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Starym

Necromancer Skill Overview

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It seems even those of is without a beta key get some goodies today, as Blizzard have posted a preview of the Necro's skills and passives! There were no sill gifs in Blizzard's original preview, but we've enhanced ours with gifs from previous ones where available!

And if you're wondering what else is coming with the Necromancer patch, check out the patch notes right here.

Blizzard LogoBlizzard (source)

The power of blood, bone, curses, and hordes of obedient minions are the Necromancer’s to command. After many months of development, we’re now ready to give you the low-down on the skills and passive abilities that are now available for select testers to try in the Necromancer Closed Beta.

Note: The following content is still under development. Both numbers and functionality may still be subject to substantial change. In addition, Necromancer-specific Legendary items and class sets are not yet available for testing.

Table of Contents


Primary


Bone Spikes

  • Base Skill (Physical)
    • Generate: 24 Essence.
    • Summon bone spikes from the ground dealing 150% weapon damage per second.
  • Sudden Impact (Physical)
    • Bone spikes stun enemies for 1 second.
  • Path of Bones (Physical)
    • Now unleashes a line of spikes that deals 100% weapon damage. Damage is increased by up to 100% for those further away.
  • Bone Pillars (Poison)
    • Instead strikes the target and up to two nearby enemies with large bone pillars for 150% weapon damage.
  • Frost Spikes (Cold)
    • Leaves a frost patch that reduces the movement speed by 60% for 2 seconds.
  • Blood Spikes (Physical)
    • Enemies bleed for 50% weapon damage over 2 seconds and heal you for 0.5% of your total life over the duration.

Siphon Blood

  • Base Skill (Physical)
    • Generate: 15 Essence each time damage is dealt.
    • Siphon the blood from the targeted enemy dealing 300% weapon damage.
    • Siphon Blood heals you for 2% of your total health every second while channeled.

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  • Suppress (Cold)
    • Enemies are also slowed by 75%.
  • Purity of Essence (Physical)
    • Essence gained is increased to 20 while you are at full health.
  • Drain Life (Physical)
    • Increases the amount of health restored to 6% but no longer restores Essence.
  • Power Shift (Poison)
    • Damage is increased by 10% each time damage is dealt. Max 10 stacks.
  • Blood Sucker (Physical)
    • You pull in all health globes within 40 yards while siphoning.

Grim Scythe

  • Base Skill (Physical)
    • Generate: 12 Essence per enemy hit
    • Slash with a summoned Scythe in front of you dealing 150% weapon damage as Physical.

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  • Blood Scythe (Physical)
    • Heal for 1% of your health per enemy hit.
  • Execution (Physical)
    • Enemies below 20% health have a 5% chance to be decapitated and instantly killed.
  • Frost Scythe (Cold)
    • Each enemy hit increases your attack speed by 1% for 5 seconds. Max 15 stacks.
  • Dual Scythes (Physical)
    • Slash with two summoned Scythes in front of you dealing 150% weapon damage as Physical and push enemies together.
  • Cursed Scythe (Poison)
    • Enemies hit by the scythe have a 15% chance to be inflicted with a random curse.

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Secondary


Death Nova

Base Skill (Poison)

  • Cost: 20 Essence
    • Unleash a Nova that deals 350% weapon damage to all enemies within 25 yards.
  • Tendril Nova (Physical)
    • Now heals you for 1% of your health per target hit and reduces damage dealt to 225%.
  • Bone Nova (Physical)
    • Spines radiate outward and deal 475% weapon damage within 12 yards.
  • Blood Nova (Physical)
    • Spend 10% health to unleash a Blood Nova that deals 450% weapon damage to all nearby enemies within 25 yards.

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  • Blight (Poison)
    • Leave a lingering patch of blight on the ground slowing enemies by 60% and causing them to deal 15% less damage for 1 second.
  • Unstable Compound (Poison)
    • Each cast increases the radius of your next Nova by 5 yards up to 2 times.

Bone Spear

  • Base Skill (Physical)
    • Cost: 20 Essence
    • Summon a piercing bone projectile that causes 450% weapon damage to all enemies it passes through.

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  • Crystallization (Cold)
    • Each enemy hit has their attack speed reduced by 20% and your attack speed is increased by 3% for 3 seconds stacking up to 10 times.
  • Shatter (Physical)
    • Instead of piercing now detonates on the first enemy hit dealing 450% to all enemies within 15 yards.
  • Blighted Marrow (Poison)
    • Damage is increased by 15% for each enemy Bone Spear passes through.
  • Blood Spear (Physical)
    • Bone Spear turns into Blood Spear. Damage is increased to 518% weapon damage at the cost of 10% health.
  • Teeth (Physical)
    • Launches 5 razor sharp teeth that deal 300% weapon damage.

Skeleton Mage

  • Base Skill (Physical)
    • Cost: 40 Essence
    • Raise a skeleton from the ground to attack your foes dealing 400% weapon damage per attack. Lasts 6 seconds.
  • Gift of Death (Physical)
    • Risen Skeletons leave a corpse behind when they die or expire.
  • Singularity (Physical)
    • Consumes all Essence to summon a powerful minion. The minion’s damage is increased by 3% for every point of Essence consumed.
  • Life Support (Physical)
    • Risen Mages cost 10% health to cast but lasts an additional 2 seconds.
  • Contamination (Poison)
    • Raise a contaminated mage that channels an aura of decay for 175% weapon damage for its duration.
  • Skeleton Archer (Cold)
    • Raise a Skeleton Archer that deals 400% weapon damage.
    • Skeleton Archers increase your attack speed by 3% for 5 seconds each time they deal damage. Max 10 stacks.

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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.

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  • 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.

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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.

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  • 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.

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  • 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.

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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.

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  • 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.

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Corpses


Corpse Explosion

  • Base Skill (Physical)
    • Target an area exploding all corpses within 11 yards dealing 150% weapon damage to enemies within 20 yards.

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  • 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.

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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.

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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%.

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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!

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The real question is: does the classic spells (Bone Spear, Curses, Corpse Explosion, etc) use the SAME sound effects as Diablo II? This is a crucial detail that defines the entire nostalgia effect.

Edited by Valhalen

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1 hour ago, Valhalen said:

The real question is: does the classic spells (Bone Spear, Curses, Corpse Explosion, etc) use the SAME sound effects as Diablo II? This is a crucial detail that defines the entire nostalgia effect.

I highly doubt that they add the old sound effects from the 90s. Blizzard said that this is not the Diablo2 Necromancer. He is a new Nephalem.

He will most likely have new sound effects as it happened to the Barbarian.

I am just happy to command the summoned creatures. The Witch Doctor is getting jealous.

Edited by Alkasar991

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6 hours ago, Valhalen said:

The real question is: does the classic spells (Bone Spear, Curses, Corpse Explosion, etc) use the SAME sound effects as Diablo II? This is a crucial detail that defines the entire nostalgia effect.

This isn't a "nostalgic" update so I very much doubt they would use old sound effects, it's an update for Diablo 3. There was already a nostalgic event for the game so doubt we'll see that again.

I'm still bit upset they went with Necro... Let's never ever add a new class because thats too much work? Also if reviving an old class, go with something that isn't already in the game basically (Witch Doctor) like the Druid?

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9 hours ago, Valhalen said:

The real question is: does the classic spells (Bone Spear, Curses, Corpse Explosion, etc) use the SAME sound effects as Diablo II? This is a crucial detail that defines the entire nostalgia effect.

You have these sounds in Heroes of The Storm for nostalgia. Sounds in Diablo 3 are new. While I'd love them to be the same too but in other hand they have to move forward right? Let's hope for D2 remaster

Edited by Kaelos

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5 hours ago, Kaelos said:

 Let's hope for D2 remaster

Let's not.

D2 was a great game with dense atmosphere and a good story. Personally I liked the atmosphere in D1 even better, but D2 was very good. That is out of the question.

But everything Blizzard has realeased in the last years (D3, D3 AddOn, Heart of the Swarm, Legacy of the Void) was pathetic - concerning story, characters, dialogues, atmosphere. The gameplay was great, I don't deny that.

Just look at the render-videos. How fantastic those videos were, e.g. in BroodWar. Emotions pure. And now look at the vids in SC2. Sure, the quality was better. But the content? Pathetic. Boring. Just action and lame dialogue: "I will kill you." "Rah, vengence, I am the biggest megamosher of all time, I'll kill you". There was exactly one great vid: The vid that told the story of Kerrigan, being abandoned on the planet. Which was already told in BroodWar, but never visualized. There was no big action. No screaming about killing everybody and being the universe greatest. No. It was just a fantastic piece of art. With lot's of emotion and truely great. It was the last glimmer of what Blizzard once was.

And the last thing I want to see is Blizzards great old games getting raped by the new game design Blizzard uses: Huge explosions, zero characters and story.

I get sick if I think of how they will probably alter everything D1, D2, SC stood for and what made it great.

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I don't understand people with that mindset. I just cannot see why something like a remake, reboot or a remaster can make its predecessor worse in any way. For example, I think the latest Ghost in the Shell anime was absolute trash. Yet I do not see how any of that makes the original from 1995 (gits:sac) worse. It was and still is a masterpiece.

 

They can butcher the story all they like with any new game or movie or any form of entertainment, I fail to see how it makes my view of an old iteration worse. "Sheesh new baldurs gate remaster was shit, the original is terrible now! They're doing the same with planescape torment! oh no the old game will be TERRIBLE if the remaster is bad! System shock?! what are you doing!"

No, I don't harbor any such feelings. Games that I liked back then I will like now no matter if it's successor will be better or worse. When I play Diablo 2, I don't make a connection when I'm fighting Diablo and think "lol he turned into a girl in d3". No, I fight him for the aspect of terror that he actually is right there and then that's about to stomp me into the ground.

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It does not make the original one worse.

But a bad remake enhances the feeling how bad the gaming-company has become.

If they fail in a new game / setting - well, you just realize: "Ah, another fail"

 

But if you see the same thing with something precious to you, it just plain hurts.

Take the New Tristram event: The (original) music was so great, I just closed my eyes and listened to it for a while. Then I opened my eyes and realized what terrible shit they had done again. And it just hurts. Because I am reminded every step how great Blizzard once was. What fantastic games they made. Past tense.

 

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On 4/12/2017 at 11:34 AM, WedgeAntilles said:

Let's not.

D2 was a great game with dense atmosphere and a good story. Personally I liked the atmosphere in D1 even better, but D2 was very good. That is out of the question.

But everything Blizzard has realeased in the last years (D3, D3 AddOn, Heart of the Swarm, Legacy of the Void) was pathetic - concerning story, characters, dialogues, atmosphere. The gameplay was great, I don't deny that.

Just look at the render-videos. How fantastic those videos were, e.g. in BroodWar. Emotions pure. And now look at the vids in SC2. Sure, the quality was better. But the content? Pathetic. Boring. Just action and lame dialogue: "I will kill you." "Rah, vengence, I am the biggest megamosher of all time, I'll kill you". There was exactly one great vid: The vid that told the story of Kerrigan, being abandoned on the planet. Which was already told in BroodWar, but never visualized. There was no big action. No screaming about killing everybody and being the universe greatest. No. It was just a fantastic piece of art. With lot's of emotion and truely great. It was the last glimmer of what Blizzard once was.

And the last thing I want to see is Blizzards great old games getting raped by the new game design Blizzard uses: Huge explosions, zero characters and story.

I get sick if I think of how they will probably alter everything D1, D2, SC stood for and what made it great.

I Totally agree here, my opinion has always been if it aint broke dont fix it. Look what has been done to the last couple of movies made, Ninja Turtles, Ghostbusters, and now Power Rangers to name a few, Great movie/tv shows from our childhood that were fantastic and made us cheer now completely raped down to a pathetic cgi/modernized crapfest that makes our 10 year old selves cry out in horror and want vengeance, this is a trend I do not want to see applied to video games as well where they remake something epic and turn it into a money grabbing shit fest. while i would love to see a d2 reboot I would only accept it if it were exactly the same as before with d3 graphics and animations maybe.

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On 4/12/2017 at 7:23 PM, Yridaa said:

I don't understand people with that mindset. I just cannot see why something like a remake, reboot or a remaster can make its predecessor worse in any way. For example, I think the latest Ghost in the Shell anime was absolute trash. Yet I do not see how any of that makes the original from 1995 (gits:sac) worse. It was and still is a masterpiece.

 

They can butcher the story all they like with any new game or movie or any form of entertainment, I fail to see how it makes my view of an old iteration worse. "Sheesh new baldurs gate remaster was shit, the original is terrible now! They're doing the same with planescape torment! oh no the old game will be TERRIBLE if the remaster is bad! System shock?! what are you doing!"

No, I don't harbor any such feelings. Games that I liked back then I will like now no matter if it's successor will be better or worse. When I play Diablo 2, I don't make a connection when I'm fighting Diablo and think "lol he turned into a girl in d3". No, I fight him for the aspect of terror that he actually is right there and then that's about to stomp me into the ground.

We are not saying that a reboot makes the original worse in any way, because what was will always be, no no what we are expressing is we would always like to see the things we love grow and be better then they were not worse, so to reboot something from great to awful is a insult to the original that is all. Lets say you were ceo of a company and got "promoted" to janitor, you would always be remembered for being a great  leader by your co-workers but also mocked by future employees for the demeaning state you are now currently in.

Edited by BlakeArmentrout

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With only 3 elemental damage types, I feel like COE is going to be an auto include in almost every build with the Necromancer.

The other classes have at least 4 elemental damage types, some have 5, and I think this will make COE exceptionally broken for Necro as it will be on an 8 second damage rotation as opposed to a 12 or 16 second rotation.

I understand that thematically Physical, Cold, and Poison make sense for it, but I feel like there is room for Fire, or maybe Arcane, damage somewhere in there. 

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Aberrant Animator

  • Your minions gain 200% of your Thorns.

 

There is an error here.

This is the long anticipated passive fix for Crusaders and their Phalanx! Please move this over to the Crusader. 

Still awaiting the change to the Crusader Phalanx skill: 

Your avatars turns into porcupines dealing 500% of your thorns to nearby enemies.

Edited by Highfat

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On 18.4.2017 at 9:56 PM, xCiniCx said:

With only 3 elemental damage types, I feel like COE is going to be an auto include in almost every build with the Necromancer.

The other classes have at least 4 elemental damage types, some have 5, and I think this will make COE exceptionally broken for Necro as it will be on an 8 second damage rotation as opposed to a 12 or 16 second rotation.

I understand that thematically Physical, Cold, and Poison make sense for it, but I feel like there is room for Fire, or maybe Arcane, damage somewhere in there. 

We could hope that they removed COE from the game. Its to OP and mandatory for almost every spec.

I would love to use some of the other rings for a change.

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5 hours ago, Highfat said:

We could hope that they removed COE from the game. Its to OP and mandatory for almost every spec.

I would love to use some of the other rings for a change.

+1 to this. Unfortunately, I think removing or nerfing CoE might just end up forcing use of Stone of Jordan or something instead. There are far too many weak rings. Perhaps buffing them is the way to solve this, like they did with the Manald ring.

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      NA Skills
      Steed ChargeEndurance Iron SkinFlash Laws of ValorUnstoppable Force Akarat's ChampionProphet Sweep AttackGathering Sweep CondemnVacuum Passives
      Heavenly Strength Long Arm of the Law Indestructible Finery This week's build is strong and you're going to melt everything. Spam Laws of Valor, Iron Skin, Condemn, and Akarat's Champion when they are up. Sweep Attack is your main damage-dealing ability.  Use your Steed Charge to move around. Here we have Raxx's clear.
    • By Stan
      Even though Diablo III is almost seven years old, the team continues to explore new avenues of gameplay with the introduction of Themed Seasons that substantially alter how you play your character. The dev team will continue with this trend going forward until Diablo IV is ready for preview.
      Blizzard (Source)
      Whether your personal journey with Diablo III began today or nearly seven years ago upon our launch, we want to give you an update on our ongoing development efforts with the game. Here’s what you can expect going forward from Seasons and patches.
      Ongoing Content & Seasons
      Beginning with Season 14, we introduced Themed Seasons. The goal was simple: change the expected gameplay loop and create unique experiences from Season to Season. Whether mixing up where the most rewarding gameplay lives or altering the source of your character’s most potent legendary powers, we want to continue to explore new and exciting ways to change how you play Diablo III.
      Since the addition of themed Seasons, Season 16 was one of the most popular Seasons overall, with Season 17 showing similar participation. On PC alone, we saw nearly as many people return for Season 16 as Season 11, the first Season in which the Necromancer was available. We've heard your feedback about wanting new ways to play and to change up your gameplay experience. Based on your positive feedback and increased participation in Themed Seasons, we think we are moving in the right direction. Continue to let us know how we can make your adventures even better!
      Our crew is hard at work crafting additional Themed Seasons, a new set for each class, dozens of Legendary powers, and some class balance changes. Quality of life and the occasional gameplay system updates are also within scope, as we evaluate how we can keep bringing new magic to the world of Sanctuary. These updates won’t arrive all at once, so if you don’t see something for your class right away, don’t worry; there’s something coming for everyone.
      PTR and Feedback
      For Season 16, we tried a new approach to launching and executing a PTR. With only one week of public testing, patch notes were provided in advance and a follow-up preview into the final changes was posted before the patch went live.
      This approach was highly successful. In the past, we would lose a lot of development potential to deploying additional PTR builds for incremental changes and, consequently, increase the amount of time it would take to deploy on our various supported platforms. PTR participation drops extremely rapidly after the first week, as does the amount of data and feedback, so we plan to continue to use this condensed PTR format going forward.
      We also want to better highlight the changes made as a direct result of feedback. Not all changes happen because of PTR testing. Occasionally it’s from an amazing forum thread we read mid-season and have worked on (and tested internally) for several weeks in advance. Sometimes that “simple” quality of life request winds up being more complex than anticipated and gets punted to a future patch or cannot be implemented at all without unforeseen consequences. Other times someone swung by a designer’s desk at work and a brainstorm happened while they swapped tales about their Season Journey.
      While one source isn’t always the reason behind a change we’ve made, we’re going to do our best to call out great feedback when it’s given, as well as further emphasize design intent and inspiration (when applicable) to changes in future patch notes. One thing is certain: we greatly appreciate the feedback and ask that you keep it coming, because inspiration comes from all places.
      Being Clear, Being Communicative
      One thing we’ve been asked for is to clarify what our plans are, what (exactly) we’re working on, and where the future will take us. This blog is one of our first steps. More frequent presence and interaction from our community team on our new forums, especially around patches and PTR cycles, is another. We want to be able to talk and interact with members of our community around the world on a regular basis about the thing we love that brings us together: Diablo.
      We hope we’ve provided you a better idea of where we’re at with Diablo III. In the meantime, we want Sanctuary to feel like home to all heroes, so you can return whenever you have the itch to slay monsters, don powerful Legendaries, and always find something a little new.
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