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Uliana Seven-Sided Strike Monk

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On 4/10/2017 at 1:49 AM, Guest Wrong wrong wrong... said:

First off Cyclone Strike is 100% wasted. You DO NOT need it if you play correctly. If you're using spirit and time to cyclone mobs in, you're doing it wrong. The whole goal of Uliana monk is to dart around the map looking for density. You apply EP, spread with SSS and move on finding the next pack, working your way between large packs (unless you one shot them, common at low lvl 20-60GR). Instead try Mantra of Salvation with Agility rune. The passive with rune is alone worth 11 million toughness.

That's all well and good, but you waste even more time trying to stack without it. There's no reason not to take it, since you don't need to constantly spend Spirit to deal damage, like in a LTK build or so.

On 4/10/2017 at 1:49 AM, Guest Wrong wrong wrong... said:

Second the Fist of Az'Turassq is not first priority, it is second. Lion Claw's 7 extra SSS hits means 7 extra explosions. Which is more of an upgrade from barebones than 3x damage. 

This isn't true. Fist gives more damage total with its bonus. Not only does it provide a greater damage buff, it also buffs explosions that detonate without you hitting them on fringe mobs.

On 4/10/2017 at 1:49 AM, Guest Wrong wrong wrong... said:

Third, the jewelry should be Focus/Restraint, always. Because you will always have 100% increase damage if you are playing correctly, and Hellfire Amulet with a toughness passive is preferred, rolled with Cold %, CHD, CHC. 

The reason why it was originally added to the guide to use TCR + Unity is because of the elite damage % on unity and the survivability bonus. If you can survive fine and can kill rift guardians easily, then use F/R. It's unlikely that you can with this build, though. 

I know this is a late reply, but I'm clarifying things for anyone that might be reading.

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On 4/15/2017 at 0:19 AM, Kurnasos said:

what if i use thye ring of royal grandeur on the cube, instead of unity, use conventions of the elements and use Lefebvre's Soliloquy instead of the Ulianas shoulder..... so i can use both the protection from this shoulder and the burst from the Madstone armor...... would it not be better? unity is usefull if other friends are using it or your companion bot.... 

 

Unity is definitely better. It gives a bonus damage to elites, such as RGs, and is a huge defensive bonus. This build was never really intended for play with groups. There are far better builds.

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On 4/22/2017 at 0:13 PM, Aragorne said:

Hi Deadset.. thank you for this build, i've set up my monk following the written instructions literally.. I have several questions:

1. My spirit is being depleted so fast so very often i'm without spirit.. Any suggestions?

You are likely just spamming abilities too often and not allowing yourself time to regen spirit. Use cyclone as required, do not just spam it. 

On 4/22/2017 at 0:13 PM, Aragorne said:

2. Above GR60 i feel so squishy..I'm doing good damage, but I'm duying at least 3-4 times per greater rift... I have only 2 emeralds in gear, and rest are all diamonds... How can I improve survaivability?

In the future, a link to your character helps with things like this. If you encounter a similar problem in the present, just leave an armory link. Sorry I couldn't help at the time!

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I have 2 questions, any help is appreciated. 1: Is it true that the U2 application applies an un-runed version of EP? I'd never heard this before and doesn't really make any sense. 2: if you aren't concerned with doing all the snapshotting junk, is mythic rhythm even worth taking? What would be a viable replacement if not?

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On 8/25/2017 at 8:27 AM, Agandaur said:

1: Is it true that the U2 application applies an un-runed version of EP? I'd never heard this before and doesn't really make any sense.

If you haven't heard this before, how did you come up with that information? Applying EP with U2 bonus works as with any other skill acquired through gear, this means as long as you have that skill on you skillbar it is used with the rune you have selected for that skill. EP with no rune will be applied only in two cases: when you have no EP on your skillbar or you have selected no rune for the EP you have on your skillbar.

On 8/25/2017 at 8:27 AM, Agandaur said:

2: if you aren't concerned with doing all the snapshotting junk, is mythic rhythm even worth taking? What would be a viable replacement if not?

You should be concerned with doing all the snapshotting junk as it maximizes your damage output. If you are looking for alternatives you might want to try the Determination passive.


Also many people consider this a bug, so as a sidenote, not related with the above post, I just wanted to add that U2 and Mythic Rhythm at the moment work as intended by Blizzard, which means "Mythic Rhythm should only apply to Spirit Spenders that are cast manually, not by items or set bonuses." The original blue post that said this was removed from the official forums, so maybe there is some hope for it to change at some point, but at the moment U2 with Mythic Rhythm works as follows:
1. Mythic Rhythm is not consumed by Exploding Palms cast by the Uliana's 2-piece bonus (this was considered a bug and fixed long time ago).

2. Since Blizzard considers it fun mechanic you still have to apply 1 EP manually to benefit from Mythic Rhythm, as the ones applied through U2 set bonus won't trigger that particular passive.

In other words monk is still a class with most clunky mechanics in this game and it looks this won't change quickly. Having to apply EP manually kills the purpose of U2 bonus and hurts entire set as that bonus is simply useless (in contrary to barb's WotW2 bonus where you drop Rend at your own decision, not because of clunky mechanics).

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Guest Unisexbrian

First, thanks for the guide. A question: Would it be better with a fist of Az't with 488% exploding palm dmg but mediocre stats and dmg, or an ancient legendary with 280% exploding palm dmg and good dmg?  Thanks. 

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On 10/28/2017 at 3:00 PM, Guest Unisexbrian said:

First, thanks for the guide. A question: Would it be better with a fist of Az't with 488% exploding palm dmg but mediocre stats and dmg, or an ancient legendary with 280% exploding palm dmg and good dmg?  Thanks. 

Can you screenshot both? Would need to see other stats, how bad the damage is on the new one etc.

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Guest Unisexbrian
On 10/31/2017 at 9:49 PM, Blainie said:

Can you screenshot both? Would need to see other stats, how bad the damage is on the new one etc.

Thanks, here goes. I came to conclusion that the best was the crappy one with the high exploding dmg. Which is sad because I'd like to have to good one with that high EP dmg. Sniff. 

Screen Shot 2017-11-01 at 12.45.00.png

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Hey Deadset/Blainie.  Just curious here - shouldn't the "Secondary:  Exploding Palm's on-death explosion damage is increased by %500," be towards the top of this list?

  1. Weapon Damage
  2. Socket (preferably from Ramaladni's Gift Ramaladni's Gift)
  3. Dexterity
  4. Cooldown Reduction
  5. Area Damage
  6. Vitality
Edited by albabe

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7 hours ago, albabe said:

Hey Deadset/Blainie.  Just curious here - shouldn't the "Secondary:  Exploding Palm's on-death explosion damage is increased by %500," be towards the top of this list?

If a secondary is not listed, which is the case for majority of builds, your priority should be getting high rolls on the listed stats.

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2 hours ago, positiv2 said:

If a secondary is not listed, which is the case for majority of builds, your priority should be getting high rolls on the listed stats.

Sorry, I can be a little (lot) dense sometimes - I just want to be clear here - so, on a The Fist of Az'TurrasqWeapon Damage, Socket (preferably from Ramaladni's Gift Ramaladni's Gift), Dexterity, Cooldown Reduction, Area Damage and  Vitality are more important than the difference between Exploding Palm's on-death explosion damage is increased by %400 or %500?  The %100 difference is not that important?

 

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10 hours ago, albabe said:

Sorry, I can be a little (lot) dense sometimes - I just want to be clear here - so, on a The Fist of Az'TurrasqWeapon Damage, Socket (preferably from Ramaladni's Gift Ramaladni's Gift), Dexterity, Cooldown Reduction, Area Damage and  Vitality are more important than the difference between Exploding Palm's on-death explosion damage is increased by %400 or %500?  The %100 difference is not that important?

 

Of course it is important, but it is a stat that's always present on the item and you cannot remove it in any way nor change its values through the mystic, legendary affixes are never on the list. Rule of common sense applies here: go for the highest values of the main stats and as close to 500% as possible. It is not worth to change the fist with 450% for a one with 455% if it has lower weapon damage and lacks cdr, thus fist with 400% can be better than a one with 500% and horrible rolls on the main stats.

Usually the gear page has bis gear on it. For starters go with standard stats and cdr, get gear with at least first 3 stats from the stat priority for each piece of gear. Then look for more optimal gear that won't be a step back.

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14 hours ago, GMcDowellJr said:

Do Spirt Gaurds proc with Epiphany and other generators, or just by a manual application through Way of Hundred Fists?

Spirit Guards are proced by spirit generators, which are these attacks. Passive spirit regeneration, which is increased by Epiphany, doesn't trigger the proc.

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On 11/7/2017 at 2:42 AM, Guest guest said:

Of course it is important, but it is a stat that's always present on the item and you cannot remove it in any way nor change its values through the mystic, legendary affixes are never on the list.

I don't see why not being able to "Change" those stats has anything to do with my question.

"legendary affixes are never on the list?"  Aren't my Examples below, "legendary affixes?"

On 11/7/2017 at 2:42 AM, Guest guest said:

Rule of common sense applies here: go for the highest values of the main stats and as close to 500% as possible. It is not worth to change the fist with 450% for a one with 455% if it has lower weapon damage and lacks cdr, thus fist with 400% can be better than a one with 500% and horrible rolls on the main stats.

Usually the gear page has bis gear on it. For starters go with standard stats and cdr, get gear with at least first 3 stats from the stat priority for each piece of gear. Then look for more optimal gear that won't be a step back.

Yea, I think I get all that, and thanx, but I'm usually not too bad with that whole "Common Sense" conundrum, since I work as Professional Writer, and also for couple of Think Tanks..

Maybe I'm being dense but, I'm talking about a Damage Hierarchy here.  What I'm curious about is "Where on the List" does the "Secondary:  Exploding Palm's on-death explosion damage is increased by %500," sit in terms of killing monsters.

  1. Weapon Damage
  2. Socket (preferably from Ramaladni's Gift Ramaladni's Gift)
  3. Dexterity
  4. Cooldown Reduction
  5. Area Damage
  6. Vitality

Is the Weapon Damage more important than the extra 100% of the Exploding Palm's on-death explosion damage?  Is a Higher Dex more Important than the +100%?

For instance:  On the SWK LTK Monk, the legendary affix is the Second most important stat to get.

Feet
  1. Dexterity
  2. Lashing Tail Kick Lashing Tail KickDamage
  3. Vitality
  4. Secondary Resistance (Physical preferred)
  5. Armor

Or on the Yang's Multishot Build:

  1. Dexterity
  2. Critical Hit Chance
  3. Max Discipline (Secondary stat)
  4. Multishot Multishot %
  5. Cooldown Reduction

 

 

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Guest guest
1 hour ago, albabe said:

I don't see why not being able to "Change" those stats has anything to do with my question

If according to bis boots for particular build you should have main stat, vit and all res, and you receive boots with main stat, movement speed and all res then it should be clear to you that you should reroll movement speed into vit. Legendary properties cannot be changed, so they are not put on the list, you go for the highest possible. Use your common sense and don't sacrifice too much of main stats to get little boost from legendary property.

2 hours ago, albabe said:

Maybe I'm being dense but, I'm talking about a Damage Hierarchy here.  What I'm curious about is "Where on the List" does the "Secondary:  Exploding Palm's on-death explosion damage is increased by %500," sit in terms of killing monsters.

It doesn't. You get it by default with the item, so focus on main stats and never switch for lower legendary property, until the difference between legendary property on two items is negligible and main stats boost your dps output.

2 hours ago, albabe said:

"legendary affixes are never on the list?"  Aren't my Examples below, "legendary affixes?"

For instance:  On the SWK LTK Monk, the legendary affix is the Second most important stat to get.

Feet
  1. Dexterity
  2. Lashing Tail Kick Lashing Tail KickDamage
  3. Vitality
  4. Secondary Resistance (Physical preferred)
  5. Armor

Or on the Yang's Multishot Build:

  1. Dexterity
  2. Critical Hit Chance
  3. Max Discipline (Secondary stat)
  4. Multishot Multishot %
  5. Cooldown Reduction

This regards main stats not legendary affixes, i.e. for those Rivera Dancers you second priority should be +lashing tail damage (which is 10% - 15%) and for that Dead Man's Legacy your 4th priority should be increased multishot damage (which also can be 10% - 15%). This is not related with the legendary properties of those items.

 

2 hours ago, albabe said:

thanx, but I'm usually not too bad with that whole "Common Sense" conundrum, since I work as Professional Writer, and also for couple of Think Tanks..

I loled at this one xD I have no idea how does it relate to anything in this topic but I don't believe you anyways. If you still don't get something just ask, no one will mock you for asking questions. There is no need to explain yourself because you have doubts about stat prioritization.

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1 hour ago, Guest guest said:

Legendary properties cannot be changed, so they are not put on the list,

Yeah, that's the reason they are not put on the list if I understood Deadset's explanation correctly.

On 7. 11. 2017 at 1:17 AM, albabe said:

Sorry, I can be a little (lot) dense sometimes - I just want to be clear here - so, on a The Fist of Az'TurrasqWeapon Damage, Socket (preferably from Ramaladni's Gift Ramaladni's Gift), Dexterity, Cooldown Reduction, Area Damage and  Vitality are more important than the difference between Exploding Palm's on-death explosion damage is increased by %400 or %500?  The %100 difference is not that important?

 

Sorry, my bad. I should have worded it differently - your priority should not be permanently farming the item until you get a 500%, but rather to get decent rolls from Mystic. The affix is important, but so is getting weapon damage, dex and CDR rolls. Also sorry for the late reply.

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On 11/8/2017 at 12:42 PM, Guest guest said:

I loled at this one xD I have no idea how does it relate to anything in this topic but I don't believe you anyways

You don't believe me about what?

Quote

If you still don't get something just ask, no one will mock you for asking questions.

That's somewhat strangely obtuse - Didn't you just "mock" me for asking questions?  If not, then what is your "Loled" directed at, Mr Anonymous?

Quote

There is no need to explain yourself because you have doubts about stat prioritization.

How do I do that without "explaining myself?'

Have fun being a pompous condescending turd.  It suits ya.

Edited by albabe

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On 11/8/2017 at 1:43 PM, positiv2 said:

Yeah, that's the reason they are not put on the list if I understood Deadset's explanation correctly.

Sorry, my bad. I should have worded it differently - your priority should not be permanently farming the item until you get a 500%, but rather to get decent rolls from Mystic. The affix is important, but so is getting weapon damage, dex and CDR rolls. Also sorry for the late reply.

I appreciate your feedback, positiv2but it seems I'm not getting anywhere here.  I'll try one more time and then leave you guys alone:  

So even though the stats are not on the list, they still must fall in that hierarchy somewhere in terms of how important they are in terms or how much damage they do depending of what percentage you get.

As an example, on THE FIST OF AZ'TURRASFQ,what is more important:  Weapon Damage, Dexterity, Cooldown Reduction, Area Damage, Vitality, or the 100% difference between Exploding Palm's on-death explosion damage is increased by 400 to 500%?  In other words, with Two almost Identical Items, what difference would that 100% damage swing do?  Would the Item with the 500% be very different than the one with 400%, and is getting a 500% more important than a higher Weapon Damage or, Dex or...?

 

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3 hours ago, albabe said:

You don't believe me about what?

I don't believe you are a member of few think tanks and yet you fail to understand such an trivial concept as gearing up your character, even though you received an answer few times already.
Then, even though you got your answer few times already you keep repeating the same question. What different result do you expect than receiving the same answer again and again?

Legendary affixes are at the end of the list of priorities. Legendary affixes on their own give you shit, and they are always there on the item. Damage comes from your mainstats and that is why you have to focus on your mainstats. In case of uliana build perfect values of legendary affixes give you nothing if you lack cooldown reduction, life regen and good rolls on your resistances. If you have problem with your defenses/damage output it certainly doesn't come from low rolls on legendary affixes.
 

2 hours ago, albabe said:

As an example, on THE FIST OF AZ'TURRASFQ,what is more important:  Weapon Damage, Dexterity, Cooldown Reduction, Area Damage, Vitality, or the 100% difference between Exploding Palm's on-death explosion damage is increased by 400 to 500%?  In other words, with Two almost Identical Items, what difference would that 100% damage swing do?  Would the Item with the 500% be very different than the one with 400%, and is getting a 500% more important than a higher Weapon Damage or, Dex or...?

The difference would be negligible and you will profit more from better secondary stats than from higher legendary affix value.
 

3 hours ago, albabe said:

Have fun being a pompous condescending turd.  It suits ya.

Oh, how mature :)

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4 hours ago, albabe said:

As an example, on THE FIST OF AZ'TURRASFQ,what is more important:  Weapon Damage, Dexterity, Cooldown Reduction, Area Damage, Vitality, or the 100% difference between Exploding Palm's on-death explosion damage is increased by 400 to 500%?  In other words, with Two almost Identical Items, what difference would that 100% damage swing do?  Would the Item with the 500% be very different than the one with 400%, and is getting a 500% more important than a higher Weapon Damage or, Dex or...?

The 100% difference would be at top, but since you cannot roll into it with Mystic, and mainly since Deadset considers affixes' importance to be basic knowledge, affixes are left out from all stat priority tables.
However, just like with all stat priorities, you need to consider their relative importance (their "importance ratios") - is rolling into high weapon damage and dex more important than rolling extra 10% on the affix? and similar.

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10 hours ago, Guest guest said:

The difference would be negligible and you will profit more from better secondary stats than from higher legendary affix value.

This is no longer true. The legendary affixes on a huge number of items are a direct buff to the output of your main spender for the build. I've been stuck with a quiver on my DH that's non-ancient, passing up multiple ones simply because it has a 200% damage buff to Multishot roll on the affix. 

+10% damage or a higher damage range by 100-200 means nothing compared to +50% skill damage.

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This is quite the glass cannon build, but I love it; my favorite Monk build without a doubt. Too bad I'll have to farm for Az'Turrasfq again because of the buffs; took me 3 months to find that crap. I really wish the changes to legendaries were retroactive.

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On 11/12/2017 at 10:55 AM, Guest guest said:

I don't believe you are a member of few think tanks and yet you fail to understand such an trivial concept as gearing up your character, even though you received an answer few times already
 

Oh, how mature :)

No offense, but you're an a**hole... which is really easy when you're an anonymous a**hole who's such a coward that he's afraid of being himself online, a**hole.

And now you've proven beyond any doubt that I was correct - you are a pompous condescending turd... and it still suits ya... a**hole.

xo

Edited by albabe

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On 11/12/2017 at 12:59 PM, positiv2 said:

The 100% difference would be at top, but since you cannot roll into it with Mystic, and mainly since Deadset considers affixes' importance to be basic knowledge, affixes are left out from all stat priority tables.
However, just like with all stat priorities, you need to consider their relative importance (their "importance ratios") - is rolling into high weapon damage and dex more important than rolling extra 10% on the affix? and similar.

Thanx positiv2!  That's EXACTLY what I was asking.  i appreciate it... even if the a**hole above has just proven he's a dumbass about the stuff he claims to be so superior about understanding.  But I guess I really shouldn't be annoyed by a "guest guest" who's obviously an Eleven Year Old.

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      Patch 2.7.7 | Game Updates
      KR Age Restriction Updated Logos for KR Age Restriction from 18 years of age to 19 years of age. Extra progress orb drops from the Soulshard Stain of Sin now works for Challenge Rifts. Extra progress orb drops from the Soulshard Stain of Sin and Altar of Rites node Reaper now only drops from monsters inside Nephalem Rifts, Greater Nephalem Rifts, and Challenge Rifts. Return to Top
    • By Staff
      A new Diablo 3 season starts in just a week! Season 30, The Lords of Hell, arrives on January 12th and brings the new seasonal rotation system. We're getting reprised rewards from Season 25, featuring the Soul Shards gems, as well as the now permanent Rites of Sanctuary and Visions of Enmity systems.
      Let's take a look at everything that's coming below! 
      Season 30 (Source)
      Sanctuary needs you to answer its call for aid in Season 30: The Lords of Hell. Starting on January 12 at 5 p.m. PST/CET/KST, Nephalem can harness the power of The Lords of Hell Season Theme, which first debuted with Season 25. For an in-depth look at the now-permanent Rites of Sanctuary and Visions of Enmity themes, Class Balance, and more, take a gander below.
      Seasonal Journey
      Season 30: The Lords of Hell
      Season Cosmetic Rewards
      Season Journey Rewards
      Seasonal Conquest
      Haedrig’s Gift
      Patch Notes
      Season 30: The Lords of Hell
      Though the Black Soulstone has been destroyed, lingering fragments of The Lords of Hell once contained therein still persist in Sanctuary. These Soul Shards hold immense power—power that once belonged to the Prime and Lesser Evils. Cunning Nephalem who find and wield these Soul Stones must exercise caution. Power can be alluring, and the road to the Burning Hells is paved with good intentions...
      Season 30 is the first to utilize our new Season theme rotation system, reintroducing The Lords of Hell theme first seen in Season 25. Players can embrace evil by infusing themselves with the essences of Hell’s Lords using Soul Shards. Players will embark on their Season Journey to discover and upgrade demonic Soul Shards based on the seven Lords of Hell. By embodying a Prime and Lesser Evil, players will inflict new forms of pain and suffering on the demons of Sanctuary. We can't wait for players to get their hands on Soul Shards to start unlocking their true power.
      Nephalem can find 7 unique Soul Shards(based on the seven Lords of Hell), which give players demonic new powers. One of 3 Prime Evil Soul Shards can be equipped into Helms and one of 4 Lesser Evil Soul Shards can be equipped into Weapons. Each Soul Shard can be upgraded three times using a new seasonal-exclusive consumable, the Hellforge Ember.
      Soul Shards and Hellforge Embers can drop from anywhere in Sanctuary, but Soul Shards have a higher chance to drop from Bosses. Soul Shards cannot be traded, but can be salvaged or utilized in Caldesann’s Despair. You may only equip one Prime Evil Soul Shard and one Lesser Evil Soul Shard at a time. Lastly, Soul Shards and Hellforge Embers only drop in Seasonal play, and will not transfer to your non-seasonal character when the season ends. For a look into the capabilities for each of the Soul Shard powers look below.
      Prime Evil Soul Shards
      Sliver of Terror
      Base Power: Your cooldowns are increased by 25%. For every skill on cooldown, you take 12.5% reduced damage and deal 12.5% increased damage. Additional Powers: Your attack speed and critical hit chance are increased by 5% for each skill on cooldown. You cast a devastating Ring of Fire after killing 100 enemies. If three or more skills are on cooldown, your lightning and fire skill damage are increased by 50%. Shard of Hatred
      Base Power: You deal 15% reduced damage while you have 3 or fewer enemies within 25 yards. If more than 3 enemies are within the same distance, you deal 5% increased damage per enemy (to a maximum of 50%). Additional Powers: Killing an elite enemy pulls all enemies within 40 yards to where the elite died. Your Movement speed is increased by 50%. Each enemy within 25 yards reduces your movement speed by 10% up to 70%. You now deal 15% 10% increased damage for every enemy instead of 5% (to a maximum of 100%). Fragment of Destruction
      Base Power: You move unhindered through enemies. Each enemy you pass through receives Mark of Destruction for 7 seconds. Each marked enemy that dies removes 1 second from one of your skills on cooldown. If the Mark of Destruction expires before the enemies die you lose 2% of your maximum health as damage. Marks are not applied if you are below 35% health. Additional Powers: You have a 25% Chance to restore 5% health when an enemy dies with Mark of Destruction active. When you apply Mark of Destruction to an enemy, you increase your movement speed by 5% for 7 seconds. Max 10 Stacks. You now leave a trail of fire in your wake that slays enemies with the Mark of Destruction and are below 10% health. Lesser Evil Soul Shards
      Stain of Sin
      Base Power: You deal 25% less damage. When you kill 50 enemies, you spawn a pool of blood that increases the damage done to elite enemies by 150% and lasts 15 seconds. Additional Powers: The pool of blood now negates Elite affixes within its area. You gain an additional Rift Progress Orb when you kill and elite pack. The pool of blood now collects Rift Progress Orbs. Dregs of Lies
      Base Power: You deal 25% less damage. Your pets deal 25% increased damage. Additional Powers: Killing an elite enemy reduces all your active cooldowns by 5 seconds. On receiving fatal damage, spawn a shadow that prevents your death, restores your health to 35%, and grants +225 All Resist to all party members while it is active. The shadow only lasts 15 seconds. Each time your pet hits an enemy, your damage is increased by 0.5% for 5 seconds. This stacks up to 100 times. When you reach 100 stacks, the stacks quickly reset to 0. Remnant of Pain
      Base Power: Your Critical Hit Chance is reduced by 15%. Attacks against Incapacitated enemies are automatically critical hits. Additional Powers: Hitting enemies with cold damage has a 50% chance to freeze them. Cold skill damage is increased to frozen targets by 20%. Gain passability while your movement speed bonus is over 50%. When you move through enemies you knock them back and stun them for 2 seconds. When you critically hit an enemy you increase the attack speed all players by 5% for 5 seconds. Max 10 stacks. Essence of Anguish
      Base Power: Every time you deal poison damage to an enemy you increase your cooldown reduction and movement speed by 2.5% while your damage received is increased by 5% for 10 seconds. Max 10 stacks. Additional Powers: Your movement speed and cooldown reduction can be increased up to 15 times by dealing poison damage to an enemy. When you deal poison damage to an enemy they receive 50% increased poison damage from all sources for 10 seconds. Killing an enemy deals the damage done by the death blow to all enemies within 25 yards. Return to Top
      Season 30 Cosmetic Rewards

      In addition to the Chest and Gloves slots of the exclusive Conqueror Set, players will be able to earn a series of portrait frames bedecked with the mysterious beauty of Blood Shards. A ghastly All Hallow’s pennant will also be available, allowing you to proudly proclaim your love for all things grim and creepy.
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      Season Journey Rewards
      If you’ve been diligently slaying demons for the past few Seasons and reached Conqueror in the Season Journey each time, you’ve surely accrued a few extra Stash tabs. You’ll earn one additional tab each Season by finishing the Conqueror tier, up to a maximum of five Stash tabs:
      Guardian of Sanctuary: Finish a level 70 Nephalem Rift on Torment XIII within five minutes. Gem of My Life: Level three Legendary Gems to level 55. All I Do IS Win: Complete two Conquests this Season. Disarm You: Kill Rakanoth at level 70 in under 15 seconds on Torment XIII difficulty. Money Ain’t A Thang: Slay Greed on Torment XIII difficulty. Take U There: Reach Greater Rift level 60 Solo. Power Amplification: Use Kanai’s Cube to augment an Ancient Legendary item with a level 50+ gem. Cubic Reconfiguration: Use Kanai’s Cube to reforge a Legendary item. Return to Top
      Seasonal Conquest
      Want to prepare your Conquest plan for Season 30? Here are the challenges you’ll face!
      Push your way to Greater Rift level 75 to complete Divinity/Lionhearted. On a Good Day/I Can’t Stop guides you to get your Legendary Gem grind on; level three Legendary Gems to 65 to complete this challenge! For the speedy, Speed Demon/Need for Speed requires the fastest Nephalem to complete a Nephalem Rift at level 70 on Torment X or higher in under two minutes. For Curses!/Stars Align, pick any Cursed Chest event that requires killing monsters and defeat over 350 or more at level 70 on Torment X or higher. For the fiercest demon slayers, Boss Mode/World’s Apart is a speed challenge where you’ll need to eliminate the following bosses at level 70 and Torment X in under twenty minutes:
      The Skeleton King The Butcher Zoltun Kulle Ghom Cydaea Rakanoth Diablo Adria Queen Araneae Maghda Belial Siegebreaker Assault Beast Azmodan Izual Urzael Malthael Return to Top
      Haedrig’s Gift
      Finally, the Class Sets rewarded for completing certain chapters in the Season Journey courtesy of Haedrig’s Gift have rotated once more. We’ve listed the available Sets below. For those new to Seasons, here’s how it works:
      Completing Chapters 2, 3, and 4 of the Season Journey will reward you with three of Haedrig’s Gifts. Each Gift contains a few pieces from one of your Class Sets. Players can only unlock one Class Set in this manner per Season across Hardcore and Non-Hardcore, so choose wisely!
      The set you will receive depends on the class of the character you’re playing when you open each Haedrig’s Gift. To collect a full Class Set, you’ll need to open all three on the same character.
      Here are the sets granted by Haedrig’s Gift in season 30
      Barbarian: The Legacy of Raekor Crusader: Armor of Akkhan Demon Hunter: Embodiment of the Marauder Monk: Inna’s Reach Necromancer: Pestilence Master’s Shroud Witch Doctor: Zunimassa’s Haunt Wizard: Delsere’s Magnum Opus
      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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