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Arachyr Firebats Witch Doctor

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On 8/17/2016 at 8:41 PM, DutchRide said:

So is the staff SUPPOSED to have +Dex on it, or is that incorrect? Like a got one with pretty good rolls and I'm wondering if I should be rerolling the +Int to +Dex - thanks

Apologies, a copy-pasting issue in the tables. Witch Doctor's primary stat is Intelligence, and should be taken everywhere possible (no Dexterity or Strength anywhere).

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I'm sorry... most of the builds on this site I try and they are phenomenal... but this one is a hot, steamy train wreck.

Damage is not a problem, it's survivability.  Anything I survive long enough to damage melts practically before I can get Haunt up and on it... but there is simply ZERO ranged damage protection.  Pop a 45+ rift with Blowgun Boggarts, Spear Khazra, Archer Skeletons or Buttsquirt bugs and you might as well turn around and go home.

Even without the KC stat-pumping ability on my gear, I can comfortably run mid 60s GR with most builds - this can't survive a single hit from a mid 40s boss.

What is the fix for this?  My personal go-to for mitigation is a cubed Aquila Cuirass... but this build thrives on the interaction between Cindercoat and the Mantle of Channeling, so that can't happen.

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On 9/3/2016 at 4:21 AM, Sableflame said:

Damage is not a problem, it's survivability.  Anything I survive long enough to damage melts practically before I can get Haunt up and on it... but there is simply ZERO ranged damage protection.  Pop a 45+ rift with Blowgun Boggarts, Spear Khazra, Archer Skeletons or Buttsquirt bugs and you might as well turn around and go home.

Hey - I can imagine this build feeling lackluster when compared to current Helltooth or Jade setups, but 45 is far too early in GR progression for that, I think. Can you share some more about your setup so we can pinpoint the issue? Off the top of my head, it can be any of the following:

- Not putting up Hex on cooldown (the Arachyr damage reduction depends on it)

- Not Spirit Walking in range of Locust Swarm asap (25% DR from the Cloud of Insects rune)

- Missing any additional survivability pieces (Endless Walk set, Coils of the First Spider bracer)

- Some lackluster pieces dragging the build down (can seem like small differences but they add up)

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Guest EndarKeN

Is mana management really that much of a problem to warrant using Draining Spirit instead of Poisoned Spirit? Why not slot a Topaz in the helm, and roll RCR in addition to AD on shoulders?

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On 10/27/2016 at 2:46 PM, Guest EndarKeN said:

Is mana management really that much of a problem to warrant using Draining Spirit instead of Poisoned Spirit? Why not slot a Topaz in the helm, and roll RCR in addition to AD on shoulders?

Are you not then sacrificing a fair amount of toughness to maintain what a simple rune would do? You lose the helm gem, either Vit/Life on shoulders. Just a thought, I don't actively use the build, so I'm not sure how much it would impact you.

What rift levels are you mainly looking at? Group/Solo?

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Guest EndarKeN
3 hours ago, Blainie said:

Are you not then sacrificing a fair amount of toughness to maintain what a simple rune would do? You lose the helm gem, either Vit/Life on shoulders. Just a thought, I don't actively use the build, so I'm not sure how much it would impact you.

What rift levels are you mainly looking at? Group/Solo?

Well, I only recently just started the season, so I'm not really doing high GRs yet, but so far I'm not having any mana problems. I just think it's stupid to give up Poisoned Spirit. If toughness is a problem, then not rolling RCR and using an Amethyst in helm could be good, and it is even possible to use Spirit Walk: Honoured Guest for mana.

For solo GR, why not cube RoRG instead of Unity so that you can wear Mantle of Channeling and have both Lakumba + CotFS? The net effect would be a loss in damage reduction of 25%, but a 25% damage increase.

Also, is giving up Bane of the Stricken really worth it in solo? Wouldn't the boss take too long then?

The speedfarm build can be optimised by cubing RoRG instead of Avarice (wearing it instead), which will open up the helm for Andariel's Visage. This change allows Avarice to roll both Crit stats (something that SoJ can't do) while the Poison damage from SoJ is maintained in AV. Alternatively, you can forego the elemental damage of AV by bringing Leoric's Crown out of the cube and wearing it, which will allow Haunting Girdle to be cubed, making the spreading of Haunt easier; there's usually very little time to cast Haunt because you are mostly in Chicken form.

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7 minutes ago, Guest EndarKeN said:

<snip>

What I'll do is tag @Deadset and he can take a look at this. I'm sure he knows more than I do about the build, so he can definitely give a better answer than me! Sorry that I couldn't help more though.

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Guest EndarKeN
8 hours ago, Blainie said:

What I'll do is tag @Deadset and he can take a look at this. I'm sure he knows more than I do about the build, so he can definitely give a better answer than me! Sorry that I couldn't help more though.

Thank you for your help anyway!

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The build does dump Mana at an alarming rate, especially with Pain Enhancer kicking in the equation; and Poisoned Spirit only brings an additive damage buff (not to be underestimated, but not vital either - can just be considered a nice bonus on top). You'll be looking at a significant drop of effective health (life % rolls, amethyst in helm, etc) in order to compete with the Draining Spirit / Creeping Death combo, and still come up short during long fights.

Missing Bane of the Stricken from the solo setup is an error on my part from the update last week, the proper soloing gem setup is Pain Enhancer - Bane of the Trapped - Bane of the Stricken. Thanks for pointing it out!

 Unity also offers up to 15% bonus damage against elites (a stat this build otherwise lacks), which tips the scales back in its favor (considering you mostly care about elite fights anyway). Nevertheless, I would imagine a RoRG / Mantle of Channeling setup can do decently.

The Elite damage argument also applies into speedfarm setup, where the SoJ brings a reliable +20% elemental / +30% elite combo. The Haunting Girdle proposition is interesting though, I'll look into it. The Chicken downtime is indeed very small.

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Guest EndarKeN

Would Poisoned Spirit + Rush of Essence (instead of PtV) be better for mana since they give the same damage bonus, but PtV increases mana costs? Draining Spirit only give 3 more mana per second, and while it does last an hour with Creeping Death, Rush of Essence also applies to Spirit Walk and Soul Harvest.

Why is the solo gem setup take Pain Enhancer over Taeguk? Taeguk also has a defensive component and won't drain your mana as quickly.

Regarding SoJ, is Elite damage better than Crit Chance/Damage then?

 

Also some more questions:

Why do we not wield the Staff of Chiroptera? Aren't we losing up to 60% Firebats damage with this 1H + mojo setup?

Why no Piranhado? The range of Firebats is so small that the grouping potential of Piranhado would boost the DPS greatly.

Following on from the last two points, would it be better to drop Soul Harvest for Piranhado, wear CotFS and cube Mantle of Channelling (no Lakumba) and wield Staff of Chiroptera and cube Wormwood/Vile Hive?

 

Sorry if I'm bothering you too much. I appreciate your responses.

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On 11/1/2016 at 5:00 PM, Guest EndarKeN said:

(..)

Rush of Essence is unfortunately weaker than a Draining Spirit setup, because of the Creeping Death interaction. In a Draining Spirit rotation, you spread Haunts at the start of a fight and can spam Firebats indefinitely from then on, while a Rush of Essence setup has to go back to Haunt every 10 seconds to reapply RoE (since the passive does not benefit from Creeping Death itself).

Pain Enhancer is taken over Taeguk in solo GRs for the only reason there might be :) It produces more damage while not endangering you to a point that makes it an inferior choice. Note that PE also leads to more benefits from Coils of the First Spider.

The SoJ question doesn't have a singular answer, as it varies by the character - a more accurate way to gauge when choosing between elemental, elite and critical stats is importing your character in a simulation like the one at d3planner.com (which I highly recommend). For a reasonably geared character however (following the correct stats on all other pieces of gear), which is assumed in the guide, it should work out to a bigger damage increase than a double crit roll.

As a summary of the 1h / Soul Harvest question, you gain a still gain a reasonable damage boost with the improved 10-stack Soul Harvest (30% Int per Harvest) on top of an INCREDIBLE defensive boon, considering Lakumba's Ornament and Languish combined. Their power enables the Doc to survive very hard hits in 90+ progression; Mantle provides less DR and drops as soon as you need to move, making it an inferior inclusion.

As a final note Piranhado got hit by the "pull nerf" of Patch 2.4.2 along with other pulling skills, lowering their overall effectiveness. Still a decent skill, just not when competing with Soul Harvest.

 

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Guest EndarKeN
28 minutes ago, Deadset said:

Rush of Essence is unfortunately weaker than a Draining Spirit setup, because of the Creeping Death interaction. In a Draining Spirit rotation, you spread Haunts at the start of a fight and can spam Firebats indefinitely from then on, while a Rush of Essence setup has to go back to Haunt every 10 seconds to reapply RoE (since the passive does not benefit from Creeping Death itself).

Pain Enhancer is taken over Taeguk in solo GRs for the only reason there might be :) It produces more damage while not endangering you to a point that makes it an inferior choice. Note that PE also leads to more benefits from Coils of the First Spider.

The SoJ question doesn't have a singular answer, as it varies by the character - a more accurate way to gauge when choosing between elemental, elite and critical stats is importing your character in a simulation like the one at d3planner.com (which I highly recommend). For a reasonably geared character however (following the correct stats on all other pieces of gear), which is assumed in the guide, it should work out to a bigger damage increase than a double crit roll.

As a summary of the 1h / Soul Harvest question, you gain a still gain a reasonable damage boost with the improved 10-stack Soul Harvest (30% Int per Harvest) on top of an INCREDIBLE defensive boon, considering Lakumba's Ornament and Languish combined. Their power enables the Doc to survive very hard hits in 90+ progression; Mantle provides less DR and drops as soon as you need to move, making it an inferior inclusion.

As a final note Piranhado got hit by the "pull nerf" of Patch 2.4.2 along with other pulling skills, lowering their overall effectiveness. Still a decent skill, just not when competing with Soul Harvest.

 

Thank you for your response.

 

I've also been experimenting with In-geom in the cube for speed runs instead of Wormwood since I have not found one yet. It has been quite effective as you can burst down a RG if there is an elite pack nearby. The downside is that Locust Swarm has to be manually cast instead, but with Pestilence, it still spreads very quickly. What are your thoughts on this?

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I have chosen not to include Ingeom because Grave Injustice is a similarly effective cooldown tool without being limited to elite enemies for resets, but Ingeom is still handy to have. It can always be considered for speedruns, yes.

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Guest Weez

Sorry but that is really the wrong way to use Hex, I mean that's really really bad.  Try this use Angry Chicken with Grave Injustice, in T10 without even optimizing I'll have 2-4 Giant toads up at a time while bursting through the map, with the 10% health per second regen at about 2mil health your completely indestructable with AC 50%+the Acavyr's hex regen.  Running Hack with about 100k thorns have yet to roll on primary stats so crit damage is a joke and still no problems.  Passives are 20+25 damage fetish sico's and grave 3 firey dogs 3 guargantuans zombie fish cause of their vast aoe range(get 5-6 overlapping pools at a time with grave) spirital bombard cause it breaks stuff while a chicken all stack on bane of stricken till I'm ready to pop the chicken it's really super easy fast.

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On 17.11.2016 at 10:26 PM, Guest Weez said:

Sorry but that is really the wrong way to use Hex, I mean that's really really bad. 

What is this comment aimed at?

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On ‎9‎/‎9‎/‎2016 at 3:46 AM, Deadset said:

Hey - I can imagine this build feeling lackluster when compared to current Helltooth or Jade setups, but 45 is far too early in GR progression for that, I think. Can you share some more about your setup so we can pinpoint the issue? Off the top of my head, it can be any of the following:

- Not putting up Hex on cooldown (the Arachyr damage reduction depends on it)

- Not Spirit Walking in range of Locust Swarm asap (25% DR from the Cloud of Insects rune)

- Missing any additional survivability pieces (Endless Walk set, Coils of the First Spider bracer)

- Some lackluster pieces dragging the build down (can seem like small differences but they add up)

Deadset,

I appreciate the reply and apologize for the massively delayed return response.  Quite unexpectedly my primary gaming rig went completely Tango Uniform and I've been scraping together repairs and dealing with other issues in the meantime.

I would love to answer your questions... but in the interim, I've not had the chance to get back to playing and I would have to re-engage with the build and the issues to see what I can come up with.

I will try and put together a coherent response in the coming days.

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Guest Harms

Thanks a damn lot for this.

It help me - a returning player - a lot to get back into rocking as a witch doctor (and hopefully just getting the additional tab for seasonal challenges).

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So, what about solo potential in 75GRs?

For season 9 I will most of the time be spending my time with a few friends and decided since the patch is boosting Arachyr dmg to 2400% I just have to try this and it looks very powerful in a group as long as you have a support with you.

Then there will be times where you are solo and from experience in last season trying some Arachyr builds, even with the LoH bracers the build is quite squishy (not poison-dart squishy but still). @Deadset Have you done any soloing past GR75 with this particular build?

I know it's a good idea most of the time to Spirit Walk into a group and sustain yourself  at the center to gain all the dmg reduction but given high enough GR it seems you'll end up getting killed regardless in a group of heavy hitters without a Spirit Walk to escape.

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Guest Vec

What would be a good 5th passive when speed running normal rifts?  The guide recommends crafting a hellfire with two skills that are already recommended for speed farming.  I'm assuming Grave Injustice ...

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On 12/5/2016 at 3:07 AM, Sableflame said:

I will try and put together a coherent response in the coming days.

If you still need help in the new season, you can always ask here if it's with the same build and we'll help out :)

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On 12/19/2016 at 11:53 PM, Guest Harms said:

Thanks a damn lot for this.

It help me - a returning player - a lot to get back into rocking as a witch doctor (and hopefully just getting the additional tab for seasonal challenges).

Really glad to hear that! Good job and congrats :)

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On 1/5/2017 at 9:24 AM, Arkpit said:

 @Deadset Have you done any soloing past GR75 with this particular build?

It looks like, with the new updates, this guide could now definitely be seeing some 75+ solo pushing. Season 9 seems to be the best time to play this! :D

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18 hours ago, Guest Vec said:

What would be a good 5th passive when speed running normal rifts?  The guide recommends crafting a hellfire with two skills that are already recommended for speed farming.  I'm assuming Grave Injustice ...

I'd take Confidence Ritual.

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8 hours ago, Blainie said:

If you still need help in the new season, you can always ask here if it's with the same build and we'll help out :)

I appreciate that.  I settled on the Darts build and the Gargantuan whomp-whomp build for my 2 WDs.  Darts is still a work in progress, but shows great potential.  Gargles is farming T13 and, with a mix of ancient/non-ancient gear and no KC-stat buffs just passed GR68.

My only swap on that build is, since I can't get a Sacred Harvester to drop, or from Kadala... or from KC-transmutes... EVER (grumbling, pissy, RNG-hating post...), I replaced Soul Harvest with the Icy Locust Swarm and my weapon is my best Ancient 1-h (an Ancient Manajuma's Carving Knife).  The extra ticks of damage help, as does it's small mana refund (larger if I can hit something in the back of the pack with it).

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On 1/7/2017 at 1:14 AM, Sableflame said:

My only swap on that build is, since I can't get a Sacred Harvester to drop, or from Kadala... or from KC-transmutes... EVER (grumbling, pissy, RNG-hating post...)

This is my life last season with the Wand of Woh.

Anyway, I'm glad to hear things are working well. Your changes seem solid! :)

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      PTR Testing Tips
      As with our previous PTRs, this testing period is short, so it's best to hit the ground running. Whether you’re a PTR veteran or newcomer, we thought we’d pass along a few tips to get you started.
      Because of the limited duration of this PTR, we ask that participants pick a particular portion of this update to focus on testing. For example, if you’re primarily a Wizard player, consider what changes impact the Wizard 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. Prior to the start of PTR, consider stocking up on items like Puzzle Rings and Bovine Bardiches. Having these available after you import your character can make any necessary PTR farming much faster! Try to break things! Just tell us when you do so we can make sure that the patch 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? Was there something “off” that you noticed? Did something seem wrong or insufficient? Suggestions are always welcome but identifying the issues themselves is most important. Return to Top
      Patch Notes
      Below you will find the patch notes for the upcoming update for Diablo III, Patch 2.6.9.
      PATCH 2.6.9
      Table of Contents:
      Seasons Items Monsters Bug Fixes Note: All changes apply to all versions of Diablo III, including PS4, Xbox One, Switch, and PC unless otherwise indicated. Please note that PTR is only available for PC and Mac users.
      Seasons
      The elements have deemed you worthy. With you as their champion, the burning hells will face the Trials of Tempests! Your character will occasionally (every 2 minutes) channel an elemental power which unleashes into the environment for a limited time: Meteors rain from the skies around you. Breathe lightning. A wall of flame engulfs everything. Release twisters of pure energy. Crush your foes under the weight of rolling snowballs. Two unique new rewards, a portrait frame and a pet, will be granted to players who complete the Season 21 Journey. Return to Top
      Items
      Demon Hunter
      New Demon Hunter Set: Gears of Dreadlands 2-Piece Bonus Gain a Momentum stack when attacking with a Primary skill. Each Momentum stack lasts 2 seconds at a maximum duration of 10 seconds. Your Primary skills deal 10% more damage per stack of Momentum. 4-Piece Bonus Casting Strafe against enemies will automatically shoot your last used primary skill, and also give 60% damage reduction while strafing and for 5 seconds after. While casting Strafe, you move faster per stack of Momentum. 6-Piece Bonus Your primary skills deal 10000% more damage Leonine Bow of Hashir Bolas have a 30% 100% chance on explosion to pull in all enemies within 24 yards, and also deal 100-150% increased damage. Emimei's Duffel Bolas now explode instantly and deal 150-175% increased damage. The Ninth Cirri Satchel Hungering Arrow has 20-25% is guaranteed to pierce and also deals 450-600% increased damage. Odyssey's End Enemies snared by your Entangling Shots take 20-25% 100-150% increased damage from all sources. Hunter's Wrath Your primary skills attack 30% faster and deal 45-60% 150-200% increased damage. Holy Point Shot Impale throws 2 additional knives and deals 75-100% increased damage. Necromancer
      New Necromancer Set: Masquerade of Burning Carnival 2-Piece Bonus Your Simulacrums no longer take damage, gains all runes, and its cooldown is refreshed when you die. 4-Piece Bonus While you have a Simulacrum, damage is reduced by 50%. Damage you take is split with your Simulacrums as well. 6-Piece Bonus Your Bone Spear deals 10,000% increased damage. Simulacrums gain triple this bonus. Grasps of Essence When an exploded corpse damages at least one enemy, Your Corpse Explosion deals 75-100% 150-200% increased damage for 6 seconds, stacking up to 5 times. Haunted Visions Simulacrum now drains 5% 1% of your maximum life every second and lasts twice as long forever. They can now duplicate Grim Scythe instead of Skeletal Mage. Razeth's Volition Skeletal Mage gains the effect of the Gift of Death and Singularity runes. You gain 35-60% damage reduction if your Essence is not full. Jesseth Arms 2-Piece Set Bonus: While your skeletons are commanded to attack a target, you deal 400% increased damage. Grace of Inarius 4-Piece Set Bonus: Bone Armor grants an additional 2% 3% damage reduction per enemy hit. Pestilence Master's Shroud 6-Piece Set Bonus: Each corpse you consume grants you an Empowered Bone Spear charge that increases the damage of your next Bone Spear by 3300%. In addition, Corpse Lance and Corpse Explosion damage is increased by 1650% 3300%. Crusader
      Shield of Fury This effect may stack up to 20 10 times. General
      Stone of Jordan Added power: Each of your elemental's damage bonus is equal to your highest static elemental bonus to skill. Reaper's Wraps Added a 2-second internal cooldown to the Health globe effect. Mantle of Channeling Now works with the Necromancer's Siphon Blood. Convention of Elements Added "non-static" to the wording of the legendary power's description. The functionality is unchanged
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      Skill Changes
      Necromancer Final Service
      No longer consumes pets.
      Bone Prison Simulacrums now benefit from this passive skill. Serration Simulacrums now benefit from this passive skill. Corpse Explosion Damage increased from 350% to 1050%. Witch Doctor Spirit Barrage The Spectres from the Phantasm rune no longer benefit from pet bonuses. Return to Top
      Bug Fixes
      General Fixed a rare issue where players could enter a locked party and become unable to enter games or change game settings Necromancer Fixed an issue where Skeletal Mages were not attacking certain creatures Return to Top
      How to Participate
      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.
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      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.
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      Patch 2.6.9 comes with a new Seasonal power, new sets for Demon Hunters, Necromancers, and more.
    • By Starym
      We finally have some more specific news on the Season 21 PTR delay and it seems that we'll be seeing it live tomorrow in the Pacific afternoon aka around midnight CET! The PTR brings with it a new seasonal power, 2 new sets, a whole lot of new legendary powers and more.
      S21 PTR (source)
      Hi everyone
      Back with that update I promised. It’s a good one!
      We are aiming to have PTR up tomorrow afternoon (Pacific Time). We will update the blog posts and have threads up when things go live tomorrow.
      Thanks for all your patience on this. We are looking forward to the feedback!
    • By Starym
      After the cinematic trailer/teaser, we now have the actual introduction to the game get the AI upscaling treatment, all the way to 8K with an added 60 FPS upgrade to boot! You can also see the direct comparison to the original version at the half-way mark, with the new version being significantly more... golden.
       
      Other Upscaled Remasters
      Warcraft 3 E3 Trailer, Diablo 2 LoD Final Cinematic and Overwatch 2 Battle for Azeroth and Diablo 1 WoW Cataclysm and Starcraft: Ghost Diablo 3 Tyrael's Sacrifice Cinematic Burning Crusade Intro Wrath of the Lich King Intro Vanilla WoW Intro Diablo 2 Intro Diablo 2 E3 Teaser and Lord of Destruction Intro
    • By Starym
      The Diablo team is back from the prolonged weekend, with Memorial Day behind us, but they have some more bad news for the PTR, as not enough progress has been made on the issues and we still don't have any specific date for the launch. New community manager PezRadar clarified it's still aimed for this week, but they don't want to specific any date (but I'd say it's definitely looking to be Thursday or Friday if they don't postpone even more).
      PTR (source)
      No updates today unfortunately. Still hammering on the build here on our end. Still tracking for this week, but I don’t have any additional timeline updates. I would propose a date, but then I would feel awfully terrible if things didn’t hit that date!
      Will be back tomorrow if I have any new news. Thanks for all your patience everyone. I want to try the new sets and provide feedback on them just as much as you all!
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