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Damien

Zuni Carnevil Poison Dart Witch Doctor

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On 10/17/2016 at 9:49 AM, Arkpit said:

Perhaps I can send good vibes with non-pet things because I'm ooooh so with you on being angry at Gargantuan AI. After a few hundreds of hours of Season 6 where Gargs were staring at a wall after re-summon or simply hitting things half a screen away just got to me in the end and I couldn't take it.

Thanks for that detailed post! Hopefully it can help out anyone with the same problem!

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Guest TDB

cant get the page to display properly. it worked a few days ago when i found it, but now it just loads to #2 Builds and shows poison dart and nothing else. tried different links, and different browsers. is the page broken? finishes loading, but nothing else on the page but what listed above.

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9 hours ago, Guest TDB said:

cant get the page to display properly. it worked a few days ago when i found it, but now it just loads to #2 Builds and shows poison dart and nothing else. tried different links, and different browsers. is the page broken? finishes loading, but nothing else on the page but what listed above.

Yeah, it was my mistake. It's fixed now :p

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Some thoughts from a hardcore perspective using this build so far in Season 8!

First off, I'm paragon 550 in season 8 so far and previously have a few hundred hours of experience playing Jade and Helltooth season 6 & 7.
I've got quite a few ancient items and my ancient Kukri in hand is well rolled as well.

After running GR60 with Poison Darts build in Hardcore I'm thanking whatever diety people believe in that I'm still alive because this is hands down the squishiest build I've ever rifted with.

The main problem I see is that you NEED Grave Injustice to reset your Spirit Walk and Soul Harvest as often as possible which first off isn't even in the recommended skills and the only passive you can safely swap in Hardcore is Pierce the Veil so 20% dmg gone there.
This however doesn't neglect the dmg you recieve which is massive since with all fetishes out (8+15=23*3% ~69% DR) and your 5stacks of Soul Harvest for 50% armor and 30% DR (26% effectively if I recall) you land somewhere at max 150mill toughness. The "Learn2Play" part here is setting up Bad Medicin for the 25% reduced dmg dealth which isn't easy to apply on everything you see with just 1-2 Grasps so you spend some time shooting darts on missed targets just so they won't straight up kill you.

This isn't enough to stay safe beyond even as low as 60. To manage this I've had to be 110% active with using everything and be on the move at all times which means the Endless Walk set is up with another 50% DR but I can't go near anything without losing 50% hp in one hit from a normal mob.

The main issue that follows is that to complete a high GR you NEED to skip trash to find the elites but if you can't reset your Spirit Walk you're dead in the water as soon as it runs out and you end up putting down Voodoo+Grasp and dodge everything while praying your Simplicity gem will keep you alive until another Spirit Walk is up again since keeping yourself at medium-long range is not easy while skipping. Not to mention that while the 4second Grasp CD is short, it's really not short enough and swapping to Acid Rain you can't proc trapped and need to use enforcer which doesn't improve your own dmg.

I honestly don't understand how it's supposed to get 80+ as per recommendation even in Softcore since you are nearly oneshotted in GR60 and trying to get close to anything in GR70 for Grave Injustice resets are basically out of the question. This makes anything that can charge or teleport devestating.

While I fully understand that paragon 550 is not much to grab the 75+ GRs I've got quite a few ancient pieces and toughness have been mildly prioritised due to hardcore and it's rough, very rough. Esotaric Gem also btw is used instead of Enforcer. Trapped is in later GRs replaced by Stricken which in the end means (Simplicity+Esotaric+Stricken)

So on to how this can possibly be made viable on Hardcore?
What I'll try getting off work today is to remove the Endless Walk set (due to constant moving/dodging) and replace with Unity+Hellfire to grab a much needed extra passive so equip both Grave Injestice+Swampland in place of Pierce the Veil together with Corruption for extra pick-up radius.

Next one is to swap the Voodoo rune for the heal+20% DR and MAYBE, just maybe the GR60 will be ok to farm until I get more ancient pieces and paragon levels.

In theory this build is awesome but getting past GR60+ is really showing the many problems this build is facing. I'm still determined however to see this through and hopefully my changes can make this go all the way to my hardcore goal of solo GR75.

Edited by Arkpit

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For what its worth, I've personally done 75 with it on the... 2.4 PTR I believe, and have seen people in the 80-ish range with it. It was all done with a finalized version of the set too, so there shouldn't be any disparity between then and live. It was, however, done with three times the Paragon, 100+ level legendary gems, and perfected + enchanted pieces. A very, very sick Dagger of Darts too.

And it was still quite squishy. I can imagine it being a huge pain in hardcore. May RNGsus be with you.

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Thanks for confirming at least and I pretty much assumed what you mentioned with the gems and gear :)

I've been running with my changes at 60 a few hours now and it is very much an improvement for me in hardcore to start with before getting crazy items. So far I've got 5 ancient pieces with 3 of them augmented with rank 60 things so Int close to 11k with a few rolls to be perfected in the %dmg department of army/darts.

I'll be augmenting the other pieces and slowly take myself upwards by swapping out 1 defensive thing for an offensive as my gear and skill becomes comfortable at the GR in question.

Not sure why I'm doing this to myself considering this is probably one of the worst of the builds to choose for reaching hardcore 75 but I guess I just wanted a challange for season 8 ^^

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On 10/27/2016 at 9:50 PM, Arkpit said:

Not sure why I'm doing this to myself considering this is probably one of the worst of the builds to choose for reaching hardcore 75 but I guess I just wanted a challange for season 8 ^^

The things we do for the builds we love! 

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Guest EndarKeN

How does Swampland Attunement compare to Bad Medicine?

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6 hours ago, Guest EndarKeN said:

How does Swampland Attunement compare to Bad Medicine?

It is worse. No reliability due to mobs moving, it will give less reduction when the most powerful enemies are still alive (elite packs/bosses), it doesn't do much on Rift Guardians. BM is just a straight reduction on anything you poison. It's great.

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Swampland Attunement is a wonderful passive, but it's hard to fit it in this particular build. You're constantly trying to position yourself in a frontal cone to the enemy, instead of getting surrounded; the army of Fetishes will also block enemy pathing on the regular, making it even harder to benefit from the passive. Bad Medicine is just fire and forget, instant damage reduction.

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Guest Batti

Quick question about using Gidbinn instead of Dagger of Darts in this build?

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17 hours ago, Guest Batti said:

Quick question about using Gidbinn instead of Dagger of Darts in this build?

It's not viable sadly, but you can temporarily work with Gidbinn and gain minor benefits from the set because of it. The piercing effect from the Dagger of Darts is an incomparably stronger damage effect though, especially for AoE (which describes the majority of the fights in D3 :) )

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Guest Kampe24

I have a question, why use grasp of the dead as your spell to trigger the Zuni's 6p ability?  You handicap yourself by having a 4 second cooldown.  Why not use something like acid cloud that you can spam a little more and then not be sitting around waiting for you spell to come off of cooldown.  I was running GotD with Grave Injustice and was still finding myself waiting to cast it again so I could kill an elite faster.  Switched to Acid Cloud and found that I can kill a lot faster.

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On 2016-11-06 at 5:14 AM, Guest Kampe24 said:

I have a question, why use grasp of the dead as your spell to trigger the Zuni's 6p ability?  You handicap yourself by having a 4 second cooldown.  Why not use something like acid cloud that you can spam a little more and then not be sitting around waiting for you spell to come off of cooldown.  I was running GotD with Grave Injustice and was still finding myself waiting to cast it again so I could kill an elite faster.  Switched to Acid Cloud and found that I can kill a lot faster.

The reason why Grasp is used is largely based on the fact that you not only trigger your Bad Medicin passive but ALSO yout Bane of the Trapped gem which Acid Cloud doesn't. You don't need the extra *umph* in your dmg while spedrunning so that is why Acid is used instead of Grasp when running like Sanic!

Added benefit of Grasp is survivability in higher GRs to gain control over the field which is very handy considering how squishy the build is past 65+. I used Grave Injustice most of the time so the 4seconds is basically spammable.

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Ark is correct, you will indeed notice the speedrun version using Acid Cloud, whereas Grasp of the Dead is used in GR progression (for better control + proc of Bane of the Trapped and Bad Medicine).

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Was rerolling the Zunimassa's Trial, but cannot roll the "All Resistances" on it. Got Int, Vit & Movement, but can only roll for the 4th: Armor, Regen life per sec, Spirit Barage %, Acid Cloud %, Zombie Charger %, Sacrifice % and Firebats %.

Opted for armor, to aid in the soul harvest.

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On 2016-12-10 at 2:12 PM, MrHandsome said:

Was rerolling the Zunimassa's Trial, but cannot roll the "All Resistances" on it. Got Int, Vit & Movement, but can only roll for the 4th: Armor, Regen life per sec, Spirit Barage %, Acid Cloud %, Zombie Charger %, Sacrifice % and Firebats %.

Opted for armor, to aid in the soul harvest.

You should nearly always opt for armor for the Int classes due to their already high all resist from the primary stat.

The small % you would get from rolling resist on gear is barely noticable compared to the extra armor which can severely boost your armor not only through Soul Harvest but if/when using Horrify as well (an extra 50%).

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15 hours ago, Guest Guest said:

Please mark this build as not viable or remake it for gargantuan build made by bigdaddyden which is a lot better or just add more toughness stuff. There is no survivability!! http://www.diablofans.com/builds/79210-2-4-1-zuni-garg-gr90-solo

Let's start by mentioning that the zuni-garg build is a very different style and shouldn't really be compared with the poisondarts and for the actual build? It is very much so viable but it depends on a lot of things being described in my posts above that are a little longer and also answered by Deadset.

Softcore or Hardcore?
This would be an important question because this build as it is described in the guide is not suited for hardcore play at any level honestly. I am a hardcore player 100% and made my own adjustments to stay alive while still being able to run GRs.

With mediocre gear (600paragon and 60'ish gems) and by no means any perfect gear and maybe 3-5 augmented ones I could run between 65-70GRs solo in hardcore. I fully believe that you could, even in hardcore, push the 75GR conquest with the build making some personal adjustments to survivability but as Deadset already pointed out, you'll need 1k+ paragon with augments all over the place and perfect rolls.

I almost gave up on the build myself because I found it incredible hard to both have enough dmg and still surviving but it is a playstyle that requires you to almost re-learn the class. Extreme cation is always required to selecting a proper placement of GotD in case you don't get a reset with Grave Injustice and anything that is missed by the grasp needs to be instantly shot at by the darts to apply bad medicin.

This build IS in the end viable by all right, HOWEVER, it IS one of the most squishy and most challanging styles to play. This build is probably not for those wanting to push the highest GRs or want an easy and strong build to go with. I chose this path because I like how it's played and I wanted the challange to see how far I could take it in hardcore.

What it offers you is a unique style of play that does not include the worst AI in the game (gargs). Compared to Jade Harvester it also includes the viability of group play that Jade is lacking (You don't want friends killing packs before you can reset your CDs in a "boom" in hardcore).

Instead of pointing out your personal opinion that is is not viable, try finding a way to make it work for you that feels better. Like you mention, zuni-garg is more your style, then by all means, go that instead, it should be about what you want to play but I for one really enjoyed the poison dart style of play which does work with enough practise and gear!

Happy building ^^

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Guest Witch doctor

Well I would definitely swap some things for top builds stuff like Sacred Harvester and Piranhado. I'm being 1shot on gr 60 with pretty good gear and I do a lot better with more survivability

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6 minutes ago, Guest Witch doctor said:

Well I would definitely swap some things for top builds stuff like Sacred Harvester and Piranhado. I'm being 1shot on gr 60 with pretty good gear and I do a lot better with more survivability

I don't really see a way to replace either the Dagger of Darts or the Kukri. You really want the reset on Big Bad Voodoo and the Dagger of Darts is 100% a must.

The steps I took to reach GR70s on hardcore was to swap out the "Pierce the Veil" passive with "Jungle Fortitude" and instead of the "Enforcer" gem I ran with "Esotaric Alteration". 

Making these changes instead of the weapon makes sure you always have the BBV up at every fight, spammable, and if you are running softcore I would try first to only swap the BBV rune to the one that gives dmg reduction. In hardcore the Esotaric is a must though.

But try the BBV rune swap first, if you still feel too squishy, swap out the passive for a jungle fortitude and last go with the gem swap.
Still though, you have 3 viable survivability swaps without sacrificing the weapons which I really think is needed for the build :)

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Guest zwerg

build is "ok". It lacks sustanability. and it pretty particulat on gear. Unless you you everything right, there is still a huge lack of raw defense. Getting one shot lal the time

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The build is not the best  by a long shot, there are many more viable options but it's a more "fun" build since it's not like the others to me.

But again, if your problem is getting oneshotted, swap out something to survive 2 hits and you're solid, change that BBV rune to damage reduction and it just might be enough to keep your dmg up high while surviveing one more hit.

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I am looking forward to play this build in season 9. Running around with 20+ fetish seem like a lot of fun. I never run a pet build before, just wondering why is enforcer is the gem of choice instead of stricken? 

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23 hours ago, Neogeo said:

I am looking forward to play this build in season 9. Running around with 20+ fetish seem like a lot of fun. I never run a pet build before, just wondering why is enforcer is the gem of choice instead of stricken? 

The build is lots of fun and very challanging (It's very squishy) so it's good choice!

(I'll leave @Deadset  to correct me on this)
The Stricken vs. Enforcer is most probably because pets do not increase the Stricken stacks and there isn't any DoT in the build to help out either which means only your own auto-attacks will stack the % and it will take you a while to get up to the same dmg increase as the Enforcer gem.

For a boss, or, certain bosses, the Stricken gem will pull ahead sometimes if it's long enough but the Enforcer will be a constant bonus through the entire clear of the GR which makes it a better overall choice.

Edited by Arkpit
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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.
      Back to Top

      PTR Testing Tips
      As with our previous PTRs, this testing period is short, so it's best to hit the ground running. Whether you’re a PTR veteran or newcomer, we thought we’d pass along a few tips to get you started.
      Because of the limited duration of this PTR, we ask that participants pick a particular portion of this update to focus on testing. For example, if you’re primarily a Witch Doctor player, consider what changes impact the Witch Doctor specifically. What you like best, what you think may still need adjustment, and what you’d want to see in the future (even if that may be beyond the scope of this patch) are all good questions to ask yourself before submitting feedback. Try to break things! Just tell us when you do so we can make sure that the patch’s launch is as smooth as possible. When providing feedback, focus less on a solution and more on your experience. How did the changes make you feel? Did something seem incorrect or insufficient? Suggestions are always welcome but identifying the issues themselves is most important. Back to Top

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

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

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

      PTR Character Copy
      The option to copy your existing Diablo III characters from your live account to the PTR will be available and can be done directly through the PTR client. However, only one region per account can be copied at a time. So, if you choose to copy characters from your account in a different region, any previously copied PTR characters will be lost.
      Step 1: Log into the live game and then log out.
      Step 2: Log into PTR client and create a level 1 character. After you're done, return to the main character screen.
      Step 3: Click on the "PTR Copy" button located in the upper right-hand corner. (The PTR Copy button will not appear in-game until you have created a new level 1 character.)
      Step 4: Select your region.
      Step 5: Click "Copy." This will copy all characters on your account from the selected region.
      Step 6: You will be disconnected from the PTR client.
      Step 7: Log back in. Your copied characters will be available for play.
      Please note that you can only copy characters from one gameplay region at a time. If you choose to copy characters from a different region, any previously copied PTR characters will be lost. In addition, you can only copy characters over to your PTR account once every 24 hours. Attempting to copy characters before this cooldown is up will result in an error.
      We hope you enjoy the PTR!
      -The Diablo III Development Team
      Back to Top
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