears.
  2. Avoid walking into a pack of enemies when you can jump in with Falling SwordFalling Sword, especially if you have a low Faithful Memory multiplier and/or your damage reduction from Falling Sword has run out.  The 4 piece bonus from the Seeker of the Light set gives you 50% damage reduction for 8 seconds after you use Falling Sword, and you're getting JudgmentJudgment DebilitateDebilitate from your Sacred HarnessSacred Harness, immobilizing enemies and getting another 40% damage reduction.  If you're taking a beating and are low on health, jump without reservation, and onto a big pack of baddies if possible.
  3. Make greater use of ProvokeProvoke Too Scared to RunToo Scared to Run to reduce incoming attacks, proc Bane of the TrappedBane of the Trapped, and make tighter groups of enemies to jump on and squish.
  4. Don't neglect the DPS boost provided by your follower's Oculus RingOculus Ring.  The 70-85% damage increase really makes a difference.

Here's the ultra TL;DR version: use Falling Sword more and better.

Here's some specific time-referenced observations:

1:28 Entered room with no buffs running except Endless Walk.  No damage reduction from Falling Sword, no Blessed Hammer DPS bonus, died.

2:06 Entered group without use of Falling Sword.

2:16 Entered group with Falling Sword, example of what to do instead.

2:23 With a low Faithful Memory multiplier of x4, walked into a group of enemies.  Jump in instead with Falling Sword, and utilize your follower's Oculus Ring circle for higher DPS.

2:30 Jumped near a big pack, but only got an x4 Faithful Memory multiplier.  Behavior is correct, just need to target your jump more accurately.

3:14 With Faithful Memory x1, walked into a group instead of jumping, killed by range attack with Iron Skin available.

3:44 Good example of use of Falling Sword, got x8 Faithful Memory bonus.

4:02 Stood in a pile of bad stuff, Faithful Memory bonus only x1, jump out of ouchy stuff to improve multiplier, increase damage reduction, and save your feet.

4:23 Jumped into a small pack when a larger one was available, netted only an x2 Faithful Memory bonus.  Also, from 4:23-4:46, maximum Faithful Memory bonus was x2, and that was only for the first 10 seconds.  You were without any damage reduction from Falling Sword from 4:32-4:46 when you used Falling Sword again.  Utilize ProvokeProvoke Too Scared to RunToo Scared to Run more often to build tighter packs, proc your Bane of the Trapped, and reduce enemy DPS.

4:27 Oculus Ring circle unused.

4:29 Walked into group with x2, should jump instead.

5:00 Example of where Provoke can be used to build a better pack, Falling Sword used but only x2.

5:06 Good decision to use FS, but only netted x4.  Try to hit more mobs.

5:36 With FM bonus of x6, carried out a quick and painless (for you, not the baddies) elite pack kill.

5:56 Good use of Falling Sword, netted an x9 FM bonus, but abandoned a large pack.  Instead, take the 6-8 seconds of damage reduction to move into the Oculus circle, spam Provoke to maintain Wrath and bring in mobs, and spam Blessed Hammer to smash some fools.

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Guest Cheve

I want to thank Deadset for his cool guide. I play on Xbox One and yesterday achieved GR86, now on top36 for crusader. Yesterday was a good day as finally I got an ancient weapon increasing my dos from 1200m to 1800m. Need to improve my rose ring, get ancient shoulders and put some extra gems and I think I'll get 90s soon

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On 4/27/2017 at 9:52 AM, Guest Cheve said:

I want to thank Deadset for his cool guide. I play on Xbox One and yesterday achieved GR86, now on top36 for crusader. Yesterday was a good day as finally I got an ancient weapon increasing my dos from 1200m to 1800m. Need to improve my rose ring, get ancient shoulders and put some extra gems and I think I'll get 90s soon

Congrats on your progress with the build! Hopefully you've hit the 90s since your post :)

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Okay, noob question, but I never really played Crusader -

Is the Sacred Harness belt a seasonal only drop? I've used so many shards now (like over 10k) on trying to get it, and it hasn't dropped yet. 

Or is my RNG just that bad? 

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Guest Truth

Any suggestions for using this build for HC? Some of the comments seem to indicate dying a lot which scares me. My crusader is only around t5 right now and still missing a lot of stuff, but it doesn't make a lot of sense to continue gearing if the build is too squishy for HC. 

Thanks!

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Guest Cheve
On ‎08‎/‎05‎/‎2017 at 5:51 PM, Blainie said:

Congrats on your progress with the build! Hopefully you've hit the 90s since your post :)

Hehe yes, I achieved 94, levelling up some gems to get 95

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Guest Cheve
On ‎11‎/‎05‎/‎2017 at 8:41 PM, Guest Cheve said:

Hehe yes, I achieved 94, levelling up some gems to get 95

and... 96. Got into top 10 of Xbox!

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

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

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

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

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

      PTR Focus and Details
      The Patch 2.7.7 PTR will soon be under way. During this time, there may be periodic maintenances, outages, hotfixes, or minor patches. We urge you to focus your playthrough on the following:
      Rites of Sanctuary and Visions of Enmity: Based on positive community feedback, we saw these Season themes were such a hit that we’ve decided to make them permanent. Players can harness the might from the Altar of Rites and Diabolical Fissures to dream up unique Class builds and achieve new levels of power. Class Balance: To ensure that the most significant class changes receive an ample amount of attention, we'd love for you to focus testing and providing feedback on the balance changes for all Classes. PTR-unique buffs will be active to help you on your journey: increased experience gains, and double Blood Shard drops. You can also buy new gear for testing from the special PTR vendor, Djank Mi'em, who will exchange Blood Shards for class-specific bags full of Legendary Items that we'd love for you to test! So that we can efficiently review your posts, please provide feedback in the PTR Feedback forum and bug reports in the PTR Bug Report forum.
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      PTR Testing Tips
      As with our previous PTRs, this testing period is short, so it's best to hit the ground running. Whether you’re a PTR veteran or newcomer, we thought we’d pass along a few tips to get you started.
      Because of the limited duration of this PTR, we ask that participants pick a particular portion of this update to focus on testing. For example, if you’re primarily a Witch Doctor player, consider what changes impact the Witch Doctor specifically. What you like best, what you think may still need adjustment, and what you’d want to see in the future (even if that may be beyond the scope of this patch) are all good questions to ask yourself before submitting feedback. Try to break things! Just tell us when you do so we can make sure that the patch’s launch is as smooth as possible. When providing feedback, focus less on a solution and more on your experience. How did the changes make you feel? Did something seem incorrect or insufficient? Suggestions are always welcome but identifying the issues themselves is most important. Back to Top

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

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

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