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Damien

Helltooth Gargantuan Witch Doctor

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Thanks again Deadset for a nice build.

Just started really playing with my WD and enjoying it.  

ATM, using Aquila's cuirass in the cube for armour, and CoE for jewellery.  Not using mask of jeram or tasker and theo yet.  

Haven't found "Henri’s Perquisition", despite putting 2k blood shards into Kadala and 800 DBs into the cube...frustrating as!  I found the furnace easier than this and it's rarer from a drop rate perspective.  

Best I've done so far is a 55, which I'm finding pretty easy once NG is up (I'm playing on console, so we get half PC damage until we get a NG), finishing with 7 and a half minutes to spare regularly.  I think a 60 is prolly my limit right now.  Only have 5 ancients, none of them with great RNG rolls (RNG hates me).  edit: no augments yet, they're a waste of time until I get better gear (RNG rolled ancients).

Enjoyable build though.

Thanks again.

Edited by huntress

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4 hours ago, huntress said:

Best I've done so far is a 55, which I'm finding pretty easy once NG is up (I'm playing on console, so we get half PC damage until we get a NG),

What's "NG"?

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9 hours ago, Warden said:

What's "NG"?

nephalem glory.  ON consoles, we do half damage compared to PCs (with the exact same char/skill/gear) UNTIL we pick up a NG and then we get double damage, making us on par with PC players.  This puts us at a massive disadvantage cos we have to fart ass around hunting down NG to keep damage up, and quite often, especially at higher grift levels, we have zero NG and thus half damage by the time we hit the RG.  That means the RG takes us twice as long to kill...with my DH, I hit the RG with 3 and a bit minutes to spare, and only finished with 6 seconds...I had no NG.  Starting a high level grift with no NG puts at as a HUGE disadvantage whilst we build up NG and double damage.  Probably at least 90 to 120 seconds behind PC players...monsters have the same health on consoles at torment level and above as per PCs...

 

edit: i cleared a 60 with my WD wth ease - 6 minutes to spare last night and also found a henris, although it's non ancient (current mojo is ancient) and the damage drop is reasonable, so I'll re-roll it until I get an ancient...

 

2nd edit: cos of the NG mess on consoles, we have to target the quick and easy monsters to get 10 kills to generate a NG, then break our kill streak, hit 10 again to get a 2nd NG and so on and so forth...worse, the game throws the NG 50 years behind our fricking character meaning we waste EVEN more time chasing it down...unlike PC players who can just happily ignore it, kill a bit of trash to get to an elite mob, kill elite mob and move on and rinse and repeat...console players are royally screwed by Blizzard.  This mechanic usally means a 3-4 grift difference on average between console and PC player grift limits.  Oh and density on consoles is worse than on PC too...even with the latest patches...

Edited by huntress

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Guest Hello

Why not cube Homunculus instead of The Furnace and run Sacrifice: Provoke the Pack instead of Zombie Dogs? Would this not be higher damage after 3 stacks of Provoke the Pack?

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On 2/16/2017 at 10:01 PM, huntress said:

nephalem glory.  ON consoles, we do half damage compared to PCs (with the exact same char/skill/gear) UNTIL we pick up a NG and then we get double damage, making us on par with PC players. 

Wow, I didn't know about that whole mess with consoles.  That sucks.  Thanks for explaining it.

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On 2/19/2017 at 3:28 AM, Warden said:

Wow, I didn't know about that whole mess with consoles.  That sucks.  Thanks for explaining it.

worse, we have a smaller FoV (Field of view) than PC players, which hampers us seeing monsters until they're nearly on top of us.  and monster density in grifts on console is worse than on PC too, although the 1.15/1.16/1.17 patches have made it closer between the 2 formats.

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My question is about Sacred Harvester, I just got an Ancient Legendary and would appreciate some input on best use of enchant given these stats:

* Socket from Ramaladni's Gift

* 1358-1731 Arcane Damage     * 900 Intelligence       * 8% Cooldown Reduction

* 149 Maximum Mana                * 22% Chance of Area Damage on Hit

I'm enjoying this build a lot - thanks for a great guide and all the helpful follow up!

 

 

 

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Guest Scandalz

This is the worst build ever because you can't control your burst and nothing follows you because your pets stay behind. 

 

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On 2017-03-17 at 11:18 PM, Guest Scandalz said:

This is the worst build ever because you can't control your burst and nothing follows you because your pets stay behind. 

Sorry to see you are not enjoying the build but I can admit that I'm no fan of the playstyle either since I can get quite frustrated with the Gargantuan AI to say the least.

However, it is one thing to call a build bad and not being able to enjoy it.

The trackrecord for the build speaks for itself, it's one of the most solid and powerful solobuilds for progression, especially in hardcore because of it's safe nature. You mention that you cannot control it's burts, this is half true because you re-summon gargs into where you want you burst to be but the cooldown is quite long so you go forward more slowly.

The build isn't a burst build but a slower and safer way to progress higher GRs due to the insane damage you can get your gargs to do when they finally swings at the right target. It's not a fast running speedbuild at all nor does it burst down packs every other pack but it was never designed for that either.

One of the tricks you can do without re-summoning gargs is to run past a pack with Spirit Walk if needed and most of the time the gargs will "pop up" next to you, which is giving you bit more control.

If you enjoy to burst down your packs quickly I recommend trying Jade for the big oneshots but with bit of build-up time or the alternative Arachyr Firebats build which is very nice aoe dmg with little rampup but quite squishy.

All-in-all, the Witch Doctor class was, and probably will never be, the one with the craziest burst dmg. The class simply might not be what you enjoy.

Edited by Arkpit

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On 2017-03-06 at 9:05 PM, Kelpies said:

My question is about Sacred Harvester, I just got an Ancient Legendary and would appreciate some input on best use of enchant given these stats:

* Socket from Ramaladni's Gift

* 1358-1731 Arcane Damage     * 900 Intelligence       * 8% Cooldown Reduction

* 149 Maximum Mana                * 22% Chance of Area Damage on Hit

For me personally I don't find the CD the problem when you are going up at 70GR+ so I would reroll the CD for 10% extra dmg.

Actually, on the top of my head I can't recall if you can reroll the mana to %dmg but that would be the obvious one since this build never have mana issues.

It takes a while to kill things higher up so the CDs are usually up again when you need them sp the extra 10% dmg helps you progress a little faster.

Edited by Arkpit

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On 3/20/2017 at 10:56 AM, Arkpit said:

For me personally I don't find the CD the problem when you are going up at 70GR+ so I would reroll the CD for 10% extra dmg.

Actually, on the top of my head I can't recall if you can reroll the mana to %dmg but that would be the obvious one since this build never have mana issues.

It takes a while to kill things higher up so the CDs are usually up again when you need them sp the extra 10% dmg helps you progress a little faster.

10% extra damage works for me, thank you for the input Arkpit!

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Guest Guestington

What's better: A well-rolled ancient Ceremonial Knife with a useless legendary affix, or an average non-ancient Sacred Harvester that gives you 5 more Soul Harvest stacks?

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4 hours ago, Guest Guestington said:

What's better: A well-rolled ancient Ceremonial Knife with a useless legendary affix, or an average non-ancient Sacred Harvester that gives you 5 more Soul Harvest stacks?

This depends on which state in the game you currently are.

The Ancient random weapon will always be better early on in the season before you get your overall gear up since the Sacred Harvester works off of your %int so the better your other pieces of gear are, the better Sacred Harvester will become.

Strict dmg wise, in the end the Sacred Harvester will come out on top because of the fact that no matter how bad the rolls are, you can re-roll 1 stat to make it "ok" and the extra intelligence from good gear will go above the perfectly rolled ancient unless it's possibly a primal (Which is a perfectly rolled ancient *facepalm*)

The other thing is survivability, your Lakumba is almost doubled in efficiency so if your dmg doesn't seem to be that bad but you're dying a lot then the harvester will help you more. This is a common case in Hardcore grinding pieces around GR30 right after you get 6-set bonus where dmg is fantastic but survivability is dodgy.

Edited by Arkpit

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Guest Hollowecho

Thank you for a wonderful guide. A couple of questions: What tweaks would you make for playing hardcore? Is high paragon level needed to make this build work? Thanks again.

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Guest Maerodryn

I have two sets full : Helltooth and Endless walk, I don't need Ring of the royale grandeur (Kanai's Cube) Please, what jewels to replace him? Convention of elements ? Thanks to help me. 

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16 hours ago, Guest Hollowecho said:

Thank you for a wonderful guide. A couple of questions: What tweaks would you make for playing hardcore? Is high paragon level needed to make this build work? Thanks again.

Glad to see more HC players out there and since I've played HC several seasons with WD I mention a few changes that worked well for me up to GR75+.

Let me start with you barely need any paragon at all to play any build on HC, you simply have to make a few adjustments to fit in some survivability and here are your options depending on what GR you are at:

#1 Swap the Endless Walk set (Compass Rose & Travelers Pledge) set for Unity+Hellfire Amu.
This is a very unpopular change with many but my personal favorite if you do the actual math and logic behind it.
Endless Walk gives you 100% dmg increase after being still for a pretty long while, that doesn't happen all that often while trying to dodge things and while moving you have 50% dmg reduction.

The Unity+Hellfire combo gives you first off a constant 50% dmg reduction at all times regardless and the ring got a %dmg increase to elites (15 or 25 can't remember) and with this you can get a 5th passive (Recommend Pierce the Veil) which gives another 20% dmg boost and also does not restrict your movement and dodging capabilities. The loss of dmg is neglible compared to the added survivability.

#2 Lose the Stricken gem and put Esotaric Alteration in it's place. The esotaric gem is an absolute must in hardcore regardless of what you do, you just need it. Stricken is not a valuable gem until you are pushing 65-70GR+ and when you get to GR70 and feeling bosses is the problem, swap out the Enforcer gem instead and use Stricken.

#3 Change the passive "Confidence Ritual" for something more suitable like Jungle fortitude (generally better than Swampland Attunement).

#4 Last thing is the off-hand comparison. Many prefer the Kitten because it makes trashclearing so much easier to push through BUT, the dmg reduction of 70% only counts for first hit and then it's 0% and bosses can't be charmed.
If trash is not an issue I would stick with the serpents any day since it's a 30% dmg reduction at all times including the entire boss. From personal experience, bosses is usually what will kill you in GR70+ (Never try to fight the charging winged demon, F that guy on high GR HC).

Hope this helps! But remember with HC you have to constantly adapt. All of the above can be done individually and gradually managed to keep a safe and constant curve to a point where you feel safe.

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Guest Hollowecho
4 hours ago, Arkpit said:

Glad to see more HC players out there and since I've played HC several seasons with WD I mention a few changes that worked well for me up to GR75+.

Let me start with you barely need any paragon at all to play any build on HC, you simply have to make a few adjustments to fit in some survivability and here are your options depending on what GR you are at:

#1 Swap the Endless Walk set (Compass Rose & Travelers Pledge) set for Unity+Hellfire Amu.
This is a very unpopular change with many but my personal favorite if you do the actual math and logic behind it.
Endless Walk gives you 100% dmg increase after being still for a pretty long while, that doesn't happen all that often while trying to dodge things and while moving you have 50% dmg reduction.

The Unity+Hellfire combo gives you first off a constant 50% dmg reduction at all times regardless and the ring got a %dmg increase to elites (15 or 25 can't remember) and with this you can get a 5th passive (Recommend Pierce the Veil) which gives another 20% dmg boost and also does not restrict your movement and dodging capabilities. The loss of dmg is neglible compared to the added survivability.

#2 Lose the Stricken gem and put Esotaric Alteration in it's place. The esotaric gem is an absolute must in hardcore regardless of what you do, you just need it. Stricken is not a valuable gem until you are pushing 65-70GR+ and when you get to GR70 and feeling bosses is the problem, swap out the Enforcer gem instead and use Stricken.

#3 Change the passive "Confidence Ritual" for something more suitable like Jungle fortitude (generally better than Swampland Attunement).

#4 Last thing is the off-hand comparison. Many prefer the Kitten because it makes trashclearing so much easier to push through BUT, the dmg reduction of 70% only counts for first hit and then it's 0% and bosses can't be charmed.
If trash is not an issue I would stick with the serpents any day since it's a 30% dmg reduction at all times including the entire boss. From personal experience, bosses is usually what will kill you in GR70+ (Never try to fight the charging winged demon, F that guy on high GR HC).

Hope this helps! But remember with HC you have to constantly adapt. All of the above can be done individually and gradually managed to keep a safe and constant curve to a point where you feel safe.

This helps a lot - Thanks so much. Cheers!

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Guest Straz

I may have missed something, but with choosing skills you suggested both wall of death and piranha, both of which are on the same skill set. Is there a way to change this as it will only allow me to choose one?  The same applies to choosing between zombie dogs and spirit walk.  I'm using the ps4, if that makes a difference.

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Guest Hello

Isn't the Zunimassa variant of this build better now since it's 6p bonus got buffed in patch 2.5?

 

Helltooth damage = (1+14)×1.2 = 18

2p bonus: 1400%

6p bonus: 20%

 

Zunimassa damage = (1+25)×1.25 = 32.5

6p bonus: 2500%

Mantle of Channeling: 25%

 

Also I believe Convention of Elements is superior to Tasker and Theo for DPS, and the only advantage TnT could have over CoE is for the Leeching Beasts recovery in the Helltooth variant, which is minor compared to the damage boost.

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Guest Hello
On 4/16/2017 at 0:58 PM, Guest Straz said:

I may have missed something, but with choosing skills you suggested both wall of death and piranha, both of which are on the same skill set. Is there a way to change this as it will only allow me to choose one?  The same applies to choosing between zombie dogs and spirit walk.  I'm using the ps4, if that makes a difference.

Enable Elective Mode in Options: Gameplay

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On 4/6/2017 at 0:06 PM, Arkpit said:

Hope this helps! But remember with HC you have to constantly adapt. All of the above can be done individually and gradually managed to keep a safe and constant curve to a point where you feel safe.

Thanks for helping with everything Ark! :)

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On 4/16/2017 at 4:58 AM, Guest Straz said:

I may have missed something, but with choosing skills you suggested both wall of death and piranha, both of which are on the same skill set. Is there a way to change this as it will only allow me to choose one?  The same applies to choosing between zombie dogs and spirit walk.  I'm using the ps4, if that makes a difference.

You have to enable Elective Mode in the game options.

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20 hours ago, Guest Hello said:

Isn't the Zunimassa variant of this build better now since it's 6p bonus got buffed in patch 2.5?

I think for damage, 100%. The Zuni build will put out more damage than Helltooth for sure, but you put yourself in an interesting situation. Let's say you have had a great run, but you then die at the boss due to the lack of survivability that the Helltooth build can provide - you need to be able to build up your fetishes again via use of Belt of Trans, etc.

If you can't build your fetishes quick enough, you might find yourself in the horrible situation of chain dying at the boss, simply because you can't re-build after dying. I think Zuni can definitely work really well, but can also find itself getting punished horrendously after dying in certain situations.

Something to keep in mind, at least!

Also, if you do decide to play Zuni, I would cube CoE over RoRG, yes.

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Guest Hello
4 hours ago, Blainie said:

Let's say you have had a great run, but you then die at the boss due to the lack of survivability that the Helltooth build can provide - you need to be able to build up your fetishes again via use of Belt of Trans, etc.

I don't think Helltooth provides all that more toughness than Zunimassa.

 

Helltooth damage reduction = 1-0.75*0.4*0.7 = 79%

Wall of Death: Communing With Spirits = 25%

4p bonus = 60%

Ukhapian Serpent = 30%

 

Zunimassa damage reduction = 1-0.75*0.31 = 76.75%

Mantle of Channeling = 25%

4p bonus = 69%

 

As can be seen from these calculations, Helltooth only has a slight edge in toughness, so if you were unlikely to die with Helltooth, you're probably still unlikely to die with Zunimassa. However, Zunimassa can cube Unity instead of CoE (or probably cube RoRG and wear Unity for the Elite damage instead of Area damage on Zunimassa's Pox), and it would come out ahead in toughness and probably still do more damage than Helltooth because of the recent buff (though I'm not 100% certain on this).

 

Also, wouldn't CoE still be better than TnT for Helltooth as well, even though everyone has been playing with TnT since 2.4.1?

5 hours ago, Blainie said:

 

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12 hours ago, Guest Hello said:

Zunimassa damage reduction = 1-0.75*0.31 = 76.75%

Mantle of Channeling = 25%

4p bonus = 69%

Why are you listing Mantle of Channeling for Zuni btw? I don't see why you would use Firebats in the build?

You are also assuming a constant 69% which it isn't. Even with the Belt, it takes time to ramp up the fetish count unless you're running around with a Jerams which you probably aren't so you go in to each rift almost getting oneshotted by the tiniest thing which makes the Firebats odd since it's close range.

Now there is also the fact that you are comparing "Dmg reduced" with "Reduce dmg done" which isn't the same thing. Say you have 25%+25% addatative dmg reduce, this takes off 25 dmg from 100 and then 25% off 75 compared to reducing the outgoing dmg from the enemy by 25% straight up.

So the Helltooth communing with spirits is stronger than many of the added dmg reduction from other sets much like the passive Bad Medicin also is.

Let's also account for the loss of "Witching Hour" by trading to this build which is quite a significant drop so while yes, the dps is higher for gargs in Zuni set but I still don't see it being worth the drop if safety compared to the amount damage gained.

However this is from a person that basically spend the seasons in Hardcore so survivability to me is paramount!

Edited by Arkpit
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      Developer Note: One of the biggest pieces of feedback from Season 18's buff was that the Triune bonus didn't stick with your character while you adventured. With Season 19, we've altered course as well as upped the ante by experimenting with new mechanics to add an element of both chaos and power to the battlefield. It should feel a bit like Pandemonium, and it may be a consideration whether or not you want to reset your total kill streak for a particular killstreak bonus versus continuously maintain the overall effect (especially as the highest level killstreak rewards will be harder to leverage in situations like Greater Rifts). Killstreaks with higher kill count requirements are more powerful, and we're looking forward to seeing what players think of and do with them! The buff for Season 19, the Season of Eternal Conflict, has been added Pandemonium For the duration of the Season, all players will have a stacking buff that that persists as long as you have hit or killed a monster within the last 5 seconds Each stack gives 0.05% movement speed and 0.1% bonus damage. This bonus caps at 50% movement and 100% damage (1000 stacks) In addition, after reaching a certain number of kills in a row, a power is unleashed, dealing an amount of scaling damage based on player level and difficulty or Greater Rift level: 15 Kills: Five massive energy twisters are unleashed 30 Kills: Dark Geysers form beneath enemies 50 Kills: Exploding Chickens seek and destroy 100 Kills: Corpses rain from the sky 150 Kills: A wide Frost Nova freezes enemies 200 Kills: Treasure chests fall from the sky 300 Kills: A ring of fire engulfs everything 400 Kills: Meteors hail from above 500 Kills: Angels descend upon the battlefield to fight for your cause 1000 Kills: ??? Powers are tracked at a group level; this means only one power can be active in play at a time, regardless of the number of players in a group Return to Top
       
      Items
      Developer Note: With Patch 2.6.7, we are beginning to roll out new class sets for every class in Diablo III. For the Season of Eternal Conflict, we're focusing on the two classes that embody the Light and wield some form of Holy elemental damage: Crusader and Monk. You'll also find a handful of retuned or newly added Legendary powers intended to synergize with the new class sets. We did a lot of community research into which skills were most requested by players as well as most underrepresented in current builds, and we hope you're as excited as we are for these new gameplay options. The other class sets will be coming in later patches, so if your class isn't represented this time around, fret not—they're coming in a future patch! You'll also notice a significant number of Barbarian item changes in this patch. While the Barbarian class set will be coming at a later date, we have very much heard the War Cry from our dedicated Barbarian community and implemented a number of changes heavily inspired by extremely thorough feedback. While not every suggestion has been taken at a 1:1 parity, the thoughtful analysis helped guide us to changes we could implement in this patch. Thanks very much to the community members who expressed their concerns in a respectful, constructive manner. It's very helpful, and we greatly appreciate the thought and effort that went into making your voices heard! New Crusader Set: Aegis of Valor 2-Piece Bonus: The charged bolts from Fist of the Heavens has a chance to cast another Fist of the Heavens 4-Piece Bonus: Hitting with Fist of the Heavens reduces damage taken by 1% for 5 seconds. Stacks up to 50 times 6-Piece Bonus: Increase the damage of Fist of the Heavens by 10,000% New Monk Set: Patterns of Justice 2-Piece Bonus: Sweeping Wind gains the effect of every rune 4-Piece Bonus: Each enemy within Sweeping Wind increases your movement speed by 5%. Stacks up to 10 times. 6-Piece Bonus: Attacking with Tempest Rush while Sweeping Wind is active will temporarily increase the size of Sweeping Wind after hitting over 30 times within a short period. Sweeping Wind damage is increased by 10,000% Darklight Fist of the Heavens has a [45-60%] 100% chance to be cast twice. Additional Legendary Power: Increases the damage of Fist of the Heavens by [200-250%]. The Eye of the Storm New Legendary Power: When Sweeping Wind hits exactly 1 enemy, its damage is increased by 100%. Vengeful Wind Increases the maximum stack count of Sweeping Wind by [6-7] 10 Additional Legendary Power: Increases the damage of Sweeping Wind by [250-300%] Chantodo's Resolve The scaled attack speed damage bonus to Wave of Destruction has been reduced Developer Note: This is a reactive adjustment from an earlier change to how Wave of Destruction receives a bonus from Attack Speed. The buff that resulted from that change was more than we expected, so we're reigning it in. Wrath of the Wastes 6-Piece Bonus: The damage bonus now also applies to Rend Lamentation Additional Legendary Power: Increases the damage of Rend by [150-200%] Ambo's Pride New Legendary Power: Attacking with Whirlwind also applies Rend and the total damage of Rend is dealt over 1 second Remorseless Hammer of the Ancients has a [25-30%] chance to summon an Ancient for 20 seconds New Legendary Power: While both Wrath of the Berserker and Call of the Ancients are active, Hammer of the Ancients deals [200-250%] more damage. Fjord Cutter You are surrounded by a Chilling Aura when attacking. New Legendary Power: Seismic Slam attacks 50% faster and also deals 100-150% increased damage against Slowed or Chilled enemies Bracers of Destruction Seismic Slam deals [400-500%] increased damage to the first 5 10 enemies it hits. Fury of the Ancients Call of the Ancients gains the effect of the Ancients' Fury rune and your Ancients attack 100% faster Bone Ringer Now has a cap of 60 stacks. Developer Note: We never intended for this item to be used in a way where you farm stacks for an egregious amount of time (5+ minutes) and then watch all their health disappear in less than a second. It's not an engaging style of gameplay, and we don't want that experience to be the best way to play the Necromancer. Legacy of Dreams This gem is now more likely to drop from a Greater Rift Guardian Return to Top
       
      Monsters
      Blighter Blighter's Poison Tentacles' Area of Effect now hits less frequently, but at higher damage, when attacking players Return to Top
       
      Bug Fixes
      Spite Fixed an issue where casting Restless Giant would cause the 200% physical bonus damage to fail to apply when the Gargantuan enraged Squirt's Necklace Fixed an issue where some ground effects were causing the Squirt's Necklace buff to fall off despite being shielded 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.
      Return to Top
       
       
      PTR Character Copy
      The option to copy your existing Diablo III characters from your live account to the PTR will be available and can be done directly through the PTR client. However, only one region per account can be copied at a time. So, if you choose to copy characters from your account in a different region, any previously copied PTR characters will be lost.
      Step 1: Log into the live game and then log out.
      Step 2: Log into PTR client and create a level 1 character. After you're done, return to the main character screen.
      Step 3: Click on the "PTR Copy" button located in the upper right-hand corner. (The PTR Copy button will not appear in-game until you have created a new level 1 character.)
      Step 4: Select your region.
      Step 5: Click "Copy." This will copy all characters on your account from the selected region.
      Step 6: You will be disconnected from the PTR client.
      Step 7: Log back in. Your copied characters will be available for play.
      Please note that you can only copy characters from one gameplay region at a time. If you choose to copy characters from a different region, any previously copied PTR characters will be lost. In addition, you can only copy characters over to your PTR account once every 24 hours. Attempting to copy characters before this cooldown is up will result in an error.
      Return to Top
       
      As this is a test server, please anticipate uneven game performance, and note that restarts and downtime may occur without warning. Thank you, and we look forward to your feedback!
       
      A killstreak-based seasonal power, new Crusader and Monk sets, Barbarian reworks and more!
    • By Stan
      This week's Challenge Rift 120 revolves around Demon Hunters.
      Challenge Rift 120 EU
      Gear
      Visage of Gunes Rakoff's Glass of Life + Gogok of Swiftness (Rank 57) Strongarm Bracers Elusive Ring + Legacy of Dreams (Rank 53) Pandemonium Loop + Pain Enhancer (Rank 61) Karlei's Point + Holy Point Shot Kanai's Cube Powers
      Dawn Aquila Cuirass Elusive Ring Skills
      VengeanceSeethe ImpaleRicochet PreparationInvigoration Shadow PowerGloom VaultRattling Roll CompanionBat Companion  
      Passives
      Sharpshooter Tactical Advantage Custom Engineering Awareness Impale is your main damage-dealing ability. You won't have any problems with toughness this week. You can Vault through Elites to proc your Strongarm Bracers and deal increased damage. Vengeance is going to have permanent uptime thanks to Gogok of Swiftness. For more information on layout, check out Mnemonic's video guide linked below.
      Challenge Rift 120 US
      Gear
      Andariel's Visage Dovu Energy Trap Mantle of Channeling Aquila Cuirass Frostburn Sanguinary Vambraces Hellcat Waistguard Depth Diggers Irontoe Mudsputters Convention of Elements + Bane of the Trapped (Rank 76) Unity + Legacy of Dreams (Rank 76) Leonine Bow of Hashir + Sin Seekers Kanai's Cube Powers
      Echoing Fury Cindercoat Squirt's Necklace Skills
      VengeanceSeethe GrenadeCluster Grenades Rapid FireWithering Fire Rain of VengeanceShade CompanionBat Companion Shadow PowerBlood Moon Passives
      Sharpshooter Ambush Grenadier Single Out Spam Vengeance, Companion, and Shadow Power every time they're up. Grenades will do your most damage, so throw them as you walk to kill trash. Use Rapid Fire for high single-target damage output on Elites or the Guardian. Cast Rain of Vengeance on Elites. Here's Raxx with his clear of the rift.
    • By Stan
      The drop chance of Legacy of Dreams from Greater Rift Guardians will be increased in Season 19. A suggestion has been passed on to the dev team to include the gem, which replicates the Legacy of Nightmares buff, in the Haedrig's Gift cache.
      The increased drop chance means the gem will have a higher priority to drop from the Greater Rift Guardians as outlined in the blue post below.
      Blizzard (Source)
      Hello everyone,
      In this post I just want to discuss my views on two different approaches for starting a season, and why adding a reworked Legacy of Dreams gem to the 3rd Haedrig reward makes sense.
      As noted, I feel there are two sorts of progressive players in D3. First, you have players that want to take sets, whatever is the most powerful, and just go for it out of the gate. Next, you have a group of players who prefer the slow grind of gathering different pieces of loot for a more player driven build.
      Right now, the first option is the only relevant option if you want to compete out of the gate.
      By allowing Legacy of Dreams to drop with Haedrigs gift, and re-balancing as a level 50 max gem rather than level 99, you fully open up the option for players to hit the ground running with Legacy of Dreams.
      I see absolutely no negative to these two changes, but wanted to see what the community thought?
      Thank you!
      That’s certainly a thought. I’ll pass the feedback on to the development team.
      I will note, however, in the next patch, we are going to increase the drop rate for Legacy of Dreams from Greater Rift Guardians. It’s a little low currently and hopefully that will help with the feeling that this gem is too scarce. We’ll give that a go first and see if we need to re-evaluate after.
      Is this to be interpreted as making it drop sooner when you first start collecting the gems?
      Correct. While you’ll get it eventually even with bad RNG by process of elimination, this change should make it more likely to drop sooner rather than later.
      Again, not guaranteed; random is still random and bad luck still happens. But it should be better after the update.
    • By Stan
      This week's Challenge Rift revolves around Crusaders. Check out the video guides by Mnemonic and Raxx to get started!
      Challenge Rift 119 EU
      Gear
      Thorns of the Invoker Set (5/6) Halcyon's Ascent + Bane of the Stricken (Rank 55) Vigilante Belt Gladiator Gauntlets Stone of Jordan + Bane of the Trapped (Rank 55) Ring of Royal Grandeur + Boyarsky's Chip (Rank 55) Hack + Vo'Toyias Spiker Kanai's Cube Powers
      Akarat's Awakening Aquila Cuirass The Flavor of Time Skills
      ConsecrationBed of Nails PunishCelerity ProvokeHit Me Iron SkinReflective Skin Steed ChargeSpiked Barding Akarat's ChampionProphet Passives
      Iron Maiden Hold Your Ground Finery Heavenly Strength Ignore Consecration, Punish will be your main generator. Use Iron Skin whenever Akarat's Champion is on cooldown for survivability. Use Steed Charge for efficiency. Use Akarat's Champion on cooldown and don't play defensively when in Akarat's form. For more information about the layout and synergies, check out Mnemonic's clear linked below.
      Challenge Rift 119 US
      Gear
      Armor of Akkhan Set (5/6) Talisman of Akkhan + Bane of the Trapped (Rank 35) Aughild's Power Aughild's Search Captain Crimson's Silk Girdle Captain Crimson's Thrust Unity Obsidian Ring of the Zodiac The Furnace + Frydehr's Wrath Kanai's Cube Powers
      Thunderfury, Blessed Blade of the Windseeker Illusory Boots Obsidian Ring of the Zodiac Skills
      Laws of ValorUnstoppable Force CondemnVacuum ProvokeToo Scared to Run Akarat's ChampionProphet SlashGuard Steed ChargeEndurancez Passives
      Heavenly Strength Holy Cause Indestructible Finery Keep Laws of Valor, Condemn, Provoke, and Akarat's Champion up all the time. Condemn does all of your damage. Use Steed Charge to move in between elites. Here's Raxx with his weekly clear of the rift.
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