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Damien

Arachyr Firebats Witch Doctor

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Soooo, in your last update, you somehow have Hex for the first skill under solo progression in the table.  Shouldn't that be Wall of Death to take advantage of the 6-piece set bonus for the Helltooth set?  Otherwise this build has no way of proccing it.  You mention taking Wall of Death with Consuming with Spirits further down in the first paragraph beneath the table, but in the table itself it says Hex with Jinx in the Solo Progression verion, so I think this was just an oversight when updating it for Season 9 with regards to the soloing variation.

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7 hours ago, ScrublordWD said:

Soooo, in your last update, you somehow have Hex for the first skill under solo progression in the table.  Shouldn't that be Wall of Death to take advantage of the 6-piece set bonus for the Helltooth set?  Otherwise this build has no way of proccing it. 

He also updated the guide the day before patch no longer listing the helltooth set as optional so I think he meant to take out it completely from the guide. Arachyr is more than enough to solo right now.

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Just wanted to drop by and give my 2 cents after the first weekend of the buffed Arachyr both in 4-man and Solo.

We went pretty hard and after day 2 I was paragon 630 and we took #1 4-man being the first to grab GR53 and I was using this Arachyr build basically as soon as I could.

My entire journey was completed after 24hours which means I could solo GR70 with this build and I didn't even have that great set of items. Only 1 item was augmented and gems were rank 70 (Trapped, Stricken, Powerful). I definitly feel this build won't have any problems pushing up GR90 past 1k paragons and well rolled ancients+augmented items so if you want something that works for both solo and group you won't be disappointed!

The only "bad" part is when you go lower while having sub-optimal gear since if you swap to angry chicken too soon your dmg will be crap above T13 and your normal build won't have time to deal it's dmg before your group kills them but this is barely worth mentioning since it's not relevant for progression :)

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On 1/11/2017 at 4:23 AM, Arkpit said:

He also updated the guide the day before patch no longer listing the helltooth set as optional so I think he meant to take out it completely from the guide. Arachyr is more than enough to solo right now.

Ah, I see that would make sense. I hope he updates it to make that more clear, because it is kind of confusing in its current form, at least for me.  Thanks for that!  Really helped me understand what might have happened haha.

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4 hours ago, ScrublordWD said:

Ah, I see that would make sense. I hope he updates it to make that more clear, because it is kind of confusing in its current form, at least for me.  Thanks for that!  Really helped me understand what might have happened haha.

Calling @Deadset to the editing board! ;)

Might be an idea actually if this was the plan. The Arachyr seems to be great for soloing as well right now so don't see the need to have the small addition of the damage reduction from Wall of Death.

I'm assuming the entire reason for Helltooth option was to grant you the extra 25% dmg reduction from the spirit rune of Wall of Death and it very well might be the better option still when it comes to Hardcore play but the LoH on the cubed coil is really solid for Softcore solo play it seems and the 800% dmg buff to the set makes quicker work of the enemies!

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I believe the inclusion of the Helltooth for Solo is simply because it is far easier to maintain the damage reduction buff while moving, due to the fact that is stems from primary damage dealers rather than hex. You're less likely to have a huge amount of stacked mobs when playing solo, as opposed to in a group with a pull monk/barb supp.

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So I have been having a very good time with this build and just got a quick question in regards to a roll on the Traveler's Pledge: 

I got an Ancient one rolled with high CHC and CHD as well as Int and a bad stat to be re-rolled and now I've got to choose between a Socket and Fire%. In the guide it says Fire% is most important but is it really more important than having a gem socketed? It's hard for me to imagine this, and I can't seem to get the fire% to give me much of a difference in-game as to see just how much better it is compared to CHC in terms of my dps.

I really don't wanna roll for one again, as I only have so much time to spend with D3 and just wanted to see as to how much it will cripple me long-term to not have a fire% on my amulet :)

Thanks a lot and have a great month!

Vya

Edited by Vya

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14 hours ago, Vya said:

I really don't wanna roll for one again, as I only have so much time to spend with D3 and just wanted to see as to how much it will cripple me long-term to not have a fire% on my amulet :)

This is kinda complicated, but I'll do my best to keep it simple.

Technically, Elemental damage is probably better than socket in many situations. It is a flat buff to your main damage skills, it doesn't rely on anything else to buff/create the increase and it is always present. On the other hand, it is weaker than some gems (especially at higher gem levels), it can't be changed past a certain point (gems can be upgraded), it does nothing for toughness (defensive gems can be swapped in), and gems often have secondary effects that further amplify their power.

Basically, you need to choose based on what gem you're looking to put in, what level it is, etc. Most of the time, I would take socket at this point, though. In an ideal world, intellect is that stat that you roll off but that's obviously not possible here.

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This build is so squishy. I would said Helltooth>Jade>Arachyr for speed farming. The pushing build for Arachyr is squishy too but still manageable with Firebat LPH and channelling defensive mechanics. Has anyone actually manage to speed farming T13 with Arachyr?

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8 hours ago, Neogeo said:

This build is so squishy. I would said Helltooth>Jade>Arachyr for speed farming. The pushing build for Arachyr is squishy too but still manageable with Firebat LPH and channelling defensive mechanics. Has anyone actually manage to speed farming T13 with Arachyr?

Yes and no. I played Arachyr S9 and as long as you keep your dmg reduction up it's not that bad at all. I was soloing GR70 after 2 days with 630paragon without any augments and my weapon was not even ancient.

However, specifically talking speedfarming there is no point at all to speed T13, personally I've always felt it's much more worth your time to speedfarm T11 in terms of gained items over time. 

When you want to speedfarm, consider what you are after, is it GR keys? DBs? Because T11 gives 2 GR keys while T13 only provides a 25% chance to get a 3rd and DB wise you have 90% chance for a second while the T13 got again, 25% for a 3rd. So farming over time, the reduced speed through T11 always feels more worth than T13 so no need to push it if T13 feels rough.

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18 hours ago, Guest Varix said:

Should I use this build with WD - Monk duo?

In short, yes!

The why however is that if we look at your options, they are lacking more than the Arachyr is great.

Helltooth?
I've tried, I really have but playing solo is painful enough with AI and imagin that the gargantuans will be hitting something else most of the time while you and the monk tries to take a group out? I know you reposition gargs but it's a looooong CD and you would like to do it every 10 seconds to be fair...

Jade?
There isn't much group for Jade sadly and the reason is that every time your group kills stuff before you, you lose the Grave Injustice resets and Jade is heavily dependant on getting a full reset before moving on to the next target.

Zinumassa/Poison Darts?
This one works well in groups honestly but compared to Arachyr it falls short in dmg overall.

So it falls to Arachyr to be a solid damage dealer while not being dependant on resets or cooldowns which makes you relevant in any situation playing both solo and with others. There is a short ramp-up time to do your full dmg but other than that it's a solid group build!

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@Blainie

Just a thought but it feels misleading that this particular forumpost have the headline "Speedfarming with Angry Chicken" when the guide is mostly about and the only place to discuss the Arachyr Firebats build :)

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13 minutes ago, Arkpit said:

Yes and no. I played Arachyr S9 and as long as you keep your dmg reduction up it's not that bad at all. I was soloing GR70 after 2 days with 630paragon without any augments and my weapon was not even ancient.

However, specifically talking speedfarming there is no point at all to speed T13, personally I've always felt it's much more worth your time to speedfarm T11 in terms of gained items over time. 

When you want to speedfarm, consider what you are after, is it GR keys? DBs? Because T11 gives 2 GR keys while T13 only provides a 25% chance to get a 3rd and DB wise you have 90% chance for a second while the T13 got again, 25% for a 3rd. So farming over time, the reduced speed through T11 always feels more worth than T13 so no need to push it if T13 feels rough.

I don't solo and never solo. Solo make me bored. It doesn't help the majority player either play T10 or T13. I can't change the mindset of the mass. The conclusion based on my experience with all 3 build. If you rarely died with Arachyr, I bet you will survive even better with Helltooth and Jade. As I said, the speed build sacrificed a lot toughness items/skills, e.g. No Sacred Harvester, Vile Hive/Henri, Pirahan. All of these contribute to the loss of toughness. Helltooth and Jade speed build suffer less of those. 

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27 minutes ago, Neogeo said:

I don't solo and never solo. Solo make me bored. It doesn't help the majority player either play T10 or T13. I can't change the mindset of the mass. The conclusion based on my experience with all 3 build. If you rarely died with Arachyr, I bet you will survive even better with Helltooth and Jade. As I said, the speed build sacrificed a lot toughness items/skills, e.g. No Sacred Harvester, Vile Hive/Henri, Pirahan. All of these contribute to the loss of toughness. Helltooth and Jade speed build suffer less of those. 

Helltooth will honestly always be #1 for just raw power and survivability no matter what you do but for me personally I can't stand the incredibly bad AI of the gargantuans a lot of times just standing there after you re-summon and won't move until you go to a range where they need to follow.

Jade I feel is slower on the kills while speedfarming since you want to apply the dots and while I was running Arachyr I felt the chicken explosion + Firebats was more than enough.

The case with any version of "Angry Chicken" is that you really need to be overgeared to farm anything above T11 and most guides that say you can easily speedfarm with chicken assume you are paragon 1000 and gems at 70+ which most of the time just isn't the case for most regular players, certainly not for people like me that plays hardcore :)

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10 hours ago, UpsetDroid said:

Random question. If I'm speed farming with Wormwood, I now auto apply Locus Swam, what skill should I replace it with?

If you are not using the Vile Hive in your cube I would recommend that you keep the Locust skill but change the rune to Pestilence so you get the extra spread, otherwise just Wormwood is pretty slow to be useful.

You would be better off having Sacred Harvester or Furnace however for speedfarming depending on the need for survivability or extra dmg.

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On 23/01/2017 at 9:18 PM, Arkpit said:

Helltooth will honestly always be #1 for just raw power and survivability no matter what you do but for me personally I can't stand the incredibly bad AI of the gargantuans a lot of times just standing there after you re-summon and won't move until you go to a range where they need to follow.

Jade I feel is slower on the kills while speedfarming since you want to apply the dots and while I was running Arachyr I felt the chicken explosion + Firebats was more than enough.

The case with any version of "Angry Chicken" is that you really need to be overgeared to farm anything above T11 and most guides that say you can easily speedfarm with chicken assume you are paragon 1000 and gems at 70+ which most of the time just isn't the case for most regular players, certainly not for people like me that plays hardcore :)

Hex explosion damage barely put a dent on elite pack in T13 public match. You need Firebat. Sadly, Angry Chicken is mostly useful for moving around nowadays. I can farm T13 just fine with Helltooth and to some extend Jade. Helltooth or Jade probably not as fast as monk or wizard in public match but it's tolerable. Arachyr is just disaster for me. 

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On 16/01/2017 at 1:44 PM, Blainie said:

This is kinda complicated, but I'll do my best to keep it simple.

Technically, Elemental damage is probably better than socket in many situations. It is a flat buff to your main damage skills, it doesn't rely on anything else to buff/create the increase and it is always present. On the other hand, it is weaker than some gems (especially at higher gem levels), it can't be changed past a certain point (gems can be upgraded), it does nothing for toughness (defensive gems can be swapped in), and gems often have secondary effects that further amplify their power.

Basically, you need to choose based on what gem you're looking to put in, what level it is, etc. Most of the time, I would take socket at this point, though. In an ideal world, intellect is that stat that you roll off but that's obviously not possible here.

Sorry for the super late reply but thanks again for clarifying this properly :)

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I can't believe it took me this long to figure out how to speed run Arachyr Chicken. For those who keep dying with Manajuma, cast SW-Jaunt first and then followed by the rest of the setup. Start channeling before SW ended and you're golden. The build is quite resilient when you start channeling.

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20 hours ago, Neogeo said:

I can't believe it took me this long to figure out how to speed run Arachyr Chicken. For those who keep dying with Manajuma, cast SW-Jaunt first and then followed by the rest of the setup. Start channeling before SW ended and you're golden. The build is quite resilient when you start channeling.

Uhh yeah, I mean, I don't want to sound mean or anything but this very thread have gone through this issue and explained how to survive with the build in this manner at least 2 times.

You are however very much on the right track in your finding! This build can't walk up to things, you will die, this is how it's always been. You SW into things and start your rotation before it ends and you'll have to go very high up before you run into issues (Ofc still depending on your grp setup!)

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11 hours ago, Arkpit said:

Uhh yeah, I mean, I don't want to sound mean or anything but this very thread have gone through this issue and explained how to survive with the build in this manner at least 2 times.

You are however very much on the right track in your finding! This build can't walk up to things, you will die, this is how it's always been. You SW into things and start your rotation before it ends and you'll have to go very high up before you run into issues (Ofc still depending on your grp setup!)

Actually, I Chicken bump into elite pack and only then start SW. You can't SW in Chicken form. Casting SW before Chicken is useless as it only last 3 seconds. By the time that I bump into elite pack, SW was already over. Some more it may potentially put SW on CD when I need it. So no, I don't SW into elite pack. 

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20 hours ago, Neogeo said:

Actually, I Chicken bump into elite pack and only then start SW. You can't SW in Chicken form. Casting SW before Chicken is useless as it only last 3 seconds. By the time that I bump into elite pack, SW was already over. Some more it may potentially put SW on CD when I need it. So no, I don't SW into elite pack. 

Yeah with chicken you won't be much in SW, sorry for engages with Firebat I still kinda think about how to do it without the speedrunning part ^^ As long as things don't die before the SW is over because of the GI reset but again though, chicken will basically always be ready to go again.

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I feel it is misleading to have to come into the speedfarming thread to discuss solo arachyr GR, but whatever.

I must be doing something wrong with this build, because I'm just not getting the results that it is hyped for. First of all movement through a greater rift is incredibly slow. Yes once your dots are up and you can channel Firebats enemies die quickly; but before that can happen there is a large amount of setup you need to do, during which you are VERY vulnerable. Not only does Haunt only release one spirit at a time, but you have to squeeze in a Locust Swarm as well somewhere, all the while standing still in front of very dangerous enemies, and I'm sorry but Unity and Endless Walk and Spirit Vessel are not enough to survive this. Thus not only are you trying to dot everything, you also need to dodge missiles, run out of melee, try to get a Soul Harvest off, position as well as possible for Firebats... There's no way for you to group up enemies, so your Soul Harvest is very difficult to keep at 10 stacks; similarly, it feels like the small damage radius of Firebats goes to waste, with enemies running all over the screen and you going after them one by one. Then we get to the rift guardian, which you will almost never face with 10 stacks of Soul Harvest, so you're basically dead if he looks at you -- but now you need to run right up to his face to heroically channel Firebats for the win.

I'm honestly very disappointed at how this build plays, compared to the power, speed, survivability and ease of use of Helltooth Gargantuans. I don't see how this build is better in any of those ways. I don't have crappy gear either; I'm at paragon 750 and I have been working hard to get the best gear for this build. But like I said, I must be doing something wrong... any advice would be appreciated :)

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15 hours ago, UnspeakableElvis said:

I feel it is misleading to have to come into the speedfarming thread to discuss solo arachyr GR, but whatever.

I must be doing something wrong with this build, because I'm just not getting the results that it is hyped for. First of all movement through a greater rift is incredibly slow. Yes once your dots are up and you can channel Firebats enemies die quickly; but before that can happen there is a large amount of setup you need to do, during which you are VERY vulnerable. Not only does Haunt only release one spirit at a time, but you have to squeeze in a Locust Swarm as well somewhere, all the while standing still in front of very dangerous enemies, and I'm sorry but Unity and Endless Walk and Spirit Vessel are not enough to survive this. Thus not only are you trying to dot everything, you also need to dodge missiles, run out of melee, try to get a Soul Harvest off, position as well as possible for Firebats... There's no way for you to group up enemies, so your Soul Harvest is very difficult to keep at 10 stacks; similarly, it feels like the small damage radius of Firebats goes to waste, with enemies running all over the screen and you going after them one by one. Then we get to the rift guardian, which you will almost never face with 10 stacks of Soul Harvest, so you're basically dead if he looks at you -- but now you need to run right up to his face to heroically channel Firebats for the win.

I'm honestly very disappointed at how this build plays, compared to the power, speed, survivability and ease of use of Helltooth Gargantuans. I don't see how this build is better in any of those ways. I don't have crappy gear either; I'm at paragon 750 and I have been working hard to get the best gear for this build. But like I said, I must be doing something wrong... any advice would be appreciated :)

You need to be in SW when you're casting LS and Haunt and you only need to cast LS once. The small radious of Firebat did hurt the build especially when the build can't fit in Piranha. The lack of SH stack when facing RG is also a problem. But it's the fastest killing build for WD. Garg slowdown in four mans T13 unless you are heavily inflated with Int. Jade is basically the same story with FB when facing RG.   FB only shrine when you have a puller in your team. 

Edited by Neogeo

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      Prime Evil Soul Shards
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      Base Power: Your cooldowns are increased by 25%. For every skill on cooldown, you take 12.5% reduced damage and deal 12.5% increased damage. Additional Powers: Your attack speed and critical hit chance are increased by 5% for each skill on cooldown. You cast a devastating Ring of Fire after killing 100 enemies. If three or more skills are on cooldown, your lightning and fire skill damage are increased by 50%. Shard of Hatred
      Base Power: You deal 15% reduced damage while you have 3 or fewer enemies within 25 yards. If more than 3 enemies are within the same distance, you deal 5% increased damage per enemy (to a maximum of 50%). Additional Powers: Killing an elite enemy pulls all enemies within 40 yards to where the elite died. Your Movement speed is increased by 50%. Each enemy within 25 yards reduces your movement speed by 10% up to 70%. You now deal 15% 10% increased damage for every enemy instead of 5% (to a maximum of 100%). Fragment of Destruction
      Base Power: You move unhindered through enemies. Each enemy you pass through receives Mark of Destruction for 7 seconds. Each marked enemy that dies removes 1 second from one of your skills on cooldown. If the Mark of Destruction expires before the enemies die you lose 2% of your maximum health as damage. Marks are not applied if you are below 35% health. Additional Powers: You have a 25% Chance to restore 5% health when an enemy dies with Mark of Destruction active. When you apply Mark of Destruction to an enemy, you increase your movement speed by 5% for 7 seconds. Max 10 Stacks. You now leave a trail of fire in your wake that slays enemies with the Mark of Destruction and are below 10% health. Lesser Evil Soul Shards
      Stain of Sin
      Base Power: You deal 25% less damage. When you kill 50 enemies, you spawn a pool of blood that increases the damage done to elite enemies by 150% and lasts 15 seconds. Additional Powers: The pool of blood now negates Elite affixes within its area. You gain an additional Rift Progress Orb when you kill and elite pack. The pool of blood now collects Rift Progress Orbs. Dregs of Lies
      Base Power: You deal 25% less damage. Your pets deal 25% increased damage. Additional Powers: Killing an elite enemy reduces all your active cooldowns by 5 seconds. On receiving fatal damage, spawn a shadow that prevents your death, restores your health to 35%, and grants +225 All Resist to all party members while it is active. The shadow only lasts 15 seconds. Each time your pet hits an enemy, your damage is increased by 0.5% for 5 seconds. This stacks up to 100 times. When you reach 100 stacks, the stacks quickly reset to 0. Remnant of Pain
      Base Power: Your Critical Hit Chance is reduced by 15%. Attacks against Incapacitated enemies are automatically critical hits. Additional Powers: Hitting enemies with cold damage has a 50% chance to freeze them. Cold skill damage is increased to frozen targets by 20%. Gain passability while your movement speed bonus is over 50%. When you move through enemies you knock them back and stun them for 2 seconds. When you critically hit an enemy you increase the attack speed all players by 5% for 5 seconds. Max 10 stacks. Essence of Anguish
      Base Power: Every time you deal poison damage to an enemy you increase your cooldown reduction and movement speed by 2.5% while your damage received is increased by 5% for 10 seconds. Max 10 stacks. Additional Powers: Your movement speed and cooldown reduction can be increased up to 15 times by dealing poison damage to an enemy. When you deal poison damage to an enemy they receive 50% increased poison damage from all sources for 10 seconds. Killing an enemy deals the damage done by the death blow to all enemies within 25 yards. Return to Top
      Season 30 Cosmetic Rewards

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

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

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

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

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

      PTR Focus and Details
      The Patch 2.7.7 PTR will soon be under way. During this time, there may be periodic maintenances, outages, hotfixes, or minor patches. We urge you to focus your playthrough on the following:
      Rites of Sanctuary and Visions of Enmity: Based on positive community feedback, we saw these Season themes were such a hit that we’ve decided to make them permanent. Players can harness the might from the Altar of Rites and Diabolical Fissures to dream up unique Class builds and achieve new levels of power. Class Balance: To ensure that the most significant class changes receive an ample amount of attention, we'd love for you to focus testing and providing feedback on the balance changes for all Classes. PTR-unique buffs will be active to help you on your journey: increased experience gains, and double Blood Shard drops. You can also buy new gear for testing from the special PTR vendor, Djank Mi'em, who will exchange Blood Shards for class-specific bags full of Legendary Items that we'd love for you to test! So that we can efficiently review your posts, please provide feedback in the PTR Feedback forum and bug reports in the PTR Bug Report forum.
      Back to Top

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

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

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

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