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Zadina

d3 Patch 2.4.2 Is Now Live!

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The newest patch of Diablo III: Reaper of Souls is now available in the Americas and will go live in other regions later today.

The main focus of Patch 2.4.2 is not adding new content, but improving the already existing one. The team targeted mostly class balance, with various changes that aim to improve the end-game and promote build diversity. For example, Wizard's Firebird's Finery set has been altered and the Spike Trap build for Demon Hunters was buffed. The biggest change was the end of the three-support end-game meta; Wyatt Cheng made an extensive post about this issue.

Some new additions are the new torment difficulties (XI - XIII), new powers to already existing legendaries, new pylon icons, crowd control changes and gold adjustments. Don't forget that all cosmetic items should now drop normally on live servers (there was an issue with three of them). Here are the full patch notes:

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GENERAL

  • Developer Comments

    • Players were finding that pulling monsters from extended ranges to a single point on the map and crowd controlling them onto that spot was the most effective strategy, especially in group play . Not only does this cause server performance issues, but it is a stagnant, non-interactive way to play. These changes are targeted at making crowd control more situational, ensuring individual contributors in a group can add to the damage of the party more frequently.
    • Gold rewards have been adjusted. The primary gold sink at the end-game is Empowered Rifts. We want to maintain a general ratio that when you are running Greater Rifts at a particular tier, you can empower approximately 1/3rd of them. Due to the rate at which gold rewards from Greater Rifts and empower costs were scaling it made the gold reward from Nephalem Rifts, Gilded Barons and The Vault feel insignificant by comparison. Lowering the growth rate of gold costs restores the relative value of these other activities while maintaining the ability to empower approximately 1/3rd of your Greater Rifts.
  • New difficulty levels, Torment XI-XIII have been added to the game

  • Gold rewards have been adjusted:

    • Greater Rift 26 and up has been rescaled to a flat 3% increase per tier
    • Torment VII-XIII has been changed to match Greater Rift reward scaling
    • The cost to empower a Greater Rift has been reduced to match the new gold reward rate
    • The amount of gold dropped by the Gilded Baron Treasure Goblin has been reduced
  • Knockbacks now apply a flat 40% increase to crowd control resistances

  • Monsters cannot be knocked back if they are over 65% crowd control resistant

  • Powers that apply knockbacks continuously, such as Black Hole, can bypass this resistance if they already knocked a monster back successfully. These powers increase the crowd control resistance by 20% per knockback instead of 40%

  • The following changes have been applied to the Season 7 Journey

    • Slayer

      • The Greater Rift requirement has been reduced from 35 to 30
    • Champion

      • The Greater Rift requirement has been reduced from 50 to 40
      • The Nephalem Rift timer has been increased from 6 minutes to 7 minutes
    • Destroyer

      • The Greater Rift requirement has been reduced from 60 to 50
    • Conqueror

      • The Greater Rift requirement has been reduced from 70 to 60
    • Guardian

      • The Greater Rift requirement has been reduced from 80 to 70
      • The time limit to defeat Azmodan has been increased from 15 seconds to 20 seconds

CLASSES

  • Developer Comments

    • With a plethora of Hatred spending attacks available to the Demon Hunter we want to find a unique role for Spike Trap.  The redesign gives players more control on where and when Spike Trap damage was done using a mechanic unique to it. Using a Hatred spender to detonate opens up the capabilities of Spike Trap by allowing players to time their damage just right.
    • We’ve adjusted several skills which provide buffs to groups. Taken together, these changes should encourage players in groups to contribute damage to their party, while also encouraging a more healthy variety of group compositions. For more information on this change please see this forum thread.
  • Barbarian

    • Active Skills

      • Threatening Shout

        • Skill Rune - Falter

          • Can no longer stack with casts from other sources
  • Crusader

    • Active Skills

      • Consecration

        • The healing provided from multiple active Consecrations will no longer stack
      • Judgment

        • Skill Rune - Resolved

          • The increased Critical Hit Chance has been reduced from 20% to 8%
      • Laws of Valor

        • Skill Rune - Critical

          • The Critical Hit Damage bonus has been reduced from 100% to 50%
  • Demon Hunter

    • Active Skills

      • Companion

        • Skill Rune - Wolf Companion

          • The Active Skill damage bonus has been reduced from 30% to 15%
      • Marked for Death

        • The damage bonus has been reduced from 20% to 15%
        • Skill Rune - Grim Reaper

          • The damage bonus has been reduced from 20% to 15%
      • Multishot

        • Skill Rune - Wind Chill

          • The increased Critical Hit Chance against the target has been reduced from 15% to 8%
      • Spike Trap

        • Has been redesigned

          • Traps no longer have an arming time
          • Traps now only detonate once
          • Now has 2 charges each with a 10 second recharge time
          • All active traps are now detonated by the next Hatred spender you cast
        • Damage increased from 340% to 1160% weapon damage

        • Hatred cost reduced from 30 to 15

        • Skill Rune - Echoing Blast

          • Damage increased from 575% to 2020% weapon damage
          • Has been redesigned
          • Enemies are now slowed by 70% when the trap is detonated
        • Skill Rune - Lightning Rod

          • Damage increased from 880% weapon damage over 10 hits to 2010% weapon damage over 3 hits
          • Decreased the radius that lightning can arc to other traps from 75 to 25 yards
        • Skill Rune - Long Fuse

          • Has been removed
          • Replaced with
          • Impaling Spines
          • While the trap is active, enemies within range are instantly immobilized for 3 seconds
          • Increases damage to 1930% weapon damage
        • Skill Rune - Scatter

          • Now places 2 traps side by side and consumes 1 charge of Spike Trap
        • Skill Rune - Sticky Trap

          • Has been removed
          • Replaced with
          • Custom Trigger
          • Your Hatred generators now detonate Spike Traps
          • Increases damage to 1900% weapon damage
  • Monk

    • Active Skills

      • Blinding Flash

        • Skill Rune - Crippling Light

          • The damage reduction applied to blinded enemies has been reduced from 40% to 25%
      • Epiphany

        • Skill Rune - Soothing Mist

          • Healing has been reduced by 60% from 40232 Life per ability to 16093 Life. The heal amount of your health globe healing bonus has been reduced from 10% to 4%
      • Exploding Palm

        • Skill Rune - Flesh is Weak

          • The damage bonus has been reduced from 20% to 15%
      • Inner Sanctuary

        • Skill Rune - Forbidden Palace

          • No longer increased the damage taken by enemies inside Inner Sanctuary
      • Mantra of Conviction

        • The damage of the passive component of the skill has been reduced from 10% to 8%
        • The damage of the active component of the skill has been reduced from 20% to 16%
        • Skill Rune - Overawe

          • The damage bonus has been reduced from 16% to 12%
      • Mantra of Conviction

        • Skill Rune - Fists of Fury

          • The maximum stack value is no longer determined by your attack speed and is capped at 15 stacks
      • Way of the Hundred Fists

        • Skill Rune – Fists of Fury

          • The maximum stack value is no longer determined by your attack speed and is capped at 15 stacks
    • Passive Skills

      • Mythic Rhythm

        • The damage bonus from Mythic Rhythm is now consumed on manually applied Spirit spenders and not automatically from items or set bonuses.
  • Witch Doctor

    • Active Skills

      • Big Bad Voodoo

        • The attack speed bonus has been reduced from 20% to 15%
        • Skill Rune - Slam Dance

          • The damage bonus provided to allies has been decreased from 30% to 15%
      • Haunt

        • Skill Rune - Poisoned Spirit

          • The damage increase provided to your allies has been removed. The skill will now benefit your own damage and your pets' damage
      • Hex

        • No longer increases the damage taken by the target
        • Skill Rune - Jinx

          • The damage bonus to the target has been reduced from 30% to 15%
        • Skill Rune - Toad of Hugeness

          • The damage bonus to the target has been reduced from 25% to 15%
      • Mass Confusion

        • Skill Rune - Paranoia

          • Can no longer stack with casts from other sources
      • Piranhas

        • Can no longer stack with casts from other sources
      • Spirit Barrage

        • Skill Rune - Phantasm

          • Damage increased from 675% over 5 seconds to 750% over 5 seconds
      • Summon Zombie Dogs

        • Skill Rune - Chilled to the Bone

          • No longer increases damage done to targets by 15%
  • Wizard

    • Active Skills

      • Arcane Orb

        • Skill Rune - Spark

          • The damage increase of your next Lightning spell now has a maximum of 30%
      • Energy Twister

        • Twisters (excluding those created with the Wicked Wind rune) will now despawn if they stop moving
        • This applies only to the PC/Mac version
    • Passive Skills

      • Elemental Exposure

        • The damage bonus no longer applies to your allies
      • Power Hungry

        • Has been redesigned

          • Deal 30% additional damage to enemies more than 30 yards away
  • Bug Fixes

    • Fixed an issue that prevented Ray of Frost - Black Ice from creating an ice patch when the player didn't land the killing blow
    • Fixed an issue that prevented the maximum of 8 Energy Twisters from applying
    • Fixed an issue that was causing stacks of Archon from a previous cast due to The Swami to stack multiplicatively instead of additively with a subsequent, overlapping cast of Archon
    • Fixed an issue that prevented Wolf Companion’s active ability from applying the 15% damage buff to pets and followers

ITEMS

  • Developer Comments

    • With Haedrig’s Gift, Blood Shards and Kanai’s Cube, the need for the Magic Find stat has diminished since the game’s original release. Replacing the Magic Find property with Resource Cost Reduction made sense. We expect the Topaz will hone some existing builds and open up possibilities for some new ones.
    • In addition to being one of the least popular gems, Invigorating Gemstone had a mechanic that was simply unappealing to many players. Our goal with Legendary Gems is to supply unique tools that complement a build. A gem that increases your healing is truly invigorating!
    • When reviewing items for this patch, Twisted Sword stood out as needing a revision. While we want items to feel powerful, we also want the gameplay style associated with the items to be fun. We heard loud and clear that using Twisted Sword to stack Energy Twister in places where the tornado did not move was effective but boring. We’ve made adjustments to Twisted Sword to prevent this from occurring.
  • Socketing a Topaz into your helm will now provide Resource Cost Reduction rather than Magic Find. This grants the same percentage bonus as Cooldown Reduction and caps at 12.5%

  • Bottomless Potion of Chaos

    • New Legendary Potion

      • Teleport to another location when used below 40% health
    • Graphical and sound effects have been added to the teleport

    • Added a camera smoothing effect to the teleport

  • Invigorating Gemstone

    • Has been redesigned

      • Each hit done increases healing received by 1% for 5 seconds
      • Stacks up to 10 times
      • You are now immune to Crowd Control effects at Rank 25
  • Class-Specific Items

    • Crusader

      • Armor of Akkhan

        • (6) Set Bonus

          • Damage bonus increased from 450% to 600%
          • Now also reduces damage taken by 15% while Akarat's Champion is active
        • Khassett’s Cord of Righteousness

          • New Legendary Belt
          • Fist of the Heavens costs 40% less Wrath and deals 150% more damage
        • Darklight

          • Has been redesigned
          • Now gives Fist of the Heavens a chance to be cast a second time at the targeted location
    • Thorns of the Invoker

      • (6) Set Bonus

        • The 800% Thorns damage dealt to the first enemy hit can now benefit from +% Physical Damage
    • Demon Hunter

      • Calamity

        • Now always uses your Marked for Death Rune type and cannot stack with overlapping casts of your Marked for Death

          • Note: This change is retroactive to existing items
      • The Demon's Demise

        • Has been redesigned

          • The blast from Spike Trap will damage all enemies again after 1 second.
    • Monk

      • Gyana Na Kashu

        • The damage bonus granted to the fireball from Lashing Tail Kick has been increased from 525-700% to 1050-1400%
      • Raiment of a Thousand Storms

        • (6) Set Bonus

          • The damage bonus granted to Spirit Generators after casting Dashing Strike increased from 300% to 1250%
    • Witch Doctor

      • Helltooth Harness

        • (2) Set Bonus

          • The Necrosis bonus damage no longer amplifies the damage of your allies. The skill will now benefit your own damage and your pets' damage
      • Homunculus

        • Sacrifice damage bonus increased from 25-30% to 50-60%
      • Ring of Emptiness

        • Haunt and Locust Swarm damage bonus increased from 75-100% to 250-300%
    • Wizard

      • Firebird's Finery

        • (4) Set Bonus

          • Has been redesigned
          • Dealing Fire damage with one of your skills causes the enemy to take 1000% weapon damage as Fire for 3 seconds. This effect can be repeated a second and third time by different skills. If an enemy is burning due to three different skills simultaneously the enemy will Ignite, dealing 3000% weapon damage per second until they die
        • (6) Set Bonus

          • Has been redesigned
          • Your damage is increased by 120% 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.
      • The Twisted Sword

        • Can now only benefit from a maximum of 5 Energy Twisters
    • Several existing class-specific Legendary items have been updated to include a unique Legendary power

      • Note: Existing items will not be affected by the following changes. Only new versions of the items will roll with the added Legendary power.
      • Barbarian

        • Girdle of Giants

          • Legendary power added
          • Seismic Slam Increases Earthquake damage by 80-100% for 15 3 seconds.
          • Existing Earthquakes will have their damage increased when Seismic Slam is used with Girdle of Giants
      • Demon Hunter

        • Trag'Oul Coils

          • Legendary power added
          • Spike Traps gain the effect of the Impaling Spines rune and are deployed twice as fast
      • Monk

        • Scarbringer

          • Legendary power added
          • Lashing Tail Kick deals an additional 300% damage to the first 5-7 enemies hit
      • Witch Doctor

        • Gazing Demise

          • Legendary power added
          • Spirit Barrage gains the Phantasm rune. For each active Phantasm (max 3), the damage of Spirit Barrage is increased by 40-50%
      • Wizard

        • Starfire

          • Legendary power added
          • Lightning damage done is increased by 15% for every 10 yards you are from the target up to a maximum of 60%
  • Bug Fixes

    • Fixed an issue that prevented the buff from the Orb of the Infinite from being applied if the damage killed the enemy
    • Fixed an issue that caused the Firebird's Finery (2) Set Bonus to proc early if there was another damage shield on the player
    • Fixed an issue that caused the Treasure Goblin spawned by the legacy Puzzle Ring to pick up Transmog items
    • Fixed an issue that caused Girdle of Giants to increase the damage of all skills by the percentage it applied to Earthquake damage
    • Fixed an issue that caused Scarbringer to grant a damage bonus of 200%. It has been increased to 300% to match the tooltip
    • Fixed an issue that caused Lashing Tail Kick (Vulture Claw Kick) DoT to not benefit from the bonus damage granted by Scarbringer
    • Fixed an issue that caused the Fireball proc from Gyana Na Kashu to not do damage to a target if the target has previously been hit with the amplified damage of Lashing Tail Kick from Scarbringer
    • Fixed an issue that caused Lashing Tail Kick – Vulture Claw Kick to give all targets the amplified damage from Scarbringer instead of the first 5-7 hit
    • Fixed an issue that caused Lashing Tail Kick - Vulture Kick to apply 230% weapon damage per second instead of 230% over 3 seconds
    • Fixed an issue that prevented Bracers of Destruction’s Seismic Slam bonus damage from being applied to the Rumble rune
    • Fixed an issue with Blade of the Warlord that prevented the Fury spent with Bash from triggering the 2-piece Might of the Earth set bonus and reducing the cooldown of Earthquake, Ground Stomp, Leap, and Avalanche
    • Fixed an issue that prevented Kyoshiro’s Soul from activating the 4pc Set bonus from the Monkey King’s Garb set
    • Fixed an issue that prevented the Sweeping Wind bonus provided by Kyoshiro’s Soul from expiring after transitioning between level areas
    • Fixed an issue that caused the old and new versions of Darklight to each proc their special ability when one was equipped and the other was used in Kanai’s Cube
    • Fixed an issue that was causing player attack speed to snapshot and dynamically update along with their stacks of Archon
    • Fixed an issue that caused the Archon buff icon to remain even after players had right clicked and removed the buff granted by the Swami 

CAMPAIGN MODE

  • The Skeleton King will now drop Leoric's Crown beginning at Level 5

ADVENTURE MODE

  • Developer Comments

    • The experience rewards for the actual completion of a Nephalem Rift felt too low, reducing the feeling of accomplishment for defeating the Rift Guardian and closing the Rift. This change is aimed at ensuring that the bulk of your reward is earned upon completion.
  • Infernal Machine drop rates have been adjusted:

    • Torment levels V-XIII have an increasing chance for a second machine to drop
    • There is now a 50% chance for a machine to drop on Torment I increasing to 100% on Torment IV
  • Nephalem Rifts

    • Greater Rift Keys are now guaranteed from any Nephalem Rift and increasing the difficulty now increases your chance of getting a second or third key
    • Greater Rifts

      • Some of the Experience earned in a Greater Rift has been shifted from killing monsters to the reward for closing the rift. The overall amount of Experience earned should be roughly the same

USER INTERFACE

  • Pylons in Nephalem Rifts now have unique minimap icons

  • A hotkey has been added to the game to hide the UI

  • When the Blacksmith is trained to maximum level his recipe list will now start collapsed

  • The Menagerist Goblin now has a unique minimap icon

(source)

Lastly, the new Season will go live this Friday, 5th of August. We will have a summary for Season 7 and we will announce our new and/or updated guides within the same date.

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      Blood & Bone
      Bone Armor
      Base Skill (Physical) Cost: 10 Essence Cooldown: 10 seconds Rip bones from nearby enemies, dealing 150% weapon damage, and create armor that reduces damage taken by 3% per enemy hit up to a maximum of 10 enemies. Bone Armor lasts 60 seconds. [Placeholder] Increased Damage (Physical) Damage dealt to enemies is increased by 200%. [Placeholder] Immunity (Physical) Your armor absorbs all incoming damage for 5 seconds and grants immunity to all control impairing effects. Dislocation (Physical) Enemies hit are also stunned for 2 seconds. Thy Flesh Sustained (Physical) Cost: 20% Health Increases your Life per Second by 10% per target hit. Reap of Anguish (Physical) Bone Armor also increases your movement speed by 1% for each enemy hit. Bone Spirit
      Base Skill (Physical) Launch a Bone Spirit that will seek enemies. Deals 4000% damage on impact. You gain a charge every 15 seconds and can store up to 3 charges.  Recharge time is reduced by 1 second for each corpse you consume. Possession (Physical) Bone Spirit will now charm the target for 10 seconds at the cost of 10% health. Panic Attack (Poison) Enemies within 10 yards are feared for 2 seconds when Bone Spirit detonates. Poltergeist (Cold) Increases the maximum number of charges to 4. Unfinished Business (Cold) Bone Spirit explodes dealing 1250% weapon damage to all enemies within 10 yards on detonation. Astral Projection (Cold) Damage is increased by 15% for each enemy that Bone Spirit passes through while seeking its target. Blood Rush
      Base Skill (Physical) Cooldown: 5 seconds Cost: 5% Health Shed your mortal flesh and reappear up to 50 yards away.
      Transfusion (Physical) Heals for 2% of your maximum health for every enemy passed through. Hemostasis (Physical) Removes the health cost. Metabolism (Physical) Blood Rush now has 2 charges, but its health cost is doubled. Potency (Physical) Increases your armor by 100% for 2 seconds after casting. Molting (Physical) Leaves a corpse at your original location when used. Simulacrum
      Base Skill (Physical) Cost: 50% Health Cooldown: 120 seconds Create a Simulacrum made of blood that will duplicate your Essence Spenders for 15 seconds. Reservoir (Physical) Your maximum Essence is increased by 100% while your Simulacrum is active. Cursed Form (Physical) While active, your curse skills now apply all three curses. [Placeholder] Blood Debt (Physical) Life costs for skills are reduced by 75% while Simulacrum is active. Blood and Bone (Physical) Now also creates a Simulacrum of Bone, but the duration is reduced to 10 seconds. Self Sacrifice (Physical) If you would die with a Simulacrum active, instead the Simulacrum is destroyed and you are fully healed. Return to Top
      Reanimation
      Land of the Dead
      Base Skill (Physical) Cooldown: 120 seconds All corpse skills can be used at will for 5 seconds. Invigoration (Physical) Your skills do not cost Essence while Land of the Dead is active. Frozen Lands (Cold) Enemies in the Land of the Dead are periodically frozen. Plaguelands (Poison) Land of the Dead deals up to 5,000% weapon damage to enemies over its duration. Land of Plenty (Physical) You are healed for 2% of your maximum life whenever you kill an enemy while Land of the Dead is active. Shallow Graves (Physical) Every 10 enemies killed extends the duration by 1 second up to a maximum of 2 seconds. Command Skeletons
      Base Skill (Physical) Cost: 50 Essence Active: Command your skeletal minions to attack the target and increase their damage by 50% for 5 seconds. Passive: Raise skeletons from the ground every 2 seconds to a max of 7 skeletons. Skeletal minions deal 50% weapon damage per attack.
      Enforcer (Physical) Reduces the active Essence cost to 25. Dark Mending (Physical) Skeletal minions will heal you for 0.5% of your total health per hit while being commanded. Freezing Grasp (Cold) The target of your command is frozen for 3 seconds. Kill Command (Poison) Now commands your skeletons to explode, dealing 80% weapon damage to enemies within 15 yards. Frenzy (Physical) Commanded skeletons go into a frenzy, gaining 25% increased attack speed for the duration. Command Golem
      Base Skill (Poison) Cooldown: 60 seconds Active: Command the Golem to the targeted location where it collapses into a pile of 5 corpses. Passive: Raise a Flesh Golem to fight for you. Flesh Golem deals 450% weapon damage per attack. Bone Golem (Physical) Active: The Golem becomes a tornado of bone carrying all nearby enemies to the targeted location and rooting them in place for 2 seconds. Blood Golem (Physical) Active: The Golem sacrifices itself healing you for 25% of your health and reconstructs at the targeted location. As the Golem reconstructs, veiny tendrils damage nearby enemies for 450% weapon damage.
      Flesh Consuming Golem (Poison) Active: The Golem consumes corpses at the targeted location increasing its damage by 30% per corpse. Decay Golem (Poison) Active: Command the Golem to the targeted location where it collapses into a pile of 8 corpses. Ice Golem (Cold) Active: Command the Golem to the targeted location where it freezes enemies for 3 seconds and increases their chance to be critically struck by 10% for 10 seconds. Army of the Dead
      Base Skill (Physical) Cooldown: 120 seconds Raise a massive skeletal army to pummel the targeted location dealing 3000% weapon damage in a 15 yard radius. Catatonic Grasp (Poison) Hands raise from the ground and immobilize enemies in place for 5 seconds. Frozen Army (Cold) Weapon damage increased to 3600% and they attack all enemies in a line. Unconventional Warfare (Physical) Skeletons will rise from the ground and attack random targets for 4 seconds. [Placeholder] Death Valley (Physical) The skeletal army knocks all effected enemies towards the center. Dead Storm (Physical) Raise a storm of the dead that surround you damaging enemies for 2000% weapon damage over 5 seconds. Return to Top
      Curses
      Decrepify
      Base Skill (Physical) Cost: 10 Essence A crippling curse that reduces the enemy units’ movement speed by 75% and reduces damage done by 20% for 30 seconds. Opportunist (Physical) Gain a 3% movement speed increase for every enemy cursed. Borrowed Time (Physical) Gain 1% cooldown reduction for every enemy cursed. Wither (Physical) Damage reduction increased to 30%, but no longer reduces movement speed. Dizzying Curse (Physical) Cursed enemies have a 10% chance to be stunned for 2 seconds when hit. Enfeeblement (Physical) Increase the potency of the movement speed reduction for the first 5 seconds. Frailty
      Base Skill (Physical) Cost: 10 Essence A crippling curse that kills enemies with less than 15% health.  Lasts 30 seconds. [Placeholder] Essence Return (Physical) Gain 2 essence when a cursed enemy dies. Volatile Death (Physical) Cursed enemies explode for 100% weapon damage on death. Scent of Blood (Physical) Cursed enemies take 15% increased damage from your minions. Aura of Frailty (Physical) Becomes an aura that curses all enemies within 15 yards. The range of this effect is increased by 50% of your gold pickup radius. Early Grave (Physical) Triggers at 18% life but costs 10% of your life. Leech
      Base Skill (Physical) Cost: 10 Essence Curse the target area. Cursed enemies have a chance to heal the attacker when they are struck for 1% of their total health. Lasts 30 seconds.
      Transmittable (Physical) Enemies that die while cursed will spread the curse to a nearby unaffected target. Sanguine End (Physical) Whenever a cursed enemy dies, you are healed for 200% of your Life per Kill. Cursed Ground (Physical) Now curses the ground, healing you for 0.5% of your maximum life every second for each enemy in the cursed area. Blood Flask (Physical) Whenever a cursed enemy dies your potion cooldown is reduced by 1 second. Osmosis (Physical) Each cursed enemy increases your life regeneration by 751 per second. Return to Top
      Corpses
      Corpse Explosion
      Base Skill (Physical) Target an area exploding all corpses within 11 yards dealing 150% weapon damage to enemies within 20 yards.
      Final Embrace (Physical) Corpses pull themselves towards the nearest enemy before exploding, but Corpse Explosion now costs 3% life per corpse. Close Quarters (Poison) Now explodes corpses close to you, dealing 200% weapon damage to enemies within 20 yards. Bloody Mess (Physical) Explosion radius is increased to 25 yards. Dead Cold (Cold) Freeze all enemies caught in the explosion for 2 seconds. Shrapnel (Poison) Corpses now explode away from you, hitting all targets in a cone. Corpse Lance
      Base Skill (Physical) Target an enemy to summon projectiles from nearby corpses that cause 750% weapon damage to the target. Brittle Touch (Cold) Enemies become brittle increasing their chance to be crit by 5% for 5 seconds each time they are hit with Corpse Lance. Blood Lance (Physical) Spend 5% of your total health to launch an additional lance from yourself towards the target that deals 250% weapon damage. Visceral Impact (Physical) Stuns the target for 3 seconds. Shredding Splinters (Poison) Each lance slows the target by 10% and reduces its damage by 6% for 10 seconds. Stacks up to 5 times. Ricochet (Physical) Corpse Lance has a 20% chance to ricochet to one additional target. Devour
      Base Skill (Physical) Consume corpses within 60 yards to restore 10 Essence per corpse. Ruthless (Physical) Additionally consumes your minions for 10 Essence per minion killed. Voracious (Physical) Reduces all Essence costs by 2% for each corpse consumed for 5 seconds. Devouring Aura (Physical) Becomes an aura that consumes all corpses within 15 yards to restore 11 Essence per corpse. The range of this effect is increased by 50% of your gold pickup radius. Satiated (Physical) Increases maximum life by 2% for 2 seconds for each corpse devoured. Cannibalize (Physical) Each corpse consumed also restores 3% health.
      Revive
      Base Skill (Physical) Target an area reviving up to 10 corpses within 20 yards for 15 seconds. Oblation (Physical) Increases the damage of revived creatures by 20% but each Revive now costs 3% health. Personal Army (Physical) Damage taken is reduced by 1% for each revived minion active? Recklessness (Cold) Revived minions deal an additional 150% damage but last 6 seconds. Damage dealt is turned into Cold. [Placeholder] Horrific Return (Poison) When you revive a corpse, enemies within 20 yards run in fear for 3 seconds. Purgatory (Physical) Revived minions degenerate back into a usable corpse at the end of their duration. Return to Top
      Passives
      Fueled by Death
      Consuming a corpse increases your run speed by 3% for 5 seconds. Life from Death
      Consuming a corpse has a 20% chance to spawn a Health Globe. Stand Alone
      Increase Armor by 100%, reduced by 10% for each active minion. Bone Prison
      Bone Spear, Bone Spikes and Bone Spirit have a 10% chance to trap enemies in a Bone Prison for 3 seconds. Commander of the Dead
      The Essence cost of Command Skeletons and the cooldown of Command Golem are reduced by 30%. Swift Harvesting
      Increase the attack speed of Bone Spikes, Siphon Blood and Grim Scythe by 15%. Aberrant Animator
      Your minions gain 200% of your Thorns. Eternal Torment
      Your curses cost 50% less Essence and last forever. Blood for Blood
      Picking up a health globe removes the health cost of the next Blood spell. This effect can stack up to 3 times. Blood is Power
      Every 5% health lost will reduce all remaining cooldowns by 1%. Draw Life
      Increases your Health Regen by 10% for each enemy within 20 yards. Extended Servitude
      Increase the duration of your Skeletal Mage and Revive minions by 25%. Final Service
      If you would take lethal damage instead all minions are consumed and heal you for 10% of your health. This effect cannot occur more than once every 60 seconds. Grisly Tribute
      You are healed for 10% of your Life on Hit when one of your minions hits an enemy. Overwhelming Essence
      Increase your maximum Essence by 40. Rathma’s Shield
      You cannot lose life for 4 seconds after using Land of the Dead, Army of the Dead and Simulacrum. Reaping
      While using a scythe gain 1% Essence and Life per kill. Rigor Mortis
      Blight abilities also slow enemies by 30% and reduce their attack speed by 15% for 5 seconds. Serration
      Bone Spikes, Bone Spear and Bone Spirit deal 1% increased damage for every 2 yards between you, up to a maximum of 15%. Return to Top
       
      Curses and Summons and Blood
      The Necromancer packs a huge variety of skills across long range, short range, and pet-oriented skills. What kind of Necromancer are you looking forward to playing? Do you want to sacrifice your health for additional power using Blood skills? Or do you prefer being the master of minions and want to surround yourself with an undead army?
      Stay tuned for more Necromancer information in the coming weeks as the Closed Beta begins and don’t forget to opt in for the chance to join if you haven’t already!
    • By Starym

       
      The beta is finally here and the patch itself brings a few more things in addition to the titular class, including challenge rifts, new zones and new waypoints in old ones!

      You can also check out the official necromancer skill overview, covering most (or all?) the active and passive abilities the new class has so far (including gifs for some).
      Blizzard (source)
      Please note that participation in the Necromancer beta test will be by invitation to ensure focused feedback and a smooth testing experience. For details on how to participate, please see this blog.
      Installation and Play Instructions: To install and play the Necromancer beta test, please follow the instructions below:
      Step 1: If you were invited to the beta test, verify that your account has been granted a beta license in Blizzard Account Management.
      Step 2: Download and install the Blizzard launcher.
      Step 3: Once you have installed the Blizzard launcher, log in with your credentials and select Diablo III from the menu on the left-hand side.
      Step 4: On the Diablo III screen, there is a drop-down menu above the "Play" button (note that this may say "Install" if you do not have Diablo III currently installed). Select " Necromancer Beta Test" from this drop-down menu before proceeding.
      Step 5: You should now have the option to install and play the beta.
      Beta Character Copy:
      The option to copy your existing Diablo III characters from your live account to the beta will be available and can be done directly through the beta client.
      Step 1: Log into the beta client and create a level 1 character. After you're done, return to the main character screen.
      Step 2: Note the “PTR Copy” button at the top right of the Home Screen. (This button will not appear in-game until you have created a new level 1 character.)
      Step 3: Select your region.
      Step 4: Click "Copy." This will copy all characters on your account from the selected region.
      Step 5: You may be disconnected from the beta client.
      Step 6: 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 beta characters will be lost.
      In addition, you can only copy characters over to your beta account once every 24 hours. Attempting to copy characters before this cooldown is up will result in an error.
      PTR PATCH 2.6.0 - v2.6.0.44923
      Below you'll find the preliminary notes for Patch 2.6.0, including the Necromancer beta. Please note that this isn't the final version and that some changes may not be documented or described in full detail.
      Please note that content availability during the beta will vary depending on testing needs.
       
      GENERAL
      New Feature: Challenge Rifts Explore new builds created by fellow players in a weekly static dungeon. You can access these through the main screen, similar to Adventure Mode and Campaign Mode. Note: New Challenge Rifts may be available more frequently during the beta.
      CLASSES
      New Class: Necromancer As a master of the dark arts, you wield the powers of life and death necessary to restore the Balance! Necromancers are powerful spell casters who lay waste to their enemies using curses and reanimation—along with an obedient cadre of pets. This new class employs a controlled gameplay style using the raw materials of life: blood and bone.
      ADVENTURE MODE
      New Zones: The Moors & The Temple of the Firstborn The fog-enshrouded Moors and the darkened Temple of the Firstborn can be explored in Adventure Mode through a new waypoint on the Act 2 map. Set Dungeons The user interface has been updated to better explain tier completion requirements. With this, the basic completion tier must be finished within the given time limit. Bounties Four new Waypoints have appeared in Act IV. Each one has bounties to complete. These Realms of Fate are the unintended consequences of the battle between the nephalem and Diablo in the High Heavens.
    • By Starym

       
      We may get to play the Necromancer "soon" it seems, as the closed beta is about to arrive. Blizzard have announced the "extremely limited" (in terms of people admitted, anyway) test period for the newest Diablo 3 class is almost here and we should opt in on our battle.net accounts if we want to see it before patch 2.6.0 goes live (which won't be that soon).

      The beta will contain all Necro abilities and runes, as well as their legendary items added over time and other patch 2.6.0 features as well. They don't appear to be planning an open beta as of yet but the closed one will not have an NDA.
      Blizzard (source)
      Prepare yourselves—the Necromancer beta test is right around the corner, nephalem!
      Invitations to our closed beta test will soon be going out worldwide. If you are invited, we'd love to hear all about your adventures on the forums, watch your live streams, and see screenshots and videos of your experiences as you wield the dark powers of the Necromancer.
      Please keep in mind that the Necromancer and other parts of Patch 2.6.0 are still in development. As such, content in the closed beta may change and does not necessarily represent the final version.
      For additional information about the closed beta, including how to participate and answers to frequently asked questions, read on below!

      How to Participate:
      If you're interested in participating in the Necromancer beta test, you’ll want to make sure you've opted-in for beta testing. To opt in, simply visit your Beta Profile Settings page in Account Management, check the Diablo box under Beta Tests I'm Interested In, and then click Update Preferences. In order to be eligible to participate in the closed beta, you must have an active Diablo III license attached to your Blizzard account in good standing (i.e. not suspended or banned).

      Please note that opting in to the Necromancer beta test does not guarantee you access (especially since invites to our closed beta will be extremely limited), but it does at least give you a chance at joining the beta test.

      Necromancer Beta Test FAQ:
      How are beta test participants selected from the opt-in pool?
      Beta testers are chosen according to their system specifications, in-game activity, and other factors, including an element of luck.
      How will I know if I'm selected to participate in the beta?
      If you are selected to participate in the Necromancer beta test, you will receive an invite via email. This invitation will always be sent to the email address associated with your Blizzard account.
      Will there be any other ways to get into the beta besides opting-in?
      In addition to opt-ins, we are also inviting key members of the community on a case-by-case basis. Invites to the Necromancer beta test will be extremely limited, however, and opting in is your best way to get in.
      How many players do you plan to invite to the beta test?
      The number of players we invite will be based on our testing needs. If we ultimately determine we need more players to participate after the initial testing, we’ll invite more.
      What game content will be available in the beta?
      Players who participate will have access to all of the Necromancer’s skills and abilities, as well as other Patch 2.6.0 content. In addition, new Legendary and Set items unique to the Necromancer will be added in over time. Our upcoming patch notes will have all the details on what’s included.
      How long will the beta test last?
      We have not determined an exact date for the end of the beta test. We will notify participants when the beta test is nearing completion.
      Will there be an open beta?
      In order to ensure focused feedback and a smooth testing experience for beta players, the Necromancer beta test will be invite-only for the duration of the test.
      Is there an NDA?
      There is no non-disclosure agreement (NDA) for the Necromancer beta test. You are welcome to take screenshots, livestream your play sessions, and record feedback videos. Please keep in mind that the game is still a work in progress, though, and we appreciate your understanding when you encounter bugs, graphical errors, or other issues.
      Will Mac users be able to participate in the beta test?
      Yes, Mac users will be able to participate in the beta at the same time as Windows users.
    • By Blainie

      With such a vast array of items, skills and classes in Diablo 3, it can be very troublesome trying to get into the game as either a new player, someone trying out a new class or just someone getting back into the game. We've made sure to update all of our beginner guides for Season 10, so that you know exactly what to do in the early-game!
      The guides are mainly tailored to help players understand the most efficient ways to play their class while leveling to 70, as well as in the early torment levels prior to obtaining the vast multitude of legendaries available. There is a Leveling and Early 70 guide for each class, which can be found linked below:
      Barbarian Crusader Demon Hunter Monk Witch Doctor Wizard The builds outline different possibilities with the Haedrig's Gift sets, of which each class receives one. If you're wondering what your class set is, you can find them below:
      Barbarian - Raekor Crusader - Akkhan Demon Hunter - Marauder Monk - Inna's Witch Doctor - Zunimassa Wizard - Delsere's Good luck in the new season everyone and have fun!