Damien

Vyr Archon Wizard

Sign in to follow this  

65 posts in this topic

This thread is for comments about our Vyr Archon Wizard Build Guide.

Share this post


Link to post
Share on other sites

Hello there. I'm trying the new set on S4 but I found something strange with this build. In fact I have 2 pieces of Tal rasha and the Schaefer's Hammer in the cube, and I can assure than even with the rune pure power on archon, the archon only deal arcane dammage,  the hammer effect don't proc and arcan meteor fall for the 2 pieces bonus of tal rasha

Share this post


Link to post
Share on other sites

Hello there. 

I think than the Fulminator are not usefull.

In fact the 2 pieces bonus of Vyr set the damage of Archon in arcane for the selected rune.  

I play with two piece of Tal Rasha and Schaefer's Hammer and for every rune selected for the archon, the meteor strike of the Tal Rasah bonus is purple ( arcane ) and the lighting aura of the hammer do not proc. 

Share this post


Link to post
Share on other sites

I loved then changes this gave to my build, so I would like to show what I used on mine:
http://us.battle.net/d3/en/profile/LeoGolem-1841/hero/65347905
I did little changes, and still have more to do:
1 - I used Chilling aura on Ice armor so I could make sure every enemy close to me is chilled, but as soon I get my gem to lvl 25 I'll change it.
2 - Since I use the RoRG, I can set the Aughild's bonus an get some damage resist and elite bonus.
3 - I'm trying to get the belt again, and I hope it gives 20 stacks of Archon.

4 - I think the Furnace will do much more damage if used in the Cube, so I hope to make one soon...

5 - I think that the Frost nova only make the build worst, so I'll take it of. The Obsidian ring only take CD from one skill at a time, and if FN is on cooldown, it can "steal" Cd saver from Archon.

Share this post


Link to post
Share on other sites

Hello there. 

I think than the Fulminator are not usefull.

In fact the 2 pieces bonus of Vyr set the damage of Archon in arcane for the selected rune.  

I play with two piece of Tal Rasha and Schaefer's Hammer and for every rune selected for the archon, the meteor strike of the Tal Rasah bonus is purple ( arcane ) and the lighting aura of the hammer do not proc. 

 

Hello! The set will adopt your highest elemental damage on gear, and in your case it is likely Arcane, causing all your damage to be of that element.

Share this post


Link to post
Share on other sites

I'd actually suggest using Aether Walker as the cube weapon power.  In addition to the obvious benefit of being able to spam Teleport, there's two benefits specific to this build:

 

First, since Teleport has no cooldown, the Obsidian Ring won't be wasting procs on Teleport cooldown, so it can be used freely without extending how long you have to wait for Archon to come off cooldown.

 

Second, it also reduces the Archon teleport to no cooldown, meaning after you mop up a group of enemies in archon form, you can quickly teleport to the next group.  Also worth mentioning that the archon teleport does not get a resource cost, so you can spam teleport as much as you want while transformed.

Share this post


Link to post
Share on other sites

 

Hello there. 

I think than the Fulminator are not usefull.

In fact the 2 pieces bonus of Vyr set the damage of Archon in arcane for the selected rune.  

I play with two piece of Tal Rasha and Schaefer's Hammer and for every rune selected for the archon, the meteor strike of the Tal Rasah bonus is purple ( arcane ) and the lighting aura of the hammer do not proc. 

 

Hello! The set will adopt your highest elemental damage on gear, and in your case it is likely Arcane, causing all your damage to be of that element.

 

Does this mean the elemental damage type rotates with your Convention of Elements?

Share this post


Link to post
Share on other sites

Hey,

I like this build a lot, but i would like to ask something about the gems. instead of the "bane of the stricken" i found out that "gogok of swiftness" could be a good alternative. Or is there a good reason to stay with "bane of the stricken"?

 

Also i wonder what your thoughts of "crown of the Primus" instead of "the Swami" in the cube? With Gogok you can quickly reset the CD of Archon and with the "Crown of the Primus" you might be able to deal and tank more damage in the Slow Time with Archon. Any thoughts on that?

 

greets,

MyBliss

Share this post


Link to post
Share on other sites

Hey,

I like this build a lot, but i would like to ask something about the gems. instead of the "bane of the stricken" i found out that "gogok of swiftness" could be a good alternative. Or is there a good reason to stay with "bane of the stricken"?

 

Also i wonder what your thoughts of "crown of the Primus" instead of "the Swami" in the cube? With Gogok you can quickly reset the CD of Archon and with the "Crown of the Primus" you might be able to deal and tank more damage in the Slow Time with Archon. Any thoughts on that?

 

greets,

MyBliss

 

Heya! I honestly consider Bane of the Stricken mandatory for progression, as the build struggles in single target fights and any tool to shorten them (especially as strong as BotS) feels warranted. The Swami also fits too well to ignore - it sustains your Toughness and damage in your most vulnerable moments, in non-Archon form, and on a lucky quick reset will briefly carry over to the next Archon for a huge dps burst.

Share this post


Link to post
Share on other sites

How much CDR should i aim for? I'm around 50% now and I'm not sure if i should get more

I am no expert at this build, but after a few days of grifting i think 50% is good. There is no point going higher because you need 20 hits with Chantodo anyway to maximize blast damage...i usually get archon to pop up before i get my chantodo stack to 20 already anyway.

Share this post


Link to post
Share on other sites

 

How much CDR should i aim for? I'm around 50% now and I'm not sure if i should get more

I am no expert at this build, but after a few days of grifting i think 50% is good. There is no point going higher because you need 20 hits with Chantodo anyway to maximize blast damage...i usually get archon to pop up before i get my chantodo stack to 20 already anyway.

 

 

I would agree that about 50% CDR or sliiiightly below you should be fine. :)

Share this post


Link to post
Share on other sites

Would Ray of Frost be a viable alternative to arcane torrent? I'm grinding gear for this build and currently running a frost build until I get the gear to switch over. My hellfire amulet is 20% cold damage with the cold blooded passive, and I'd like to stick with that at least until one of the rare immunity amulets drop, and arcane torrent won't benefit at all from that, so I was wondering if I stuck with Ray of Frost if it would work well with the build or if arcane torrent is a must.

Share this post


Link to post
Share on other sites

If you have your highest elemental damage as lightning, will wydward proc off of archon damage?  I understand it's not a contender for best in slot ring, but I am still waiting on halo to drop.

Share this post


Link to post
Share on other sites

Since the Halo's effect has a range and the Ring of the Zodiac does not, why not cube the Halo instead?

 

Why not cube CoE so you get the highest dmg number and keep zodiac equipped? The small range from Halo is negligible.

 

Same answer to both questions - CoE and Halo roll superior DPS stats to Zodiac, being able to roll CDR, both Crit stats and an open Socket. Downside of course being they are harder to obtain because of their unique property ranges.

 

 

Would Ray of Frost be a viable alternative to arcane torrent?

 

In short, Ray of Frost's tick rate would trigger the Zodiac effect slower - while not completely unviable, I wouldn't recommend it over Arcane Torrent.

Share this post


Link to post
Share on other sites

First off, great guide and thanks for taking the time to create it.  Incredibly fun build to play and I used your guide to build my wizard.  

 

Now onto my question. I started out using arcane torrent as my damage dealer out of archon.  Then experimented with AT and Blizzard/Snowbound and then finally just dropped AT altogether and just spam blizzard. I find that I can reset my archon/build chantodo stacks significantly faster with blizzard and can spam it without fear of running out of AP.  

 

What is the advantage to using AT over blizzard/snowbound?  I realize that it does more damage but this build is all about getting into archon ASAP so I wouldn't think that would be relevant. 

Share this post


Link to post
Share on other sites

First off, great guide and thanks for taking the time to create it.  Incredibly fun build to play and I used your guide to build my wizard.  

 

Now onto my question. I started out using arcane torrent as my damage dealer out of archon.  Then experimented with AT and Blizzard/Snowbound and then finally just dropped AT altogether and just spam blizzard. I find that I can reset my archon/build chantodo stacks significantly faster with blizzard and can spam it without fear of running out of AP.  

 

What is the advantage to using AT over blizzard/snowbound?  I realize that it does more damage but this build is all about getting into archon ASAP so I wouldn't think that would be relevant. 

Share this post


Link to post
Share on other sites

First off, great guide and thanks for taking the time to create it.  Incredibly fun build to play and I used your guide to build my wizard.  

 

Now onto my question. I started out using arcane torrent as my damage dealer out of archon.  Then experimented with AT and Blizzard/Snowbound and then finally just dropped AT altogether and just spam blizzard. I find that I can reset my archon/build chantodo stacks significantly faster with blizzard and can spam it without fear of running out of AP.  

 

What is the advantage to using AT over blizzard/snowbound?  I realize that it does more damage but this build is all about getting into archon ASAP so I wouldn't think that would be relevant. 

 

Big fan of this build, much fun.

 

Similar to the above, with 50% CdR I've found that the vanilla build just doesn't get my Chantodo's up fast enough : Archon is ready again when I'm at 10/12 ish.

 

Replacing Frost Nova with Blizzard/Snowbound allows me to hit 20 Chantodo's faster: around the same time as Archon comes back up and building my Archon stacks better.  I've found it to allow me to push harder : GR 47 solo.  (I am, however, missing The Aether Walker)

 

Just wondering if you see a downside to this as I progress ?

Share this post


Link to post
Share on other sites

Just my 2 cents but you are better off dropping magic weapon than frost nova if you want to add blizzard.  I'm presuming you are keeping arcane torrent with blizzard since you dropped frost nova.  That's the build i'm running now as well.  Since my last post, I've tried AT + Blizzard again and found that the animation cancel allows you to reset super fast.

 

By dropping frost nova, you are dumping deep freeze which constantly procs from halo of arlyse and that's a massive 10% crit chance boost.  You are going to get way more damage from that than you will from the 10% boost from magic weapon and I haven't missed the shield rune either. 

Share this post


Link to post
Share on other sites

Just started this build, and I'm impressed by the potential this build has for extensive damage output. Though, I have one concern about this build that I was hoping to get insight on.

 

While using Arcane Torrent, my Arcane Power starts off ok, but eventually plummets; especially when I'm out of Archon with damage stacks remaining for the additional 20 seconds after leaving Archon form. Is this normal, or am I missing something, or doing something wrong?

 

Thanks

Share this post


Link to post
Share on other sites

While using Arcane Torrent, my Arcane Power starts off ok, but eventually plummets; especially when I'm out of Archon with damage stacks remaining for the additional 20 seconds after leaving Archon form. Is this normal, or am I missing something, or doing something wrong?

 

AP will be drained away for sure, but as long as good density of monsters is present and you are not lacking Arcane Power on Crit on the offhand, things should not get out of hand.

Share this post


Link to post
Share on other sites

 

While using Arcane Torrent, my Arcane Power starts off ok, but eventually plummets; especially when I'm out of Archon with damage stacks remaining for the additional 20 seconds after leaving Archon form. Is this normal, or am I missing something, or doing something wrong?

 

AP will be drained away for sure, but as long as good density of monsters is present and you are not lacking Arcane Power on Crit on the offhand, things should not get out of hand.

 

 

Thumpasaur has a point, but as you gain paragon levels and put points in Resource Cost Reduction and AP, you'll find that the it doesn't remain such a problem any more. Also, APoC on the source helps quite a bit with this. 

Share this post


Link to post
Share on other sites

One variant I tried takes the arcane power on hit rune for magic weapon. This very much addresses the AP issue at the cost of some survivability. 

Share this post


Link to post
Share on other sites

Your content will need to be approved by a moderator

Guest
You are commenting as a guest. If you have an account, please sign in.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoticons maximum are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Vlad
      This thread is for comments about our Halls of Valor Mythic+ dungeon guide.
    • By Stan

      Game Designer Don Vu posted a hotfix recently applied to 2.6.1 PTR that increases Impale's damage bonus on Karlei's Point and Impale's weapon damage bonus on the Shadow's Mantle 6-piece.
      Many sets received buffs in the latest Patch 2.6.1 PTR build. Full patch notes can be found here.
      Blizzard (Source)
      Hey everyone,

      We just applied a hotfix to the PTR servers that increased the Impale damage bonus on Karlei's Point to 375-500% and increased the Impale weapon damage bonus on the Shadow's Mantle 6-piece to 50,000%. You will have to remake game if you're currently in one to have these changes applied.

      Because we hotfixed these changes, the values on the tooltips will not be updated on your PTR client, but you should be receiving the correct amount of increased damage. Please remember that these numbers, like all numbers on the PTR, are not final and may change before we release this patch to the live servers.

      Thanks again for the discussion and have a great weekend!
    • By Stan

      In this week's 2.6.1 PTR build, many class sets were buffed and the amount of mats from the Challenge Rift Cache was increased.
      The most recent changes are in red and strikethrough text indicates old values (from the August 30 build). Read more about balance goals in Patch 2.6.1 here.
      Blizzard (Source)
      PTR PATCH 2.6.1 - v2.6.1.47251
      To provide feedback on patch 2.6.1, please visit the PTR Feedback forum.
      To report any issues you experience while playing, please visit the PTR Bug Report forum.
      Please note that support for Vista / Windows XP will be ending at some point during the PTR. For more info, please see our forum post.
      In order to test Necromancer changes, you will need to have purchased the Necromancer in the live game. The ability to purchase the class on the PTR has been disabled.
      TABLE OF CONTENTS:
      Classes Items Challenge Rifts Monsters CLASSES
      Barbarian Skills Jarring Slam Added a maximum threshold on the number of health globes that can spawn in a given time. Necromancer Passives Life from Death Added a maximum threshold on the number of health globes that can spawn in a given time. Witch Doctor Passives Creeping Death Increased the duration of Haunt, Locust Swarm, and the damage amplification of Piranhas when this passive is active from 3600 to 14400 16800 seconds Wizard Skills Arcane Orb Frozen Orb Increased projectile travel distance from 30 to 45 40 Bug Fixes Fixed an issue where Bone Armor: Dislocation did not apply the movement and attack speed reduction provided by Rigor Mortis Fixed an issue where Monk players could reset the Blood is Power cooldown for Necromancers allowing them to gain more cool down reduction than intended Fixed an issue where Creeping Death was not correctly affecting the duration of the Piranha’s damage debuff ITEMS
      Legendary Items Crusader Blade of Prophecy Two Condemned enemies also trigger Condemn's explosion and the damage of Condemn is increased by 350-450% 600-800%. Frydehr’s Wrath Condemn has no cooldown and has its damage increased by 450-600% 600-800%, but instead costs 40 Wrath. Gyrfalcon’s Foote Removes the resource cost of Blessed Shield and increases Blessed Shield damage by 400-500% 275-350%. Jekangbord Blessed Shield ricochets to 6 additional enemies and has its damage increased by 300-400% 225-300%. Demon Hunter Dead Man’s Legacy Legendary power now also increases Multishot damage, now reads Multishot hits enemies below 50-60% health twice and its damage is increased by 125-150% 150-200%. Yang’s Recurve Multishot attacks 50% faster and its damage is increased by 125-150% 150-200%. Wizard Deathwish While channeling Arcane Torrent, Disintegrate, or Ray of Frost, all damage is increased by 30–35% 250-325%. Etched Sigil Your Arcane Torrent, Disintegrate, and Ray of Frost also cast one of your other damaging Arcane Power Spenders which deal 125-150% increased damage every second. Halo of Karini You take 45–60% 60-80% less damage for 4 5 seconds after your Storm Armor electrocutes an enemy more than 30 15 yards away Nilfur's Boast Increase the damage of Meteor by 200% 600%. When your Meteor hits 3 or fewer enemies, the damage is increased by 275–350% 675-900% The Grand Vizier Reduces the Arcane Power cost of Meteor by 50% and increases its damage by 30% 375-500% Set Items Barbarian Immortal King’s Call (6) Set While both Wrath of the Berserker and Call of the Ancients is active, you deal 750% 1500% increased damage. Might of the Earth (6) Set Increase the damage of Earthquake, Avalanche, Leap, Ground Stomp, Ancient Spear and Seismic Slam by 3000% 5600%. The Legacy of Raekor (4) Set Furious Charge gains the effect of every rune and deals 500% 1000% increased damage. (6) Set Every use of Furious Charge increases the damage of your next Fury-spending attack by 1500% 2800%. This effect stacks. Every use of a Fury-spending attack consumes up to 5 stacks. Wrath of the Wastes (6) Set Whirlwind gains the effect of the Dust Devils rune and all Whirlwind damage is increased by 1700% 3400%. Crusader Armor of Akkhan (6) Set While Akarat's Champion is active, you deal 900% 1000% increased damage and take 50% less damage. Roland's Legacy (4) Set Increase the damage of Shield Bash and Sweep Attack by 2500% 3300%. Thorns of the Invoker (2) Set Your Thorns damage now hits all enemies in a 15 yard radius around you. Each time you hit an enemy with Punish, Slash, or block an attack your Thorns is increased by 70% 140% for 2 seconds. (6) Set The attack speed of Punish and Slash are increased by 50% and deal 2700% 5400% of your Thorns damage to the first enemy hit. Demon Hunter Embodiment of the Marauder (4) Set Sentries deal 100% 400% increased damage and cast Elemental Arrow, Chakram, Impale, Multishot, and Cluster Arrow when you do (6) Set Your primary skills, Elemental Arrow, Chakram, Impale, Multishot, Cluster Arrow, Companions, and Vengeance deal 2400% 2500% increased damage for every active Sentry Unhallowed Essence (6) Set Your generators, Multishot, and Vengeance deal 70% 100% increased damage for every point of Discipline you have. Monk Inna’s Mantra (6) Set Gain the five runed Mystic Allies at all times and your damage is increased by 125% 150% for each Mystic Ally you have out. Raiment of a Thousand Storms (6) Set Your Spirit Generators increase the weapon damage of Dashing Strike to 12500% 13000% for 6 seconds and Dashing Strike increases the damage of your Spirit Generators by 1250% 1300% for 6 seconds. Uliana’s Stratagem (6) Set Increase the damage of your Exploding Palm by 1800% 2100% and your Seven-Sided Strike detonates your Exploding Palm Necromancer Bones of Rathma (6) Set Each active Skeletal Mage increases the damage of your minions and Army of the Dead by 625% 1000%. Grace of Inarius (6) Set Bone Armor also activates a swirling tornado of bone, damaging nearby enemies for 750% 1000% weapon damage and increasing the damage they take from the Necromancer by 2750% 3750%. Pestilence Master’s Shroud (6) Set Each corpse you consume grants you an Empowered Bone Spear charge that increases the damage of your next Bone Spear by 3000% 4000%. In addition, Corpse Lance and Corpse Explosion damage is increased by 1500% 2000%. Witch Doctor Helltooth Harness (6) Set After casting Wall of Death, gain 1700% 5100% increased damage for 15 seconds to your primary skills, Acid Cloud, Firebats, Zombie Charger, Zombie Dogs, Gargantuan, Grasp of the Dead, Piranhas, and Wall of Death. Raiment of the Jade Harvester (2) Set When Haunt lands on an enemy already affected by Haunt, it instantly deals 480 560 seconds worth of Haunt damage. (6) Set Soul Harvest reduces damage taken by 50% for 12 seconds and consumes your damage over time effects on enemies, instantly dealing 1200 1400 seconds worth of remaining damage. Spirit of Arachyr (6) Set The damage of your creature skills is increased by 2400% 4500%. Creature skills are Corpse Spiders, Plague of Toads, Firebats, Locust Swarm, Hex, and Piranhas.  Zunimassa's Haunt (6) Set Enemies hit by your Mana spenders take 2500% 5500% increased damage from your pets for 8 seconds. Wizard Delsere’s Magnum Opus (6) Set Enemies affected by your Slow Time and for 5 seconds after exiting take 3500% 4100% increased damage from your Arcane Orb, Energy Twister, Explosive Blast, Magic Missile, Shock Pulse, Spectral Blade, and Wave of Force abilities. Firebird’s Finery (6) Set Your damage is increased by 150% 250% and damage taken reduced by 3% for each enemy that is Ignited. This effect can stack up to 20 times. You always receive the maximum bonus whenever a nearby Elite monster is Ignited. Bug Fixes (PTR Only) Fixed an issue where the damage over time effect left on the ground by Meteor was not being increased by the legacy version of Nilfur’s Boast. CHALLENGE RIFTS
      Increased the amount of materials that the Challenge Rift Cache drops The Challenge Rift Cache now always drops 10 Death’s Breath MONSTERS
      Bug Fixes Fixed a champion spawn rate issue for certain monsters required for the achievement ‘We Are the Champions’. The following monsters were adjusted and should spawn with the same frequency as other champion packs: Fallen Conjurer Fallen Peon Fallen Cur Fallen Grunt Fallen Overlord Fallen Slavelord Previous 2.6.1 Patch Notes
      Patch 2.6.1 PTR Patch Notes: August 30 Patch 2.6.1 PTR Patch Notes: August 22 Patch 2.6.1 PTR Patch Notes: August 15
    • By Stan

      In the latest installment of developer chronicles, Don Vu (Game Designer on Diablo III) talks about main goals of Patch 2.6.1 and changes that the team plans to incorporate on PTR.
      Blizzard released a new Patch 2.6.1 PTR build today (Patch Notes). Patch 2.6.1 marks the arrival of Season 12 and you can learn more about rewards or Haedrig's Gift sets here.
      Blizzard (Source)
      Hey everyone—Don Vu here, Game Designer on the Diablo III team. We’ve really appreciated your honest, detailed, and consistent feedback through the Patch 2.6.1 PTR. Many of you have been asking great questions, and one of the biggest and most frequent was, “What are the goals of this PTR/patch?” We felt this question deserved a detailed response, so let’s get into it!
      Main Goals
      There were two main goals for this patch. First, we wanted each class to have multiple builds with different styles that can play in similar difficulties. We agree it’s important that there is a lot of variety in the end-game experience and, because we have so many difficulties, we want as many players as possible to reach similar goals regardless of their preferred class set or play style. While we might not get every build, we’re making sure there is a lot of variation among competitive options.
      Secondly, we want to smooth out the overall endgame experience. This means making sure each build plays well in high density situations and group play. While this has always been an ongoing effort for our team, some of the changes we’ve made in this patch specifically targeted this goal.
      Steps to the Goal
      With those goals in mind, what have we done so far? Some changes should be more immediately apparent than others. A lot of older fan favorites, like Whirlwind, Frozen Orb, or Exploding Palm were ideal candidates for changes. These were  long-requested builds that felt like obvious targets for buffs.

      While we may not have raised every build in the game to the top bar, we think that’s okay; some builds can just be fun and own their place in lower difficulties as stepping stones or for farming. Those types of builds are important too, and not all builds can fulfill every role.
      We’ve also been keeping our ear close to the ground, visiting different class forums, watching videos and streams, analyzing our own internal data, and running playtests to identify places where further tweaks make sense. This is an ongoing process. Between our efforts and the feedback received from players or through our community team, there’s always something new for us to look at, discuss, and try out if we feel it’s a healthy direction for the game.
      Lastly, we iterate and repeat. Game development requires trial and error, experimentation, and reworks. Sometimes, these experiments don’t make it to the PTR because we’ve identified a problematic issue that makes a change non-viable.
      Incorporating Player Feedback
      There have been incredible contributions from players during this PTR, and we wanted to take a moment not only to thank you for them, but to call out just a fewways we’re reflecting the community’s feedback.
      Barbarians, we’ve been eying your class sets and the iconic Whirlwind build for a while. From previous changes to game performance to the defensive tweaks on the 4-piece Waste’s bonus and Band of Might, we heard your call for survivability loud and clear. We’ll be spinning to win beside you in the name of Bul-Kathos!

      Wizards, Halo of Karini is an effective piece of equipment, though awkward to use. We’ve added some leniency to its buff so there’s a bigger window and less downtime between applications. We’re also buffing up other gameplay styles available to the Wizard so that Archon doesn’t have to feel like the end-all, be-all class skill. Thank you for your dedication, honored Vizjerei!
      Necromancers, Dayntee’s Binding has been a hit, but its curse viability felt too narrow. Opening this item’s affix to all curses should allow a lot more gameplay variety, especially in multi-Necromancer groups. It’s been great to see so many of you enjoying our newest class; thank you for keeping the Balance in check!
      Witch Doctors, Jade Harvester is a DoT-filled fantasy we all dream to live. Its fragility has been a long-standing concern, and we’re excited to see more masters of poison with the added defense bonuses to the Jade set. Thanks for making your voodoo desires heard!

      Demon Hunters, Monks, and Crusaders have plenty of changes coming too! We expect to see a lot more Multishot, Exploding Palm, and Blessed Shield, for example, and we’re just as excited to return to these powerful gameplay fantasies as you are!
      Lastly, across most patch changes we’ve taken the broad approach of bringing other sets up to the latest height of progress rather than nerfing overperforming things back down. Many iconic playstyles were behind a few elite builds, and we want those memorable styles to continue feeling legendary. Boosting them up made the most sense, and we appreciate all our nephalem heroes for echoing that sentiment.
      What’s Next for the 2.6.1 PTR?
      We’re locking down on changes now to smooth out bugs and performance issues, as well as other fine-tuning steps before patch launch. That process can take a while, so there’s a point at which we must stop making new changes.
      We’ve now reached that point on the PTR, so don’t expect too many more sweeping changes for Patch 2.6.1 (barring anything game breaking we need to address post-patch or via a hotfix). We most need your help in stress testing, bug-crunching, and experimenting as much as possible to catch any crazy issues before we finalize our build.
      Once again, we can’t thank you enough for your patience and participation during the Patch 2.6.1 PTR. We’ve always been reading and incorporating your feedback, and we hope that’s evident now more than ever.
    • By Damien
      This thread is for comments about our HCT Americas Summer Playoffs coverage.