Damien

Helltooth Gargantuan Witch Doctor

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This thread is for comments about our Helltooth Gargantuan Witch Doctor Build Guide.

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how does the compass rose and the travelers pledge compare to using a hell fire amulet with convention of elements?  I've seen people using both setups just trying to figure out if there is a major difference since it was not mentioned in the guide.

 

thanks.

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how does the compass rose and the travelers pledge compare to using a hell fire amulet with convention of elements?  I've seen people using both setups just trying to figure out if there is a major difference since it was not mentioned in the guide.

 

thanks.

 

The Endless Walk set in place of Hellfire + CoE should do alright. You have to make a conscious effort to remain more static in fights though, and this playstyle depends on dodging while fight a fair bit.

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I notice you using Bane of the Stricken in this build. I have been reading this is useless for pets as they do not proc it. So wouldn't it make more sense to use Bane of the Trapped? Is it true Bane of the Sticken is useless for pet builds?

 

I am using Esoteric Alteration for damage reduction and the Compass Rose set as well. 

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I notice you using Bane of the Stricken in this build. I have been reading this is useless for pets as they do not proc it. So wouldn't it make more sense to use Bane of the Trapped? Is it true Bane of the Sticken is useless for pet builds?

 

I am using Esoteric Alteration for damage reduction and the Compass Rose set as well. 

 

Heya, you'll notice Bane of the Trapped is recommended along with Stricken. And while pets do not stack Stricken, YOU do - and the pets benefit from your stacks!

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1. What do you reliably stack bane of the stricken with? Does WoD communing with spirits proc stricken each time it deals damage?

 

2. Re: the Helltooth 4 piece: must you apply necrosis, or when your pets apply it (as it says they do in the Helltooth 2 piece description), do you get the 50% damage reduction as well?

 

3. I understand and have observed that WoD communing with spirits only deals damage along its ring--meaning it deals no damage in the middle of the circle. However, it says it chills "nearby" enemies. Does this mean that it chills (and possible reduces the damage) of enemies who are near the circle but not necessarily taking damage from the circle?

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1. What do you reliably stack bane of the stricken with? Does WoD communing with spirits proc stricken each time it deals damage?

 

2. Re: the Helltooth 4 piece: must you apply necrosis, or when your pets apply it (as it says they do in the Helltooth 2 piece description), do you get the 50% damage reduction as well?

 

3. I understand and have observed that WoD communing with spirits only deals damage along its ring--meaning it deals no damage in the middle of the circle. However, it says it chills "nearby" enemies. Does this mean that it chills (and possible reduces the damage) of enemies who are near the circle but not necessarily taking damage from the circle?

 

1. Bane of the Stricken is independent of proc coefficients, but does not proc off skills with a proc coefficient of 0% (Damage over Time ticks, Pet attacks) or skills that do not deal damage. It always procs on the first target hit per cast.

 

You can consult this page to see what WD skills have proc coefficients: http://www.d3maxstats.com/skills/wd/

 

2. Sorry if I worded it confusingly in the guide, your pets indeed apply Necrosis of their own. That being said, you are better at finding targets and spreading Necrosis first, so once the pets catch up they can whale away on debuffed targets immediately.

 

3. It should be chilling everything in the radius, yes.

 

As for the Lakumbra vs Jeram question: Jeram will allow you to spread more Wall of Deaths but if anything breaks through them, you're screwed. It's a bracer mostly aimed at buffing WoD damage, and the Garg spec doesn't focus on that. Lakumbra paired with Sacred Harvester give you one of the strongest damage AND toughness buffs in the Witch Doctor arsenal, and it's all independent of enemy positioning.

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Hi. I'm trying to understand how the garg damage is calculated. I have a build focused on pets (helltooth with gargs and zombie dogs) and for the mojo I'm using I am not sure which stat to roll (prioritize on): additional intelligence (by going for the socket and flawless royal topaz) or increase garg dmg%. There seems to be contradictory info on different forums/sites (in some places priority on Int. is mentioned (like here), while on others they mention increase garg dmg% should be priority.

Can you please help? 

 

Thanks a lot

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Hi. I'm trying to understand how the garg damage is calculated. I have a build focused on pets (helltooth with gargs and zombie dogs) and for the mojo I'm using I am not sure which stat to roll (prioritize on): additional intelligence (by going for the socket and flawless royal topaz) or increase garg dmg%. There seems to be contradictory info on different forums/sites (in some places priority on Int. is mentioned (like here), while on others they mention increase garg dmg% should be priority.

Can someone please advise? 

 

Thanks a lot

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Generally, how I've always understood it, priorities are listed from most desired, to least important (but still better than any other roll you can get). Although intelligence is listed 2, it wouldn't be advantageous to roll a socket for only an additional 250 int. If a socket is preferred, it will state that in the state priorities. You're better off rolling a socket to gargantuan %, so long as the previous stats that are listed prior are already rolled on your gear. Hope that helps.

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Hi. I'm trying to understand how the garg damage is calculated. I have a build focused on pets (helltooth with gargs and zombie dogs) and for the mojo I'm using I am not sure which stat to roll (prioritize on): additional intelligence (by going for the socket and flawless royal topaz) or increase garg dmg%. There seems to be contradictory info on different forums/sites (in some places priority on Int. is mentioned (like here), while on others they mention increase garg dmg% should be priority.
Can someone please advise? 
 
Thanks a lot

 

 

Hello! In your case, Gargantuan damage would be more beneficial than socketed Intelligence; if I were to imply additional Intelligence is needed through a Socket, I would list it as 'Socket (Flawless Royal Topaz)'.

 

I have made for your (and mine) convenience a simulation page of a Gargantuan Helltooth Witch Doctor with perfected gear and stats, you can toy around with his stats here:

http://www.d3planner.com/941213908

If you hover on the Gargantuan DPS in the skill tab, you will also see a breakdown of what influences DPS and how. You'll see that socketed Topaz instead of a Gargantuan skill roll would drop your DPS by ~300 million :)

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Hi Deadset,

Thank you very much for this built as i came back from a 2.5 year break and everything changed so much.

 

I followed your guide on this built by the book (at my best ability) and currently still trying to refine some gears into ancient and/or some of the equipped are not to its optimum based on priority.

 

Here is my Profile

 

From your build it focus alotof Area Dmg, Garg% and Cold dmg. Trying my best to fit into what you advised although farming for the gear is not easy :(

 

Hope you can advise on how to bring this further. Currently doing Grift 70 at best. Seems the zombie dogs cant chew that much. Elemental Dmg is just not enough to be crit. Even it crits its not enough to push further. So i guess have to re-roll some gears to your guideline:

 

  • Shoulders (area dmg and garg % attr)
  • Bracers (cold dmg)
  • what else? :(

 

Please advise. Thanks alot!

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...

Please advise. Thanks alot!

 

Hello! I think your gear is decently rolled all around, but some pointers I can give are:

- On the set pieces: the shoulders are lacking, missing a Vitality roll and an Area Damage roll; the gloves will also be better with Vitality instead of Armor.

- Missing so much elemental damage is a big culprit. The Hellfire has a good passive to somewhat offset it, but definitely get bracers with Int/Vit/Cold/Crit Chance.

- Rubies have been heavily nerfed in terms of experience farming, so I'd definitely not use them in the helm over a Flawless Royal Amethyst for the Life %.

- More Paragons never hurt!

 

 

would the uhkapian serpents be a good alternative. for the 30% dmg reduction?

 

It can be, yes!

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Regarding breakable objects:

 

Is there an elegant solution to dealing with breakable objects with this build? When not in combat, it seems you have to burn the Piranhas or Wall cool down to break anything.

 

It's a very solid and enjoyable build, but I have a feeling I'm missing out on loot when not doing Greater Rifts.

 

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...

Please advise. Thanks alot!

 

Hello! I think your gear is decently rolled all around, but some pointers I can give are:

- On the set pieces: the shoulders are lacking, missing a Vitality roll and an Area Damage roll; the gloves will also be better with Vitality instead of Armor.

- Missing so much elemental damage is a big culprit. The Hellfire has a good passive to somewhat offset it, but definitely get bracers with Int/Vit/Cold/Crit Chance.

- Rubies have been heavily nerfed in terms of experience farming, so I'd definitely not use them in the helm over a Flawless Royal Amethyst for the Life %.

- More Paragons never hurt!

 

 

Thank you for your kind advice. Trying to find all the replacements as you mentioned through farming. The kanai's and kadala seems to cheat off most of my nett worth LOL biggrin.png biggrin.png

  • Confused 1

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Thank you for your kind advice. Trying to find all the replacements as you mentioned through farming. The kanai's and kadala seems to cheat off most of my nett worth LOL biggrin.png biggrin.png

Edited by waisir

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Is there an elegant solution to dealing with breakable objects with this build? When not in combat, it seems you have to burn the Piranhas or Wall cool down to break anything.

 

Sadly that's the case. :( Breakables are the bane of the build.

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Hi. I'm trying to understand how the garg damage is calculated. I have a build focused on pets (helltooth with gargs and zombie dogs) and for the mojo I'm using I am not sure which stat to roll (prioritize on): additional intelligence (by going for the socket and flawless royal topaz) or increase garg dmg%. There seems to be contradictory info on different forums/sites (in some places priority on Int. is mentioned (like here), while on others they mention increase garg dmg% should be priority.
Can someone please advise? 
 
Thanks a lot

 

 

Hello! In your case, Gargantuan damage would be more beneficial than socketed Intelligence; if I were to imply additional Intelligence is needed through a Socket, I would list it as 'Socket (Flawless Royal Topaz)'.

 

I have made for your (and mine) convenience a simulation page of a Gargantuan Helltooth Witch Doctor with perfected gear and stats, you can toy around with his stats here:

http://www.d3planner.com/941213908

If you hover on the Gargantuan DPS in the skill tab, you will also see a breakdown of what influences DPS and how. You'll see that socketed Topaz instead of a Gargantuan skill roll would drop your DPS by ~300 million smile.png

 

 

Many thanks! Awesome...this is super valuable!

Cheers

 

P.S. Sorry for the late reply...Didn't get any notification that someone replied to my post and also got hooked up with other stuff the past month. 

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Generally, how I've always understood it, priorities are listed from most desired, to least important (but still better than any other roll you can get). Although intelligence is listed 2, it wouldn't be advantageous to roll a socket for only an additional 250 int. If a socket is preferred, it will state that in the state priorities. You're better off rolling a socket to gargantuan %, so long as the previous stats that are listed prior are already rolled on your gear. Hope that helps.

Great. Many thanks for the help!

Cheers.

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A tweaked version of this build has more speed farming viability than the Arachyr build in the speed farming page.

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Hello! I think your gear is decently rolled all around, but some pointers I can give are:

- On the set pieces: the shoulders are lacking, missing a Vitality roll and an Area Damage roll; the gloves will also be better with Vitality instead of Armor.

- Missing so much elemental damage is a big culprit. The Hellfire has a good passive to somewhat offset it, but definitely get bracers with Int/Vit/Cold/Crit Chance.

- Rubies have been heavily nerfed in terms of experience farming, so I'd definitely not use them in the helm over a Flawless Royal Amethyst for the Life %.

- More Paragons never hurt!

Hey mate, I'm back! biggrin.png

Quite a fair bit of leveling since I last touch base on the progress.

I took your advise seriously and made some few changes.

 

DiabloProgress Profile

D3 Planner ** slight difference in stats despite i ensure everything is right. not sure why

 

Shoulders

 

I found one with VIT roll but sadly no area dmg roll. But found a cooldown attr instead. Even found replacement which i need your advise whether should i change or not. That means a re-augment again too. Please advise. sad.png

Note: still rolling garg attr so please ignore.

 

DRO1rZd.jpg

 

Gloves

 

Your advise is spot on. and I was really lucky enough to find new one. Although i hope the stats for VIT vs INT were reversed tongue.png

 

eQHWt7B.jpg

 

Boots

 

Utterly confused. Found a replacement recently but didnt get the exact roll. hence have to re-roll the skill attr to armor hence sacrificing the movement speed sad to say Should i change this? 

** note: still rolling armor attr.

ELyhzRz.jpg

 

Elemental Dmg

You were right on elemental dmg. I replaced the old bracers with ancient one (still no luck with perfect roll so no INT :( ). The elemental dmg brought a whole new level on this. With this, i feel like replacing the INT attr with cold dmg too on the hellfire. Just have to grunt and grunt again. What do u think? Can't think of anything that can give cold dmg anymore unless we touch the jewelleries.

 

9oD7nqc.jpg

 

Issues faced

  • Cooldown issues Critical. Instead of life gem i actually went for diamond as im desperate for cooldown. Just cant kill fast enough
  • gargs dying. I swapped chill to the bone with leeching beast. but not much help. Should i swap out my Pierce of Veil to swampland?
  • Can't push G77 solo. not that i cant kill. just cant kill fast enough. Unless you suggest its about time i move to LoN built. sad.png

Thanks again for your wonderful advise.

Edited by waisir

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Issues faced

  • Cooldown issues Critical. Instead of life gem i actually went for diamond as im desperate for cooldown. Just cant kill fast enough
  • gargs dying. I swapped chill to the bone with leeching beast. but not much help. Should i swap out my Pierce of Veil to swampland?
  • Can't push G77 solo. not that i cant kill. just cant kill fast enough. Unless you suggest its about time i move to LoN built. sad.png

Thanks again for your wonderful advise.

 

 

 

Hey! Definitely not the time to move to LoN, with the latest buffs Helltooth Garg is king. And you can try Swampland for sure! For some more definite advice - your planner link doesn't load up your character for me, but I saw some 80-ish level legendary gems, so I advise you group up a little as a support Doctor and upgrade to 100+. It'll be a noticeable bump in performance, since basically all your gems are independent damage multipliers now.

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2.4.2 HT Haunt Gargs

Essentially the same setup, except:

6pc HT

Swap ZDogs for Haunt and place on mouse.

Cube Wormwood, Ring of Emptiness, and Mask of Jeram.

Jewelry is flexible:

Endless Walk and Shortman's or HF Amulet, CoE, and Shortman's.

Alternative setup swaps Henri's offhand for Ukapian Serpent and drops Piranhas for ZDogs

 

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      Beginner's Guide to Monks - Levels 1-70 and Guide with the Starting Set, Uliana - A guide that will take you through the leveling process efficiently and optimize your Season 16 Monk with the Haedrig's Gift free set. Sunwuko - Wave of Light Endgame Build  - This unique ranged Monk playstyle blows demons up in screen-wide, incinerating beams of searing light. Support Monk  - Group-oriented build that the entire team depends upon for healing, short-range monster pulls and damage reduction from regular attacks. Uliana - Seven-Sided Strike Endgame Build  - Widely regarded as the most satisfying build of the class, Uliana enriches the Seven-Sided Strike visual with Exploding Palm detonations. Raiment Shenlong - Generator Endgame Build  - The Monk's bread and butter, this build pummels enemies into the ground with the sheer might of the primary fist attacks. Sunwuko - Lashing Tail Kick Endgame Build  - Building on the classic Monk image, this spec jump in, whirlwind kicks the demons' teeth in, and jump to the next pack of monsters. Tempest Rush Monk - a fun and under-appreciated build that balances the fluidity of rushing through enemies with some carefully timed bursts. Exploding Palm/Mystic Allies Inna  - In this Monk take on a summoner build, you rally spiritual fighters at your side that burst entire groups of enemies with Exploding Palms. Necromancers
      Beginner's Guide to Necromancers - Levels 1-70 and Guide with the Starting Set, Trag'Oul - A guide that will take you through the leveling process efficiently and optimize your Season 16 Necromancer with the Haedrig's Gift free set. Pestilence or Trag'Oul - Corpse Lance  - This build alternates long scouting sessions while waiting on cooldowns with the utter devastation once Devour meets Land of the Dead. Rathma - Skeletal Mage - If you like to keep a tight rein on your minions with precise commands, leading the menagerie of undead at your side in a resource-fueled frenzy, this build is the one for you. Command Skeletons Inarius  - Turning the skeleton warriors into a vicious, unrelenting superior to Bane of the Stricken, this build is a Necromancer's one-way ticket to the absolute endgame heights. Generator Necromancer - a unique take on Inarius gameplay, focusing on lightning-fast scythe attacks and intensive resource interplay. Skeletal Mages Trag'Oul  - This is the alternate take on the Mages build, specializing in extreme speed farming, while still offering capable GR pushes. Bone Storm Inarius  - While it took an undeniable nerf, this build is still one of the most relaxing, farming-appropriate melee builds of Necromancers. Corpse Explosion Inarius  - An underappreciated offshoot to the close range Inarius variants, this build is among the most visually appealing and satisfying Necromancer builds out there. Witch Doctors
      Beginner's Guide to Witch Doctors - Levels 1-70 and Guide with the Starting Set, Arachyr  - A guide that will take you through the leveling process efficiently and optimize your Season 16 Witch Doctor with the Haedrig's Gift free set. Arachyr - Firebats Endgame Build  - Requiring minimal upkeep, this build spins a circular, no-aiming-required wave of Firebats obliteration around you. Simple, neat, and utterly effective. Helltooth - Gargantuan Endgame Build  - This staple summoner build offers laid-back playstyle with automated minions, excellent sustain and protective options, and even some space for crowd control. Jade Harvester Endgame Build  - One of the oldest examples of interesting set execution, this melee spellcaster trades the safety of range and hexes for aggressive dives and DoT consumption. Zunimassa Gargantuan Endgame Build - This build thrives behind a thick wall of Fetish summons and is accompanied by lumbering, destructive Gargantuan brutes in a pure minion playstyle. Legacy of Nightmares Spirit Barrage Endgame Build  - Emerging from a convergence of obscure mechanics, this build offers a unique, spell-heavy, bursty playstyle that produces some of the most spectacular visuals of the class. Grasp of the Dead Witch Doctor - a no-cooldown, no-resource take on making corpses rain from the sky; Wizards
      Beginner's Guide to Wizards - Levels 1-70 and Guide with the Starting Set, Vyr  - A guide that will take you through the leveling process efficiently and optimize your Season 16 Wizard with the Haedrig's Gift free set. Firebird (or Tal Rasha) - Meteor - Reaching for the heartstrings of Meteor lovers, this build channels torrents of arcane energy to conjure destructive, burning meteorites into a pure visual feast. DMO - Frozen Orb - Combining the Frozen Orb nostalgia of sorceresses past with the forgotten power of Slow Time wizardry, this build leaves enemies helpless, watching their frozen death creep ever closer. Energy Twister Wizard - a surprisingly undervalued, but horrifyingly potent on the time-bending, whirlwinding destruction from seasons of yore. Vyr Archon - The oldest devotees to the Archon playstyle: Vyr and its complementary Chantodo sets got an awesome boost of power in Patch 2.6.1. Tal Rasha - Explosive Blast - Aside from its distinct cannonade of arcane blasts, this build is very attractive to Wizards due to its ability to include Sage's set for materials farming. Arcane Torrent Tal Rasha - Spawning off the addition of Manald Heal this guide offers not one, but three very fun, tanky, non-Archon lightning variants to build around. Conclusion
      Patch 2.6.4 brings a solid buff across the board for many of the lacking sets. Personally, I'm mostly interested in the buffs to the Legacy of Nightmares ring set, and what new and surprising builds are going to spawn off that. I'm off to trying it out myself, but as always - have fun, and good luck in Season 16!
    • By Starym
      We've already seen the preview for the patch and patch notes, as well as the new Season of Grandeur coming in two days, but the patch itself has now gone live! Check out the patch notes, featuring a lot of set changes, a brand new UI feature highlighting when Primal Legendaries drop, giving them a red beam and a huge and unique map icon, potions removed from the inventory, 5 new armory tabs and GR Keystones stored in the materials tab, a change to paragon point spending and more!
      2.6.4 (source)
      An update to Diablo III patch 2.6.4 is now live in the Americas for PC / Mac! Check out the full patch notes below to learn about all the latest changes. Important: Please note that you will not be prompted to download the patch until it is live in your home region. If you are logging in from a European or Asian client, you will need to wait for this patch to release in that region before it can be installed. Additionally, if your home region is in the Americas, you will be unable to log into Europe or Asia using Global Play after the update is live until those regions have also patched.
       
      PATCH 2.6.4 - v2.6.4.54724
      Visit our Bug Report forum for a list of known issues. If you are experiencing technical issues with the patching process, connecting to Blizzard Services after installing the patch, or errors while playing a newly-patched game, please visit our support site or post in the Technical Support forum for assistance.
      Table of Contents:
      General Greater Rifts Seasons Class Set Changes All Classes Barbarian Crusader Demon Hunter Monk Necromancer Witch Doctor Wizard General Quality of Life Philosophy For this patch, we wanted to include a few frequently requested Quality of Life changes and focused on better celebrating and indicating Primal Legendary drops. Five (5) additional Armory tabs have been added for all characters, bringing the total to 10 Legendary Potions are no longer stored in player inventory and can be accessed or changed by right-clicking on the potion icon in the action bar Greater Rift Keystones are now stored in the Materials tab Any existing Greater Rift Keystones in both inventory and stash have been automatically moved Primal Legendaries are now marked by a red beam when they drop Primal Legendaries on the ground are now indicated by a red pentagram icon on the mini-map Primal Legendaries now have a red border and updated background on their icons Return to top Greater Rifts Philosophy The gameplay of micro-managing Paragon points during the course of a Greater Rift doesn't feel like especially engaging gameplay, nor was it consistent with the other existing rules of entering a Greater Rift. In addition, the below change to matchmaking is to make it much easier for all players to find groups for Greater Rifts, as the previous window (only between Greater Rifts) is typically very small. Paragon points can no longer be swapped while a Greater Rift is open Players can now be matched into public games where a Greater Rift is open Players who join in this manner will not be able to enter the active Rift, and players inside the Rift will be able to continue with no additional difficulty scaling until the run has been completed Return to top Seasons Season 16: Season of Grandeur The buff for Season of Grandeur has been implemented This buff gives all Seasonal players the legendary power from Ring of Royal Grandeur This buff does not stack with additional Ring of Royal Grandeur (either equipped or in Kanai's Cube) Unlike previous Seasonal buffs, this buff will not apply to Non-Seasonal players When completing a Greater Rift level 70 solo for the first time in a Season, a Primal Legendary is guaranteed to drop from the Rift Guardian Return to top Class Set Changes Philosophy We are taking another tuning pass across all class sets to improve class and set diversity at higher level Greater Rifts. Some of these values have been adjusted per our observations as well as player feedback during the 2.6.4 PTR. Thanks for testing! All Classes Legacy of Nightmares The (2) Set bonus has been increased from 100% to 750% Return to top Barbarian The Legacy of Raekor The (6) Set bonus has been increased from 2800% to 5500% Immortal King's Call The (6) Set bonus has been increased from 1500% to 4000% Might of the Earth The (6) Set bonus has been increased from 5600% to 20000% Wrath of the Wastes The (6) Set bonus has been increased from 3000% to 10000% Return to top Crusader Thorns of the Invoker The (2) Set bonus has been increased from 140% to 350% The (6) Set bonus has been increased from 5400% to 15000% Roland's Legacy The (4) Set bonus has been increased from 3300% to 13000% The (6) Set bonus has been increased from 50% increased Attack Speed to 75% Seeker of the Light The (6) Set bonus has been increased from 2000% Blessed Hammer damage to 12000% Return to top Demon Hunter Embodiment of the Maruader The (6) Set bonus has been increased from 3000% to 12000% Unhallowed Essence The (6) Set bonus has been increased from 100% to 350% Natalya's Vengeance The (6) Set bonus has been increased from 3500% to 14000% The Shadow's Mantle The (2) Set bonus has been increased from 1200% to 6000% The (6) Set bonus has been increased from 50000% to 75000% Return to top Monk Uliana's Strategem The (6) Set bonus has been increased from 2100% to 9000% Inna's Mantra The (6) Set bonus has been increased from 150% to 750% Monkey King's Garb The (6) Set bonus has been increased from 1000% to 1500% Raiment of a Thousand Storms The (2) Set bonus has been increased from 100% to 400% The (6) Set bonus has been increased from 13000% Dashing Strike damage to 60000% The (6) Set bonus has been increased from 1300% Spirit Generator damage to 6000% Return to top Necromancer Trag'Oul's Avatar The (6) Set bonus has been increased from 3300% to 3800% Return to top Witch Doctor Spirit of Arachyr The (6) Set bonus has been increased from 4500% to 9000% Helltooth Harness The (2) Set bonus has been increased from 1500% to 3000% The (6) Set bonus has been increased from 4400% to 9000% Raiment of the Jade Harvester The (2) Set bonus has been increased from 560 seconds to 3500 seconds The (6) Set bonus has been increased from 1650 seconds to 10000 seconds Zunimassa's Haunt The (6) Set bonus has been increased from 5500% to 15000% Return to top Wizard Tal Rasha's Elements The (6) Set bonus has been increased from 750% to 2000% Delsere's Magnum Opus The (6) Set bonus has been increased from 3800% to 8500% Vyr's Amazing Arcana The (6) Set bonus has been increased from 50% bonus damage to 100% Return to top
    • By positiv2
      This thread is for comments about our Imperius guide.
    • By Starym
      The Diablo 1 anniversary event has returned (with very little notice) and we get to explore the cathedral levels, kill some cultists and get our hands on unique transmogrification effects, achievements, portraits, pets, and more! There's also retro vision, to make Diablo 3 look more like it's predecessor and you get to be fresh meat again as well! Check out all the details and head on in there right now, as the event has just started and will last through January 31st.

      Also, you can check out our event guide right here.
      The Darkening (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 have begun appearing since 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. . . .
      #blog h3 { font:normal 22px "Palatino Linotype", "Times", serif; color:#F3E6D0; } #blog h1 { font:normal 18px "Palatino Linotype", "Times", serif; color:#F3E6D0; } #blog h4 { font:normal 26px "Palatino Linotype", "Times", serif; color:#F3E6D0; } #blog .divider-down { width:100%; height:72px; background:url('http://us.media3.battle.net/cms/gallery/KKZW0YDVPDT91334191716743.png?v=2') center center no-repeat; } #blog .divider-up { width:100%; height:72px; background:url('http://us.media1.battle.net/cms/gallery/MO010OF9ESV11334191716770.png?v=2') center center no-repeat; }#blog .detail #center { width: 590px; margin: 0px auto; } /* SixStoneDivider */ #blog .detail hr.sixstonehr { width:100%; height: 50px; background:url('https://bnetcmsus-a.akamaihd.net/cms/content_folder_media/XVZ5EJCXP7FB1372898195077.png') center center no-repeat; border: none; margin-top: 0px; margin-bottom: 0px; } /* SixStoneDivider */ #blog .detail hr.sixstonehr { width:100%; height: 50px; background:url('https://bnetcmsus-a.akamaihd.net/cms/content_folder_media/XVZ5EJCXP7FB1372898195077.png') center center no-repeat; border: none; margin-top: 0px; margin-botto The event is back and lasts through January 31st!