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

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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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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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The damage of Tempest Rush is increased by 450-600% and when your Tempest Rush hits 3 or fewer enemies, it gains 100% Critical Hit Chance.. Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. Cesar's Memento Enemies take 300–400% 600-800% increased damage from your Tempest Rush for 5 seconds after you hit them with a Blind, Freeze, or Stun The Fist of Az’Turrasq Exploding Palm's on-death explosion damage is increased by 250–300% 400-500%.  Incense Torch of the Grand Temple No longer rolls Legendary-strength bonus to Wave of Light damage as an inherent affix. Can still roll 10-15% as a random affix. Reduces the Spirit cost of Wave of Light by 40–50% and increases its damage by 450-500%. Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. Scarbringer The damage of Lashing Tail Kick is increased by 300% 450-600% to the first 7 enemies hit Spirit Guards Your Spirit Generators reduce your damage taken by 30–40% 45-60% for 3 seconds. Necromancer Bloodsong Mail While in the Land of the Dead, Command Skeletons gains the effect of all runes and deals 100–125% additional damage and gains the effect of the Enforcer, Frenzy, Dark Mending and Freezing Grasp runes. Bloodtide Blade Death Nova deals 20–30% 80-100% increased damage for every enemy within 15 25 yards.. Dayntee’s Binding You gain an additional 40–50% damage reduction when there is an enemy afflicted by your Decrepify any of your curses. Defiler Cuisses Your Bone Spirit's damage is increased by 75–100% 400-500% for every second it is active. Fate’s Vow Army of the Dead now deals an additional 200-250% damage and gains the effect of the Unconventional Warfare rune. Golemskin Breeches Your Golem's damage is increased by 100–125% and You take 30% less damage while it your Golem is alive and the cooldown on Command Golem is reduced by 20-25 seconds. Leger’s Disdain Grim Scythe deals an additional 7–10% 65-80% damage for each point of essence it restores. Lost Time Your cold skills reduce the movement speed of enemies by 30%. In addition, your movement speed is increased by 4–5% 8-10% for 5 seconds. Maximum 5 stacks. Maltorius’ Petrified Spike Bone Spear now costs 40 Essence and deals 375–450% 550-700% increased damage. Mask of Scarlet Death When paired with the Revive: Purgatory rune, the mega-revived monster will drop the same number of corpses were used to create it on death. This item will now attempt to give preference to the strongest monster to become the mega-revive when selecting a group of corpses. Nayr’s Black Death Each different poison skill you use increases the damage of your poison skills by 50–65% 75-100% for 15 seconds. Scythe of the Cycle Your Secondary skills deal 250–300% 350-400% additional damage while Bone Armor is active but reduce the remaining duration of Bone Armor by 4 seconds. Steuart’s Greaves You gain 40–50% 75-100% increased movement speed for 2 10 seconds after using Blood Rush. The Johnstone Each corpse consumed in the Land of the Dead gGrants a 50 stacks of Macabre Knowledge when Land of the Dead expires. Macabre Knowledge increases the damage of Corpse Lance and Corpse Explosion by 150–200% while outside Land of the Dead. Witch Doctor Bakuli Jungle Wraps Firebats deals 150–200% 250-300% increased damage to enemies affected by Locust Swarm or Piranhas. Mask of Jeram Pets deal 75–100% 150-200% increased damage. Staff of Chiroptera No longer rolls Legendary-strength bonus to Firebats damage as an inherent affix. Can still roll 10-15% as a random affix. Firebats attacks 100% faster, and costs 70-75% less Mana, and has its damage increased by 150-200% 125-150%. Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. The Short Man’s Finger Gargantuan instead summons three smaller gargantuans each more powerful than before that have their damage increased by 500-650%. Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. Note: There is currently a bug which causes the new and old versions of the ring to not work when both are equipped; this will be fixed in an upcoming PTR patch Wizard Deathwish While channeling Arcane Torrent, Disintegrate, or Ray of Frost, all damage is increased by 30–35% 250-325%. Etched Sigil Your Arcane Torrent, Disintegrate, and Ray of Frost also cast one of your other damaging Arcane Power Spenders which deal 125-150% increased damage every second. While channeling Arcane Torrent, Disintegrate, or Ray of Frost, the damage of your Arcane Power Spenders is increased by 125-150% and you also cast one of your other damaging Arcane Power Spenders every second. Halo of Karini You take 45–60% 60-80% less damage for 3 4 5 seconds after your Storm Armor electrocutes an enemy more than 30 15 yards away Nilfur's Boast Increase the damage of Meteor by 200% 600%. When your Meteor hits 3 or fewer enemies, the damage is increased by 275–350% 675-900% Orb of Infinite Depth Each time you hit an enemy with Explosive Blast your damage is increased by 4% 8-10% and your damage reduction is increased by 15% 20% for 6 seconds. This effect can stack up to 4 times. Ranslor’s Folly Energy Twister does 225-300% more damage and periodically pulls in lesser enemies within 30 yards. The Grand Vizier No longer rolls Legendary-strength bonus to Meteor damage as an inherent affix. Reduces the Arcane Power cost of Meteor by 50% and increases its damage by 30% 375-500% 300-400% Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. Triumvirate Your Signature Spells increase the damage of Arcane Orb by 150–200% 300-400% for 6 seconds, stacking up to 3 times. Unstable Scepter No longer rolls Legendary-strength bonus to Arcane Orb damage as an inherent affix. The damage of Arcane Orb’s is increased by 350-450% and its explosion triggers an additional time.. Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. Wand of Woh No longer rolls Legendary-strength bonus to Explosive Blast damage as an inherent affix. The damage of Explosive Blast is increased by 300-400% and 3 additional blasts are triggered after casting Explosive Blast. Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. Set Items Barbarian Immortal King’s Call (6) Set While both Wrath of the Berserker and Call of the Ancients is active, you deal 400% 750% 1500% increased damage. Might of the Earth (6) Set Increase the damage of Earthquake, Avalanche, Leap, Ground Stomp, Ancient Spear and Seismic Slam by 1200% 3000% 5600%. The Legacy of Raekor (4) Set Furious Charge gains the effect of every rune and deals 300% 500% 1000% increased damage. (6) Set Every use of Furious Charge increases the damage of your next Fury-spending attack by 750% 1500% 2800%. This effect stacks. Every use of a Fury-spending attack consumes up to 5 stacks. Wrath of the Wastes (4) Set During Whirlwind and for 3 seconds after, you gain 50% damage reduction and your applied Rends deal triple damage. (6) Set Whirlwind gains the effect of the Dust Devils rune and all Whirlwind damage is increased by 800% 1700% 3400% 3000%. Bul-Kathos' Oath (2) Set Increases Fury Generation by 10 15 During Whirlwind you gain 30% 45% increased attack speed and movement speed Crusader Armor of Akkhan (6) Set While Akarat's Champion is active, you deal 600% 900% 1000% 1300% 1500% increased damage and take 15% 20% 50% less damage. Roland's Legacymonke (4) Set Increase the damage of Shield Bash and Sweep Attack by 2500% 3300%. Seeker of the Light (6) Set Increase the damage of Blessed Hammer by 1250% 1500% 2000% and Falling Sword by 500% 1000%. Thorns of the Invoker (2) Set Your Thorns damage now hits all enemies in a 15 yard radius around you. Each time you hit an enemy with Punish, Slash, or block an attack your Thorns is increased by 35% 115% 70% 140% for 2 seconds. Note: There is currently an issue which causes the actual Thorns increase to be 35% instead of 70%; this will be fixed in an upcoming PTR patch (6) Set The attack speed of Punish and Slash are increased by 50% and deal 800% 1600% 2700% 5400% of your Thorns damage to the first enemy hit. Demon Hunter Embodiment of the Marauder (4) Set Sentries deal 400% 100% 400% increased damage and cast Elemental Arrow, Chakram, Impale, Multishot, and Cluster Arrow when you do (6) Set Your primary skills, Elemental Arrow, Chakram, Impale, Multishot, Cluster Arrow, Companions, and Vengeance deal 1200% 2100% 2400% 2500% 3000% increased damage for every active Sentry Natalya’s Vengeance (6) Set After casting Rain of Vengeance, deal 500% 750% 2500% 3500% increased damage and take 60% reduced damage for 10 seconds The Shadow's Mantle (6) Set Impale deals an additional 40000% 50000% weapon damage to the first enemy hit. Unhallowed Essence (6) Set Your generators, Multishot, and Vengeance deal 40% 70% 100% increased damage for every point of Discipline you have. Monk Inna’s Mantra (6) Set Gain the five runed Mystic Allies at all times and your damage is increased by 125% 150% for each Mystic Ally you have out. Monkey King’s Garb (6) Set Has been redesigned. Lashing Tail Kick, Tempest Rush, and Wave of Light have their damage increased by 600% 1000% for each stack of Sweeping Wind you have. Raiment of a Thousand Storms (6) Set Your Spirit Generators increase the weapon damage of Dashing Strike to 12500% 13000% for 6 seconds and Dashing Strike increases the damage of your Spirit Generators by 1250% 1300% for 6 seconds. Uliana’s Stratagem (4) Set Your Seven-Sided Strike deals double 777% its total damage with each hit. (6) Set Increase the damage of your Exploding Palm by 250% 1800% 2100% and your Seven-Sided Strike detonates your Exploding Palm Shenlong's Spirit The damage of your Spirit Generators is increased by 1.5% 2% for each point of Spirit you have When reaching maximum Spirit, all damage is increased by 150% 200%, but you no longer passively regenerate Spirit and 65 Spirit is drained every second until you run out of Spirit Necromancer Bones of Rathma (6) Set Each active Skeletal Mage increases the damage of your minions and Army of the Dead by 625% 1000%. Grace of Inarius (6) Set Bone Armor also activates a swirling tornado of bone, damaging nearby enemies for 750% 1000% weapon damage and increasing the damage they take from the Necromancer by 2750% 3750%. Pestilence Master’s Shroud (4) Set Each enemy you hit with Bone Spear, Corpse Lance or Corpse Explosion reduces your damage taken by 2%, up to a maximum of 50%. Lasts 15 seconds. (6) Set Each corpse you consume grants you an Empowered Bone Spear charge that increases the damage of your next Bone Spear by 3000% 4000% 3300%. In addition, Corpse Lance and Corpse Explosion damage is increased by 1500% 2000% 1650%. Trag’Oul’s Avatar (6) Set Your Life-spending abilities deal 3300% increased damage but cost twice as much Life. Your healing from skills is increased by 100%. Witch Doctor Helltooth Harness (2) Set Enemies hit by your primary skills, Acid Cloud, Firebats, Zombie Charger, Zombie Dogs, Gargantuan, Grasp of the Dead, Piranhas, or Wall of Death are afflicted by Necrosis, becoming Slowed, taking 1500% weapon damage every second, and taking 20% increased damage from your attacks for 10 seconds. (6) Set After casting Wall of Death, gain 1400% 1700% 5100% 3700% 4400% increased damage for 15 seconds to your primary skills, Acid Cloud, Firebats, Zombie Charger, Zombie Dogs, Gargantuan, Grasp of the Dead, Piranhas, and Wall of Death. Note: This set bonus is being temporarily disabled to fix an issue with the set. It will be re-enabled in a later PTR patch. Note: The damage bonus for you against enemies affected with Necrosis causes performance issues when encountering high density. This change is not intended to be a nerf and, when coupled with the six-piece change, should be a net buff for the complete set. This change should not change the gameplay style of this set. Raiment of the Jade Harvester (2) Set When Haunt lands on an enemy already affected by Haunt, it instantly deals 120 480 560 seconds worth of Haunt damage. (6) Set Soul Harvest reduces damage taken by 50% for 12 seconds and consumes your damage over time effects on enemies, instantly dealing 300 1200 1400 1650 seconds worth of remaining damage. Spirit of Arachyr (6) Set The damage of your creature skills is increased by 2400% 4500% 3900% 4500%. Creature skills are Corpse Spiders, Plague of Toads, Firebats, Locust Swarm, Hex, and Piranhas.  Zunimassa's Haunt (6) Set Enemies hit by your Mana spenders take 2500% 5500% increased damage from your pets for 8 seconds. Wizard Delsere’s Magnum Opus (6) Set Enemies affected by your Slow Time and for 5 seconds after exiting take 3500% 4100% 3800% increased damage from your Arcane Orb, Energy Twister, Explosive Blast, Magic Missile, Shock Pulse, Spectral Blade, and Wave of Force abilities. Firebird’s Finery (6) Set Your damage is increased by 120% 200% 150% 250% 200% and damage taken reduced by 3% for each enemy that is Ignited. This effect can stack up to 20 times. You always receive the maximum bonus whenever a nearby Elite monster is Ignited. Vyr’s Amazing Arcana (6) Set Increased number of Archon stacks gained when hitting with an Archon ability from 1 to 2 You also gain Archon stacks when you hit with an Archon ability. Archon stacks now also reduce damage taken by 0.15% and have their damage bonus increased to 18% 25% 50% Chantodo's Resolve (2) Set Every second while in Archon form you expel a Wave of Destruction, dealing 350% 600% 1000% weapon damage to enemies within 30 yards Every time you hit with an attack while not in Archon form, 350% 600% weapon damage is added to the Wave of Destruction, stacking up to 20 times Other Items Shields acquired by Necromancer players can now properly roll the +Max Essence affix Bug Fixes Fixed an issue where Mimics created from Rabid Strike were not correctly inheriting the player’s bonus damage from Lashing Tail Kick, Seven Sided Strike, Cyclone Strike, Exploding Palm and Wave of Light. Fixed an issue where after dying, the pet damage bonus granted from Jesseth Arms could sometimes be lost if skeletons are re-commanded onto the same target. Fixed an issue preventing the free Blood Nova granted by the Iron Rose from correctly granting the damage bonus from the Trag’Oul’s six-piece bonus. Fixed an issue causing certain items to drop for the Necromancer which are not able to be equipped by the class. Fixed an issue preventing Necromancer primary skills from taunting enemies when Boyarsky’s Chip is equipped. Fixed an issue which prevented the +% Thorns damage bonus granted by Aberrant Animator from applying correctly to items such as the Spear of Jairo Fixed an issue where you would not gain the buff from Crystal Fist when you had the buff from Channeling Pylon and Raiment of a Thousand Storms equipped (PTR Only) Fixed an issue with Etched Sigil where the internal cooldown for casting another spender was scaling with the item’s damage roll (PTR Only) Fixed an issue where minions summoned by the Demon Hunter's Companion skill would double dip on damage from the (6) Set bonus on Embodiment of the Marauder (PTR Only) Fixed an issue where Gargantuan would double dip on damage from the (6) Set bonus on Helltooth Harness (PTR Only) Fixed an issue where Hydra would double dip on damage from the (6) Set bonus of Tal Rasha's Elements Fixed an issue with the (2) Set power of Vyr's Amazing Arcana where your Arcane Blast and Arcane Strike would not Freeze enemies unless you had the Slow Time rune chosen (PTR Only) Fixed an issue where equipping certain Legendary items to a follower would cause performance issues (PTR Only) Fixed an issue which caused the change to Dayntee's Binding to incorrectly affect existing versions of the item Fixed an issue where the Wave of Destruction was doing slightly less damage than intended (PTR Only) Fixed an issue where the Legendary power on Gavel of Judgement was not being applied when the item was equipped (PTR Only) Fixed an issue where the equipping the new version and then the old version of The Short Man's Finger would result in no Legendary power from either being applied (PTR Only) Fixed an issue where the legacy version of the Legendary power on Dayntee's Binding did not upgrade to the new version of this item’s power in Kanai’s Cube (PTR Only) Fixed an issue where you could equip the legacy and new version of the Legendary power on Gavel of Judgement at the same time (PTR Only) Fixed an issue where every rune except for Shattering Throw was not benefitting from the increased damage from Akkhan’s Leniency (PTR Only) Fixed an issue where where Lashing Tail Kicks cast by mimics spawned by Rabid Strike were not having their damage increased by Scarbringer (PTR Only) Fixed an issue where the new version of Fate's Vow was not displaying the correct visuals per rune selected with Army of the Dead (PTR Only) Fixed an issue where Fate's Vow was not providing the maximum bonus to Army of the Dead when used in Kanai’s Cube (PTR Only) Fixed an issue where it was possible to reach zero HP and live when using Haunting Visions and Simulacrum (PTR Only) Fixed an issue where the damage over time effect left on the ground by Meteor was not being increased by the legacy version of Nilfur’s Boast. Return to Top
      ADVENTURE MODE
      Rifts Reduced the number of deadends when Rifts choose the Temple of the Firstborn tileset Increased the amount of experience and Rift progress granted by the Hematic Disciple Increased the amount of experience and Rift progress granted by Blazing Guardians Increased the amount of experience and Rift progress granted by Smoldering Constructs Reduced the fog effect in the Shrouded Moors tilesets in Rifts The Shrouded Moors tileset and the large Temple of the Firstborn tileset can no longer be selected for Greater Rifts The amount of experience and Rift / Greater Rift progress that Shock Towers provide has been increased Shield Pylons no longer reflects damage back to attackers Note: Reflecting damage back to attackers caused performance issues when encountering high density. Return to Top
      CHALLENGE RIFTS
      Increased the amount of materials that the Challenge Rift Cache drops The Challenge Rift Cache now always drops 10 Death’s Breath Return to Top
      MONSTERS
      Bug Fixes Fixed a champion spawn rate issue for certain monsters required for the achievement ‘We Are the Champions’. The following monsters were adjusted and should spawn with the same frequency as other champion packs: Fallen Conjurer Fallen Peon Fallen Cur Fallen Grunt Fallen Overlord Fallen Slavelord Return to Top
      PTR ONLY
      D’jank Miem Players can exchange Blood Shards with this vendor for bags containing Legendary items Return to Top
    • By Stan

      Patch 2.6.1 is just around the corner and we're taking a closer look at some of its highlights in terms of skills and itemization.
      The main goal of Patch 2.6.1 is balance. Many class sets have been revisited and updated. Raekor & Uliana's Stratagem received numerical tweaks in power. Wrath of the Wastes got a damage boost and the damage reduction from the 4P set bonus lasts an additional 3 seconds. Blessed HammerLimitless has been redesigned, because it caused performance issues in high density areas. Arcane OrbFrozen Orb can now benefit from Audacity & Power Hungry passives, because its range has been increased to 40 yards. The vast majority of updates to Legendary items are number tweaks. Blizzard plans to deploy the last Patch 2.6.1 build to PTR this Thursday.
      - Update: Here are the probably final 2.6.1 patch notes.
      Blizzard (Source)
      The latest patch for Diablo III is on its way! Read on to learn more about incoming class set updates, skill changes, and balance passes coming in Patch 2.6.1.
      Class Set Revisions
      Following the release of the Necromancer, the theme of this patch is (appropriately) balance. We’ve taken a top-down look across all class performance in Greater Rifts, and made several changes to bring as many gameplay styles as close in line to each other as possible. Targeting the most popular or requested builds, we started with Class sets, and you can expect buffs coming your way no matter which hero is your favorite.
      While some sets, like Legacy of Raekor or Uliana’s Strategem, have simply received numerical tweaks in power, others have had minor functionality tweaks that make a big difference. For example, if you’re a big fan of spinning to win, you should revisit the Wrath of the Wastes set. In addition to getting a boost in damage, the damage reduction provided by the 4-piece set bonus now lasts an additional 3 seconds, making plenty of room to toss out a Rend without feeling too vulnerable.

      The Necromancer isn’t left out either; if you enjoy the bloody gameplay of Trag’Oul’s Avatar, the double-life cost from the 6-piece set bonus has been removed. Hardcore players may now feel a bit more comfortable experimenting with this set, enabling oodles of gore-tastic gameplay.  

      Skill Changes
      While most of the incoming changes are focused on items, there were some skills that needed tweaks to improve their overall performance. Skills are the stage upon which balance is built, so we identified a number of them that would benefit from more careful tuning and improved in-game performance .
      For example, Crusaders with a hankering for hammers will find that the Blessed Hammer (Limitless) rune has been redesigned. The additional projectiles were causing performance issues in high density areas, so we’ve compensated by increasing both the rune’s base damage as well as its area of effect.

      Other changes were more straightforward. We noticed, for example, that Arcane Orb (Frozen Orb) could not benefit from either the Power Hungry or Audacity passives due to its ideal explosion range. We’ve increased its range to 40 yards to make the intent of this skill’s synergies clearer.

      Item Revisions
      Like the changes made to class set items, we’ve targeted many Legendary items to help with tuning. The large majority of these are number tweaks, but keep an eye out for a few exceptions with broader updates!







      Patch 2.6.1 is well on its way and will make game play options more diverse than ever! What classic build are you looking forward to revisiting? Is there a play style you’ve always wanted to try that you plan on giving a whirl? Let us know in the comments below, or ask your questions about the upcoming patch. We’ll see you in Sanctuary!