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Starym

Patch 2.6.1 PTR Patch Notes

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We have a brand new PTR up for D3 and there's quite a few skill changes for Barbarians, Crusaders and especially Necromancers, not just to their stats but to how the actually work. There's also a LOT of legendary item and set number tweaks, the general gist of which is higher numbers! And finally we also get some bug fixes and some GR map tuning as well.

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Table of Contents:

 

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CLASSES

  • Barbarian Skills
    • Battle Rage
      • Bloodshed
        • Has been redesigned:
        • Deal damage equal to 20% of your recent Critical Hits to enemies within 20 yards every 1 second.
        • Note: Bloodshed caused performance issues when encountering high enemy density, particularly when combined with Whirlwind, Pain Enhancer, and Gem of Efficacious Toxin.
  • Crusader Skills
    • Blessed Hammer
      • Limitless
        • Has been redesigned:
        • Increase the damage of Blessed Hammer to 640% weapon damage as Holy and increase its area of effect by 20 yards.
        • Note: The extra projectiles created by this rune were causing performance issues in cases with high enemy density.
  • Necromancer Skills
    • Command Skeletons
      • Commanding your Skeletal Warriors will break crowd control effects on them
      • Skeletal Warriors will no longer die after taking too many hits
      • Design Philosophy: When we were first designing Command Skeletons, we wanted to capture the feeling of being an undead commander by having skeletons regularly spawn around the Necromancer and charge into battle during combat. It created a cool visual, but as the class evolved through Set bonuses and Legendary powers, it became clear that this visual began to hinder gameplay for some builds. Skeletal Warriors now have the same defenses as all other pets in the game.
    • Devour
      • Voracious
        • Resource cost reduction stacks granted from this rune will now stack and are no longer overridden from multiple casts.
    • Simulacrum
      • Added a glow to the skill icon to indicate when Simulacrum is active.
    • Skeletal Mage
      • This skill will now display the duration of the oldest mage raised as a buff in addition to the total number of mages active
      • Design Philosophy: This change is largely to provide transparency to players on the duration of their mage armor. This will be especially useful to players using the Bones of Rathma set. It’s our goal that players will no longer feel compelled to refresh their Skeletal Mage counter when they’re already at max.
    • Bone Armor
      • Essence cost removed.
      • Can now be cast while moving.
    • Army of the Dead
      • Frozen Army
        • The pulsing damage from this rune has been spread out
        • Design Philosophy: This was done to ensure enemies within range are evenly hit and to better align with the visual. This will result in more targets being hit more consistently for the stated weapon damage amount.
  • Necromancer Passives
    • Fueled By Death
      • The movement speed bonus from this passive can now exceed the 25% cap
  • Bug Fixes
    • Fixed an issue which prevented Army of the Dead from sometimes triggering when the player is immediately afflicted by a monster’s crowd control after casting it
    • Fixed an issue where enemy monsters could heal themselves when striking another monster afflicted by Leech
    • Fixed a bug which caused Skeletal Mages to sometimes spawn up in the air
    • Fixed an issue where the firewall left behind by Arcane Orb – Scorch was not dealing damage
    • Fixed an issue which caused Skeletal Mages to lose their target when players used Command Skeletons to attack the same target
    • Fixed an issue which caused connection issues when players used a channeling skill while attempting to force move at the same time

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ITEMS

  • General
    • Many Legendary and Set items have had their drop chance increased
  • Legendary Items
    • Barbarian
      • Bracers of Destruction
        • Seismic Slam deals 300–400% 400-500% increased damage to the first 5 enemies it hits.
      • Bracers of the First Men
        • Hammer of the Ancients attacks 50% faster and deals 150–200% 300-400% increased damage.
      • Fury of the Vanished Peak
        • No longer rolls Legendary-strength bonus to Seismic Slam damage as an inherent affix. Can still roll 10-15% as a random affix.
        • Reduces the Fury cost of Seismic Slam by 40-50% and increases its damage by 400-500%.
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
      • Gavel of Judgement
        • No longer rolls Legendary-strength bonus to Hammer of the Ancients damage as an inherent affix. Can still roll 10-15% as a random affix.
        • Hammer of the Ancients returns 20–25 Fury if it hits 3 or fewer enemies. The damage of Hammer of the Ancients is increased by 400-500% and it returns 25 Fury if it hits 3 or fewer enemies.
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
          • Note: The Legendary power on this item is currently not functioning; this will be fixed in an upcoming patch
      • Girdle of Giants
        • Seismic Slam increases Earthquake damage by 80–100% 200-250% for 3 seconds.
      • Skull Grasp
        • Increase the damage of Whirlwind by 250–300% 400-500%
      • Standoff
        • Furious Charge deals increased damage equal to 200–250% 400-500% of your bonus movement speed.
    • Crusader
      • Blade of Prophecy
        • No longer rolls a bonus to Condemn damage as an inherent affix.
        • Two Condemned enemies also trigger Condemn's explosion and the damage of Condemn is increased by 350-450%.
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
      • Bracer of Fury
        • Heaven's Fury deals 150–200% 300-400% increased damage to enemies that are Blinded, Immobilized, or Stunned.
      • Denial
        • Each enemy hit by your Sweep Attack increases the damage of your next Sweep Attack by 30–40% 100-125%, stacking up to 5 times.
      • Faithful Memory
        • Each enemy hit by Falling Sword increases the damage of Blessed Hammer by 50-60% 60-80% for 10 seconds. Max 10 stacks.
      • Fate of the Fell
        • Gain two additional rays of Heaven’s Fury.
        • Heaven's Fury gains two additional rays and has its damage increased by 150-200%.
      • Frydehr’s Wrath
        • No longer rolls Legendary-strength bonus to Condemn damage as an inherent affix. Can still roll 10-15% as a random affix.
        • Condemn has no cooldown and has its damage increased by 450-600%, but instead costs 40 Wrath.
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
      • Gyrfalcon’s Foote
        • Removes the resource cost of Blessed Shield and increases Blessed Shield damage by 400-500%.
      • Jekangbord
        • No longer rolls Legendary-strength bonus to Blessed Shield damage as an inherent affix. Can still roll 10-15% as a random affix.
        • Blessed Shield ricochets to 6 additional enemies and has its damage increased by 300-400%.
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
    • Demon Hunter
      • Dead Man’s Legacy
        • No longer rolls Legendary-strength bonus to Multishot damage as an inherent affix. Can still roll 10-15% as a random affix.
        • Legendary power now also increases Multishot damage, now reads Multishot hits enemies below 50-60% health twice and its damage is increased by 125-150%.
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
      • Karlei’s Point
        • The damage of Impale is increased by 60-80% and Impale it returns 10–15 Hatred if it hits an enemy already Impaled.
      • Manticore
        • No longer rolls Legendary-strength bonus to Multishot damage as an inherent affix. Can still roll 10-15% as a random affix.
        • Reduces the Hatred cost of Cluster Arrow by 40-50% and increases its damage by 250-300%.
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
      • Yang’s Recurve
        • Multishot attacks 50% faster and its damage is increased by 125-150%.
    • Monk
      • Binding of the Lost
        • Each hit with Seven-Sided Strike grants 3.0–3.5% 4-5% damage reduction for 7 seconds.
      • Balance
        • No longer rolls Legendary-strength bonus to Tempest Rush damage as an inherent affix. Can still roll 10-15% as a random affix.
        • The damage of Tempest Rush is increased by 450-600% and when your Tempest Rush hits 3 or fewer enemies, it gains 100% Critical Hit Chance..
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
      • The Fist of Az’Turrasq
        • Exploding Palm's on-death explosion damage is increased by 250–300% 400-500%. damage reduction for 7 seconds.
      • Incense Torch of the Grand Temple
        • No longer rolls Legendary-strength bonus to Wave of Light damage as an inherent affix. Can still roll 10-15% as a random affix.
        • Reduces the Spirit cost of Wave of Light by 40–50% and increases its damage by 450-500%.
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
      • Scarbringer
        • The damage of Lashing Tail Kick is increased by 300% 450-600% to the first 7 enemies hit.
    • Necromancer
      • Bloodsong Mail
        • While in the Land of the Dead, Command Skeletons gains the effect of all runes and deals 100–125% additional damage and gains the effect of the Enforcer, Frenzy, Dark Mending and Freezing Grasp runes.
      • Bloodtide Blade
        • Death Nova deals 20–30% 80-100% increased damage for every enemy within 15 25 yards..
      • Dayntee’s Binding
        • You gain an additional 40–50% damage reduction when there is an enemy afflicted by your Decrepify any of your curses.
      • Defiler Cuisses
        • Your Bone Spirit's damage is increased by 75–100% 400-500% for every second it is active.
      • Fate’s Vow
        • Army of the Dead now deals an additional 200-250% damage and gains the effect of the Unconventional Warfare rune.
      • Golemskin Breeches
        • Your Golem's damage is increased by 100–125% and You take 30% less damage while it your Golem is alive and the cooldown on Command Golem is reduced by 20-25 seconds.
      • Leger’s Disdain
        • Grim Scythe deals an additional 7–10% 65-80% damage for each point of essence it restores.
      • Lost Time
        • Your cold skills reduce the movement speed of enemies by 30%. In addition, your movement speed is increased by 4–5% 8-10% for 5 seconds. Maximum 5 stacks.
      • Maltorius’ Petrified Spike
        • Bone Spear now costs 40 Essence and deals 375–450% 550-700% increased damage.
      • Mask of Scarlet Death
        • When paired with the Revive: Purgatory rune, the mega-revived monster will drop the same number of corpses were used to create it on death.
        • This item will now attempt to give preference to the strongest monster to become the mega-revive when selecting a group of corpses.
      • Nayr’s Black Death
        • Each different poison skill you use increases the damage of your poison skills by 50–65% 75-100% for 15 seconds.
      • Scythe of the Cycle
        • Your Secondary skills deal 250–300% 350-400% additional damage while Bone Armor is active but reduce the remaining duration of Bone Armor by 4 seconds.
      • Steuart’s Greaves
        • You gain 40–50% 75-100% increased movement speed for 2 10 seconds after using Blood Rush.
      • The Johnstone
        • Each corpse consumed in the Land of the Dead gGrants a 50 stacks of Macabre Knowledge when Land of the Dead expires. Macabre Knowledge increases the damage of Corpse Lance and Corpse Explosion by 150–200% while outside Land of the Dead.
    • Witch Doctor
      • Bakuli Jungle Wraps
        • Firebats deals 150–200% 250-300% increased damage to enemies affected by Locust Swarm or Piranhas.
      • Mask of Jeram
        • Pets deal 75–100% 150-200% increased damage.
      • Staff of Chiroptera
        • No longer rolls Legendary-strength bonus to Firebats damage as an inherent affix. Can still roll 10-15% as a random affix.
        • Firebats attacks 100% faster, and costs 70-75% less Mana, and has its damage increased by 150-200%.
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
      • The Short Man’s Finger
        • Gargantuan instead summons three smaller gargantuans each more powerful than before that have their damage increased by 500-650%.
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
          • Note: There is currently a bug which causes the new and old versions of the ring to not work when both are equipped; this will be fixed in an upcoming PTR patch
    • Wizard
      • Orb of Infinite Depth
        • Each time you hit an enemy with Explosive Blast your damage is increased by 4% 8-10% and your damage reduction is increased by 15% 20% for 6 seconds. This effect can stack up to 4 times.
      • Ranslor’s Folly
        • Energy Twister does 225-300% more damage and periodically pulls in lesser enemies within 30 yards.
      • Triumvirate
        • Your Signature Spells increase the damage of Arcane Orb by 150–200% 300-400% for 6 seconds, stacking up to 3 times.
      • Unstable Scepter
        • No longer rolls Legendary-strength bonus to Arcane Orb damage as an inherent affix.
        • The damage of Arcane Orb’s is increased by 350-450% and its explosion triggers an additional time..
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
      • Wand of Woh
        • No longer rolls Legendary-strength bonus to Explosive Blast damage as an inherent affix.
        • The damage of Explosive Blast is increased by 300-400% and 3 additional blasts are triggered after casting Explosive Blast.
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
    • Set Items
      • Barbarian
        • Immortal King’s Call
          • (6) Set
            • While both Wrath of the Berserker and Call of the Ancients is active, you deal 400% 750% increased damage.
        • Might of the Earth
          • (6) Set
            • Increase the damage of Earthquake, Avalanche, Leap, Ground Stomp, Ancient Spear and Seismic Slam by 1200% 3000%.
        • The Legacy of Raekor
          • (4) Set
            • Furious Charge gains the effect of every rune and deals 300% 500% increased damage.
          • (6) Set
            • Every use of Furious Charge increases the damage of your next Fury-spending attack by 750% 1500%. This effect stacks. Every use of a Fury-spending attack consumes up to 5 stacks.
      • Crusader
        • Armor of Akkhan
          • (6) Set
            • While Akarat's Champion is active, you deal 600% 900% increased damage and take 15% 20% less damage.
        • Thorns of the Invoker
          • (2) Set
            • Your Thorns damage now hits all enemies in a 15 yard radius around you. Each time you hit an enemy with Punish, Slash, or block an attack your Thorns is increased by 35% 115% for 2 seconds.
          • (6) Set
            • The attack speed of Punish and Slash are increased by 50% and deal 800% 1600% of your Thorns damage to the first enemy hit.
      • Demon Hunter
        • Embodiment of the Marauder
          • (6) Set
            • Your primary skills, Elemental Arrow, Chakram, Impale, Multishot, Cluster Arrow, Companions, and Vengeance deal 1200% 2100% increased damage for every active Sentry.
        • Natalya’s Vengeance
          • (6) Set
            • After casting Rain of Vengeance, deal 500% 750% increased damage and take 60% reduced damage for 10 seconds.
        • Unhallowed Essence
          • (6) Set
            • Your generators, Multishot, and Vengeance deal 40% 70% increased damage for every point of Discipline you have.
      • Monk
        • Monkey King’s Garb
          • (6) Set
            • Has been redesigned.
            • Lashing Tail Kick, Tempest Rush, and Wave of Light have their damage increased by 600% for each stack of Sweeping Wind you have.
        • Uliana’s Stratagem
          • (4) Set
            • Your Seven-Sided Strike deals double 777% its total damage with each hit.
          • (6) Set
            • Increase the damage of your Exploding Palm by 250% 1800% and your Seven-Sided Strike detonates your Exploding Palm.
      • Necromancer
        • Pestilence Master’s Shroud
          • (6) Set
            • Each corpse you consume grants you an Empowered Bone Spear charge that increases the damage of your next Bone Spear by 3000%. In addition, Corpse Lance and Corpse Explosion damage is increased by 1500%.
        • Trag’Oul’s Avatar
          • (6) Set
            • Your Life-spending abilities deal 3300% increased damage but cost twice as much Life. Your healing from skills is increased by 100%.
      • Witch Doctor
        • Helltooth Harness
          • (2) Set
            • Enemies hit by your primary skills, Acid Cloud, Firebats, Zombie Charger, Zombie Dogs, Gargantuan, Grasp of the Dead, Piranhas, or Wall of Death are afflicted by Necrosis, becoming Slowed, taking 1500% weapon damage every second, and taking 20% increased damage from your attacks for 10 seconds.
          • (6) Set
            • After casting Wall of Death, gain 1400% 1700% increased damage for 15 seconds to your primary skills, Acid Cloud, Firebats, Zombie Charger, Zombie Dogs, Gargantuan, Grasp of the Dead, Piranhas, and Wall of Death.
            • Note: This set bonus is being temporarily disabled to fix an issue with the set. It will be re-enabled in a later PTR patch.
          • Note: The damage bonus for you against enemies affected with Necrosis causes performance issues when encountering high density. This change is not intended to be a nerf and, when coupled with the six-piece change, should be a net buff for the complete set. This change should not change the gameplay style of this set.
        • Raiment of the Jade Harvester
          • (2) Set
            • When Haunt lands on an enemy already affected by Haunt, it instantly deals 120 480 seconds worth of Haunt damage.
          • (6) Set
            • Soul Harvest consumes your damage over time effects on enemies, instantly dealing 300 1200 seconds worth of remaining damage.
      • Wizard
        • Firebird’s Finery
          • (6) Set
            • Your damage is increased by 120% 200% and damage taken reduced by 3% for each enemy that is Ignited. This effect can stack up to 20 times. You always receive the maximum bonus whenever a nearby Elite monster is Ignited.
        • Vyr’s Amazing Arcana
          • (6) Set
            • Increased number of Archon stacks gained when hitting with an Archon ability from 1 to 2.
    • Other Items
      • Shields acquired by Necromancer players can now properly roll the +Max Essence affix
    • Bug Fixes
      • Fixed an issue where Mimics created from Rabid Strike were not correctly inheriting the player’s bonus damage from Lashing Tail Kick, Seven Sided Strike, Cyclone Strike, Exploding Palm and Wave of Light.
      • Fixed an issue where after dying, the pet damage bonus granted from Jesseth Arms could sometimes be lost if skeletons are re-commanded onto the same target.
      • Fixed an issue preventing the free Blood Nova granted by the Iron Rose from correctly granting the damage bonus from the Trag’Oul’s six-piece bonus.
      • Fixed an issue causing certain items to drop for the Necromancer which are not able to be equipped by the class.
      • Fixed an issue preventing Necromancer primary skills from taunting enemies when Boyarsky’s Chip is equipped.
      • Fixed an issue which prevented the +% Thorns damage bonus granted by Aberrant Animator from applying correctly to items such as the Spear of Jairo.

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    ADVENTURE MODE

    • Rifts
      • Reduced the number of deadends when Rifts choose the Temple of the Firstborn tileset.
      • Increased the amount of experience and Rift progress granted by the Hematic Disciple.
      • Reduced the fog effect in the Shrouded Moors tilesets in Rifts and Greater Rifts.
      • Shield Pylons no longer reflects damage back to attackers.
        • Note: Reflecting damage back to attackers caused performance issues when encountering high density.

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    PTR ONLY

    • D’jank Miem
      • Players can exchange Blood Shards with this vendor for bags containing Legendary items

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I wish we had Dank Meme instead of Kadala in live.

 

Edit: It seems Yang's Recurve will be one of the very few remaining that still have a legendary modifier as a "normal" modifier on the weapon (-50-60% resource costs)

 

That may be an oversight. We'll see.

Edited by Yridaa
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"there's quite a few skill changes for Barbarians, Crusaders and especially Necromancers, not just to their stats but to how the actually work."

 

it is alot, for a mere .1

 

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Holy buffs Batman!

Some of these changes will be great for meta changes but some of them are not warrented at all... 

Why buff Leapquake from 1200% to 3000% when there are already players in top 10 with it in current season?

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2 hours ago, Arkpit said:

Holy buffs Batman!

Some of these changes will be great for meta changes but some of them are not warrented at all... 

Why buff Leapquake from 1200% to 3000% when there are already players in top 10 with it in current season?

Leapquake is currently the weakest Barbarian build. Not that is bad, but the others are stronger. And this comes from someone mainly who plays Leapquake.

Edited by Valhalen

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3 hours ago, Arkpit said:

Holy buffs Batman!

Some of these changes will be great for meta changes but some of them are not warrented at all... 

Why buff Leapquake from 1200% to 3000% when there are already players in top 10 with it in current season?

The other barb sets also got buffed quite substantially, so they're making all these sets more appealing. I'm sure all barbs are happy with seeing all their sets buffed. ;)

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27 minutes ago, Valhalen said:

Leapquake is currently the weakest Barbarian build. Not that is bad, but the others are stronger. And this comes from someone mainly who plays Leapquake.

I don't play it myself so I can only relate to how the leaderboards are looking and right now 5 out of the top 10 in HC solo Barbarian in the season are all Leapquake, seems like the most popular build in the current HC ladder.

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12 minutes ago, Yridaa said:

The other barb sets also got buffed quite substantially, so they're making all these sets more appealing. I'm sure all barbs are happy with seeing all their sets buffed. ;)

Oh I'm sure everyone will enjoy some buffs I'm just not sure Leapquake was needed though given how the leaderboards are looking compared to the other sets. If you buff the top build on the ladder right now you kinda have to increase the less popular builds even more but they didn't, they buffed things equally which really doesn't change the meta which I'm assuming they want to do.

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A friend also pointed out a good question, what happened to Necro cheat death bugs? I see no mention of the immune to damage being fixed or the icon being changed :/

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45 minutes ago, Yridaa said:

The other barb sets also got buffed quite substantially, so they're making all these sets more appealing. I'm sure all barbs are happy with seeing all their sets buffed. ;)

 

32 minutes ago, Arkpit said:

Oh I'm sure everyone will enjoy some buffs I'm just not sure Leapquake was needed though given how the leaderboards are looking compared to the other sets. If you buff the top build on the ladder right now you kinda have to increase the less popular builds even more but they didn't, they buffed things equally which really doesn't change the meta which I'm assuming they want to do.

When you compare Barbarians with the other classes, they are at a really bad spot. Those buffs are very much needed.

Rhykker released a video with a more or so Tier List for the best builds for this Season, regarding all classes, where Leapquake, Charge and Thorns Barbarians sit at the lowest rank. Whirlwind still is the best Barbarian Build, sadly (because it is the most boring build, not as much as Lightining Archon Sorceress).

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4 minutes ago, Valhalen said:

Rhykker released a video with a more or so Tier List for the best builds for this Season, regarding all classes, where Leapquake, Charge and Thorns Barbarians sit at the lowest rank.

Yeah, it's low compared to other classes I agree but it's incorrect to say that the most popular build on Barbarian ladder, and again, 5 out of the top 10, is the weakest one which was your original comment on the matter. Leapquake is very much right now one of the stronger Barbarian options given what people are achieving regardless of what videos are telling you.

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45 minutes ago, Arkpit said:

Yeah, it's low compared to other classes I agree but it's incorrect to say that the most popular build on Barbarian ladder, and again, 5 out of the top 10, is the weakest one which was your original comment on the matter. Leapquake is very much right now one of the stronger Barbarian options given what people are achieving regardless of what videos are telling you.

I don't play HC myself. Perhaps LQ is a more safe build compared to the others that are more volatile? I also haven't checked the SC leaderboards in a while but I though raekor was highest there.. 98 or so? But again, it's been 4-5 days since I checked.

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18 minutes ago, Yridaa said:

I don't play HC myself. Perhaps LQ is a more safe build compared to the others that are more volatile? I also haven't checked the SC leaderboards in a while but I though raekor was highest there.. 98 or so? But again, it's been 4-5 days since I checked.

I play Leapquake simply because it is the most fun build, to me.

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6 hours ago, SangFroidy said:

"there's quite a few skill changes for Barbarians, Crusaders and especially Necromancers, not just to their stats but to how the actually work."

 

it is alot, for a mere .1

 

I meant a lot of changes in total, not a lot for each class :D English is tricky!

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10 hours ago, Valhalen said:

The buffs to Might of the Earth and Ulliana makes me wanna play D3 again.

Agreed, Ulianna is prolly my favorite set overall and Monk my fav class. It's a bit weird they're PTRing these things though, it's just simple math changes, not sure why the need to test them for (presumably) a longer time.

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12 minutes ago, Starym said:

Agreed, Ulianna is prolly my favorite set overall and Monk my fav class. It's a bit weird they're PTRing these things though, it's just simple math changes, not sure why the need to test them for (presumably) a longer time.

They're probably PTR'ing so players can test before hand in case those builds need to be either further buffed or nerfed before going live. Regardless. Uliana has been deemed as the worst Monk build (which is sad, because it is the coolest Monk set to use). These huge buffs will probably give it a spotlight again.

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I love SSS but I personally don't like the EP mechanic. Its just one of those sets that favor big packs, and with EP the bigger the packs the better it is.

 

While that seems awesome, it is a simple "If it's anything less than X mobs, don't bother casting SSS." and that's just not my cuppa, because the higher the GRifts get, the higher X gets. I mean, it's true for pretty much anything when pushing GRifts, but I feel EP becomes exceptionally painful when you just get that one rift with low density.

 

I guess its the same for the Condemn build for the Crusader, although that hasn't been a viable build for over a year now. Seems like they want to buff that up a bit but I think it won't compete in the top tier yet. Damage *~2.0 (Over the old value)and then another ~*6.0 is definitely a huge boost over the old value. If you can combine that with the new akarat buff, you're probably looking at a T90 build (Which is still subpar of course, but much higher than 75-80 it could do before). The real issue with akarat - I feel - is survivability.

 

Speaking of survivability, do you realize that the Orb of Infinite Depth buff to toughness is doubled at max stacks? You go from 60% to 80% which is absolutely incredible. When you see "15% changed to 20%" it doesn't look like it at first glance, but it is by far the strongest single-item in the game in this PTR for defense. I'm expecting it'll get nerfed.

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On 8/16/2017 at 1:51 PM, Starym said:

Agreed, Ulianna is prolly my favorite set overall and Monk my fav class. It's a bit weird they're PTRing these things though, it's just simple math changes, not sure why the need to test them for (presumably) a longer time.

Probably needs to be tested in case they broke anything or didn't check the multiplies of other items and their interactions etc. They probably don't want a repeat of the 4-monk meta of Static Charge.

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You guys know a lot more about D3 than I do - I'm curious if most of these changes with just show-up on our 2.60 Gear when the Patch is applied by Blizz, or do we have to find the Gear all over again?

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It looks that Monk Sunwuko set has been downgraded :-( 
news in patch for this set :
Monkey King’s Garb
(6) Set
Has been redesigned.
Lashing Tail Kick, Tempest Rush, and Wave of Light have their damage increased by 600% for each stack of Sweeping Wind you have.

but before patch looks stronger:
(6) Set:
Lashing Tail Kick, Tempest Rush, and Wave of Light consume a stack of Sweeping Wind to deal 3000% increased damage.
What does it means? Why they pull Monk down?

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11 hours ago, albabe said:

You guys know a lot more about D3 than I do - I'm curious if most of these changes with just show-up on our 2.60 Gear when the Patch is applied by Blizz, or do we have to find the Gear all over again?

I really hope it is retroactive. I spent a LONG time to find all my Ancient Gear.

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3 hours ago, Valhalen said:

I really hope it is retroactive. I spent a LONG time to find all my Ancient Gear.

I would be VERY surprised if it was not. Especially given how rare the "right" primal is, it would be hugely unfair to those that got lucky enough with primals.

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3 hours ago, StandaKTHOR said:

What does it means? Why they pull Monk down?

This is 100% a buff. You can have 10 stacks of SW and you will get a 600% increase for each stack. They are also not consumed anymore when used. Scarbringer is getting buffed too. This is a huge buff to the build.

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2 hours ago, Blainie said:

I would be VERY surprised if it was not. Especially given how rare the "right" primal is, it would be hugely unfair to those that got lucky enough with primals.

Blainie, since you have the expertise (and I'd love for these changes to be retroactive), do you really think it'll be the case, even though in D3's history changes to legendaries are not retroactives, except for set bonuses ? Don't wanna get my hopes up ! 😊

However, this thread on Blizz forums seems to indicate that all modified legendaries will have to be looted again in order to enjoy the new benefits.

Edited by JotaEquis
Additions

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      The real name of the game
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      Conclusion
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      Why optimal builds hurt the game (for me) and how we can move away from them.
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      The XP/paragon farming meta is changing this season, as the extremely popular Rat runs are no longer the top dog and Demon Hunters are taking on Necromancers for the throne. We have our own guide writer Impact taking us through all the details, from the start, through the Haedrig's set and on to the actual group compositions and builds for the optimal group XP runs in the endgame!
       
      The Rat Run
      For many seasons now the “Rat Run” has held the top spot of being the most efficient and best group composition for farming XP in d3. “Rat Runs” refer to the 3x Necromancer and 1x Barbarian group composition that focuses on the two supports spawning as many health globes as possible so that the two DPS Necromancers, using Reaper's Wraps, can pick them up for quick essence gain. This enables them to continuously summon full essence Skeletal MageSingularity for insane damage potential early on. They  get their name from the Rathma set that Necromancers have, which boosts their Skeletal Mage damage. Over time the build has evolved into using the Legacy of Dreams gem instead for even higher damage potential, but the name stuck. These runs were so off the charts efficient that no other group composition could ever come close to touching them, until now. With the nerfs to Reapers’ Wraps in Season 21 through a 2 second cooldown, the Necromancer has been dethroned. In its place, the Demon Hunter rises.
      Demon Hunters Arrive
      Season 21 is the season of the Demon Hunter.After many long seasons of the Necromancer and “Rat Runs” reigning supreme in the XP grinding meta, the DH is here to take the throne. For those of you planning out your season start, if you are looking to be the most optimal that you can be, then you should be looking to maximize efficiency in whatever you will spend the most time. During a season start, your time playing can generally be broken down into three stages.
      Leveling 1-70 Starter build at 70 with Haedrig’s Gift End-game build While Necromancer is still far and away the best class in the game for a swift 1-70 leveling process, level 70 is where the Demon Hunter will truly take over. Demon Hunters get access to the Shadow’s Mantle set this season, allowing them to access the Impale build as a starter build. The Impale build has a huge multiplier baked into the 2-set for the build, allowing you to start dishing out huge number straight out of the gate. You also can upgrade level 70 rare daggers in your Kanai’s Cube which has a 50% chance to get a Karlei's Point, providing yet another easily accessible multiplier to the build and the best weapon that you will want to use. Finally, if you save your challenge rift bloodshards until level 34, you can try to roll quivers which gives you a 25% chance to get a Holy Point Shot when you roll a legendary quiver. If you do get lucky, you can easily jump straight into t8 or higher once you get your 2pc bonus, giving you a huge start at 70.
       
      The Endgame Build
      Demon Hunters up to this point are arguably the best class, but now we get to where you will spend most of your time in Diablo: your end-game build. It is fun to optimize your season start and getting good builds early is great, but regardless of how you start you can always get to an end-game build within a couple of days, or even within the first day if you are lucky enough. For Demon Hunters, that means playing the GoD Hungering Arrow build.
      Once you have your end-game build, you should be able to clear t16 Nephalem Rifts without much trouble. This means your main source of progression will be in greater rifts. Once you have your full set of correct pieces in your end-game build, your main source of power progression is going to come from farming ancient pieces, getting gem upgrades, and farming XP for paragon levels. The last two specifically are done primarily in greater rifts. With an optimized 4-man group, you can clear higher greater rift levels, much higher than you would be able to achieve solo early on in a season. This enables you to rack up the paragon levels, with some of the more optimized groups even reaching 1000 paragon within the first 24 hours of a season launch. This XP farming meta is where Demon Hunter really shines this season. The optimized 4-man group for farming XP consists of the following:
      1x Support Barbarian 1x Support Demon Hunter 2x GoD Hungering Arrow Demon Hunters The true power of this group lies within the Support Demon Hunter. Thanks to the update to Leonine Bow of Hashir, your Bolas will not instantly explode, pulling in enemies within 24 yards into one spot. The DH can speed through the rift due to the movement speed that the GoD 4 piece bonus brings along with Smoke Screen, creating large, dense groupings of enemies ahead of the support Barbarian and Hungering Arrow DHs. You map out the rift for your team, create nice density of enemies through your Bolas, and then spin on top of the groups using Entangling Shot and Odyssey's End to put a 150% damage amplification on every enemy you hit. This is the single largest support buff that any class in the game can give, making DH an incredibly strong support early on when you need the extra damage.
      The support Barbarian is there to do their normal job helping to toss elites onto the packs for better positioning for Area Damage, while also using all of theirs shouts and the 2 pc HotNS for double effectiveness. Finally, your two GoD DH’s can spin around without stopping, utilizing Blood Vengeance for all their hatred generation so they do not have to stop channeling Strafe.
       
      The true devastating damage potential of this group comp lies within the innate damage that the GoD Hungering Arrow set provides. Thanks to your Devouring Arrow rune, your arrows will gain exponential damage each time they pierce enemies, but can pierce infinitely, only limited by the number of targets you have grouped. The crazy grouping potential that your two supports bring allows your arrows to pierce huge numbers of targets, which means your damage scales more than most classes would even without accounting for Area Damage.
      The GoD Hungering Arrow Demon Hunter build is the best solo-pushing build this season, and the insanely high base movement speed that the build offers without any support items allows you to build for full damage while still moving fast enough to do speed clears without missing a beat. While other speed compositions often must sacrifice damage for better mobility and speed, the Demon Hunters will never need to make that trade. You can abuse the base mobility that the build offers, building full damage, and push higher greater rift levels than any other group composition would ever allow for speed clears.
      If your goal is to be as optimal as possible in Season 21 with a group, you need to be playing the Demon Hunter meta to abuse it for all it is worth.
       

      Related articles:
      Which Class to Play in Diablo 3 Season 21? Solo, Group and Speedfarm Rankings
      Diablo 3 Season 21 Start Times
      Demon Hunter Set Guides Spotlight for Season 21: Gears of Dreadlands
      Diablo 3 Patch 2.6.9 (Season 21 Precursor) Is Now Live + Patch Notes
      Diablo 3 Ban Wave: June 19th
      Is the Season 21 Power Too Good? ZDPS Barb Can Solo GR 150 Without Area Damage
    • By Starym
      Season 21 is almost done (although we might be seeing some delays/extensions) and it hasn't been the most popular of seasons, but it did have many unique aspects to it, from the almost-kinda-exploits to the crazy 10K+ gathering of the seasonal stacks outside Greater Rifts, and much more. Today we'll be taking a look back and discussing what the issues with this and similar themes, how they potentially ruin the core concept of the game, how this type of seasonal power should be done in the future and much more.
      To do this we have our own guide writer Deadset and special guest sVr, an EU player and top theorycrafter who has been concocting guides and mechanical analysis to the benefit of the whole Diablo community since the dawn of seasonal play. You might remember him for unleashing the Bazooka Wizard onto Sanctuary, breaking down the veil of obscurity on Spirit Barrage, and many other math-heavy feats and word-laden reddit posts. You've certainly seen him on Twitch, both as a regular caster and a Blizz-sanctioned invitee to Gamescom and BlizzCon broadcasts. He likes crunching numbers, crunching hugs and horrible Californian iced tea. So let's get to it as the two take on the Trials of Tempests.
       
       
      Introduction
      Deadset:
      Season 21 bears the name “Trial of Tempests” and uses a mechanic that is closely related to the one from Season 19, the “Season of Eternal Conflict” — it is once again based on abilities spawned by the game, but based on a timer rather than kill count. The goal was, once again, to make the effect Season-defining in terms of power, and the developers have matched — and even surpassed — the powers of the former mechanic. It has certainly led to a spike in build potential within the 10+ Greater Rift tiers range, with certain builds of course benefiting more from the theme than others.
      Whenever a proc-reliant, percentage damage-based power gets introduced to the game, it opens a window for ‘clever use of mechanics’, or outright exploitation, and it requires careful monitoring by the developers. And while I can certainly commend the teams for squashing out abusive strategies in a timely manner, I can safely say that with two proc-based Seasons behind us — the sheer potential for abuse and the diminished feel of player agency stemming from themes like these bring down the morale of casual and veteran players alike. The visual treat of these effects fades away in the early stretch of a Season, leaving players to a prolonged period of visual fatigue, lessened screen readability, and even technical issues in certain cases.
      sVr:
      The Trial of Tempests seasonal theme had a very similar feeling to S19, where generated (not-selfcast) abilities would spawn after a certain condition is met. A couple of severe issues were identified on the PTR and were fixed appropriately. As an example, the theme itself scaled with Area Damage equipped on one’s character, and a player was able to teleport out of the GR, safely wait in town for the countdown, re-enter the GR and “idle in the immunity phase of entering a rift” while the seasonal theme would proc and kill everything. These issues were fixed, but I feel that the general concept of auto-generator themes are flawed and they simply brick the core concept of Diablo 3 for me.
       
       
      Theme Behavior and Relation to Core Gameplay
      Deadset:
      All this, of course, is not to say the theme lacks strategizing potential; simply that it externalizes the potential from the capabilities of the character and the build choices you’ve made along the way, and shifts decision making all too much in the direction of effects that feel even more arbitrary and unpredictable than the “usual suspects” of rift layout, monster composition and elite affix RNG.
      To put this in perspective, a Greater Rift pushing attempt that falls into the “stars have aligned in your favor” category — one with desirable open spaces, monster density and decent Pylon spawns — can be completely ruined by a bad proc of the Seasonal theme. Some work mostly to your advantage, like the Beam proc and the decent amount of control you can apply to its effect. Some of the procs are reliant on the spaces you choose to fight in — the Twisters and Snowball, for example, benefit greatly from small, closed off spaces and tight corners. And others still require plain luck — maybe the Meteor strikes the cluster of monsters you prepared... or maybe it doesn’t. Maybe the Fire Wave melts the Elite pack ahead of you, or maybe it bugs out and doesn’t spawn at all, and ends your push then and there. To make matters even worse, the harder you lean into the Seasonal theme to make the Rift clear — very understandable considering its ubiquitous power — the more you open yourself to bad RNG from the procs, inevitably leading to some very unsatisfying pushing sessions where you have played your build to the maximum of its potential, played around Rift RNG, and still fall prey to an additional layer of randomization.
      sVr:
      To elaborate on my comment about ‘bricking the core game concepts’, this is how I see it: the power of one’s character in Diablo 3 comes from three different sources.
      Paragon and Augments: Increasing one's damage via the (1 + mainstat/100) multiplier, as well as one's toughness via the respective defensive mainstat bonus (All Resistance via Intelligence, Armor via Strength/Dexterity).  Gear and Affix Quality: Increasing one's damage via appropriate primary affix rolls (e.g. quadfecta weapons or gloves, trifecta jewelry) and high legendary affix rolls. Increasing one's toughness with appropriate primary (All Resistance, Elite Damage Reduction %) and secondary (Reduction of damage from melee and ranged sources, Crowd Control Reduction %, single element Resistance) affixes. Main Gems: Increasing one's damage/toughness via high gem levels. There isn't any other “dimension” that gives power to the overall capability of one's character. Sure, there is the “capability” of a player on how well one can play his character, however, for the sake of this argument, assume that everyone has the same exact skill; everyone is a god tier gamer. In this scenario, each time a player logs in to play his goal is to progress his character making it stronger. One chooses to scale these three pillars over the span of a season progressively to reach higher and higher in GRs.
      For the first pillar (Paragon) people would choose to run XP meta runs, such as Rats runs (or historically Vyr Wizard XP groups, Charge Barbarian XP groups, Rend Barbarian XP groups, etc.). For the second pillar (Gear/Items) people would choose to run Bounties in "teched out 4 Man groups" (quad-Unhallowed Essence Multishot Demon Hunters) to ultimately reforge their gear into the desired rolls. For the third pillar (Main Gems) people would choose to run 1%ers (mostly solo) or group meta (GR150) to level their Main Gems to max cap. While 1%er runs are, quite frankly, a “thing of the past” nowadays, back in the days these runs constituted another end-game activity with a different group setup. Technically speaking, only solo self found players regularly play 1% runs to increase their gem levels.

        How the Theme Circumvents Progression
      Deadset:
      Over the course of the Season, experienced players have learned a great deal about the inner workings of the Season 21 theme, and using them to their Greater Rift pushing advantage. The theme even enables the tantalizing proposition of dropping Bane of the Stricken — one of the game’s staple pushing Legendary Gems, which is often single-handedly responsible for taking down Rift Guardians with its damage stacking mechanic — and going all in with the proc RNG, hoping circumstances and its damage would be enough to obliterate the biggest HP obstacle in the Rift.
      The general strategy for S21 Rift progression got distilled to the maximization of trash pulls, with heavy emphasis on getting the most out of the initial proc in terms of stacks, and snowballing that effect into future trash pulls — with the added factor of their even spacing and preparation for the 90-second interval of the theme effect. The timing aspect attains some additional complexity in groups, where synchronization of the procs between party members comes into play. Killing elites got relegated to (mostly) collateral damage in favor of building momentum via trash throughout the clear, although exceptions could be made when stacks were deemed high enough, elite health got low enough from circumstances, or a combination of both. The overall principle for elites, especially in a Stricken-deprived build, was to simply skip them.
      If we were to summarize the optimization of the Seasonal theme’s effects, it would be to:
      Amass a huge monster pull to kickstart your stacks as soon as the first proc comes into effect. Chain trash pulls for every subsequent theme proc, trying to keep your stacks well above a 50 stack minimum — although ideally, much higher. Chain trash pulls with careful positioning and judgment of your surroundings to squeeze the most of the upcoming effect. With some practice, rinsing and repeating steps 2 and 3 will take you much higher into Greater Rift progression, but also translates into half of the time spent in a GR push attempt or more being spent on proc setup and positioning, instead of using the capabilities of your own character. This is very reminiscent of the gameplay loop forced by exploitative mechanics, and I’ll once again leave it to the capable hands of SVR to walk you through his definition of the term (that I also share), as well as some of its history in Diablo 3.
      sVr:
      Each of the gameplay pillars I described before aren't entirely perpendicular to one another, but they all serve to increase one's power — allowing for higher GRs to be DPS-ed. Once a mechanic short-circuits all those three pillars (you don't need to scale the pillars anymore to go "higher in GRs"), it fundamentally breaks the feedback loop and core concept of the game. One technically doesn't need to "scale one's character" (or in other words, play the game as intended) to increase one's power.
      Historically, this was always my train of thought on how to "identify an exploit" that is clearly not just “a clever use of game mechanics” (as often postulated by 'exploit'-defenders). An example would be the “Necromancer’s Frailty curse plus Demon Hunter’s Marked for DeathGrim Reaper debuff” exploit after the Necromancer's release, where an entire screen would get one-shot by the interaction of both skills, regardless of what gear, paragon and main gems the Necromancer and Demon Hunter players had equipped. The Necro and DH were the damage dealers in that scenario - yet, their damage was "un-scalable" by any ingame playtime investment: regardless of how much time those players would've put in the game, they would've always executed the entire screen by the maximum damage value the game could apply. This mechanic short-circuited the entire concept of "power", hence, an exploit in my books.
       

      Conclusion
      Deadset:
      There is depth to be found in Season 21’s mechanics and what they bring to the game; certainly, an argument can be made that it forces you to play differently, to think differently of the things you do during the Greater Rift pushing attempts, which has always been the highlight of ‘hard’ content in Diablo 3, the proving ground of your heroes. In my book however, the shift from the intrinsic qualities of the aRPG genre — gradual character development, set and legendary item interactions, proactive use of abilities and their synergy — into a thinly veiled management of timers, is the wrong one to make. I greatly appreciate the practice of “themed Seasons” and the additional developer thought and effort spent, but in the future I’d be happy to see more player control and agency over the things happening on screen.
      sVr:
      Unfortunately, the S21 Theme, while not technically an exploit, nominally behaves the same way as an exploit in its current iteration. No amount of time investment scales your character's capability in GRs. While this is not entirely true and definitely and over-exaggerated statement, since you still get tankier and can increase your non-theme damage output, the core of the issue remains the same: there is no reason to play, besides playing the S21 Theme itself until you clear GR150 with it. To me this fundamentally breaks what Diablo 3 and GR progression is about; a journey of your character’s progression.
    • By Starym
      Season 21 starts today!  It's going to be quite a season, especially for Demon Hunters. We've already taken a look at the top builds for solo pushing, speedfarming and group compositions, as well as the meta-breaking new 3x DH-based XP farm setup which dethroned Rat runs, so now its time to head for the full guides themselves, and we have them ready for all classes!
      Barbarian
      The Support build still reigns supreme, as it retains it's place in the new XP farm meta, and the rest of the rankings haven't changed since the last season, as Barbarians didn't get many changes.
      Support Barbarian (Raekor + HotNS + Istvan) (Top Tier) Speed Farming Variant Rend Barbarian (WotW + Istvan) (Top Tier) Speed Farming Variation Seismic Slam Barbarian (MotE + Endless Walk) (Top Tier) Speed Farming Variation Frenzy Barbarian (HotNS + Endless Walk) (High Tier) Speed Farming Variation Hammer of the Ancients Raekor Barbarian (Raekor + Endless Walk + Istvan) (High Tier) Speed Farming Variation Hammer of the Ancients IK Barbarian (IK + Endless Walk) (High Tier) Speed Farming Variation Furious Charge Barbarian (IK + Raekor) (High Tier) Speed Farming Variation Leap/Earthquake Barbarian (MotE + Bastions) (High Tier) Speed Farming Variation Hammer of the Ancients GR Barbarian (Legacy of Dreams Gem) (Mid Tier) Whirlwind Wastes Barbarian (WotW + Bul-kathos) (Mid Tier) Speed Farming Variation Frenzy Thorns Barbarian (LoN) Speed Farming Variation
        Crusader
      Crusaders also didn't get a big shift in rankings, as the seasonal power doesn't really affect the individual builds.
      Heaven's Fury Crusader (Aegis of Valor) (Top Tier) Speed Farming Variation Blessed Shield Crusader (Legacy of Dreams Gem) (Top Tier) Thorns Crusader (Invoker + Endless Walk) (Top Tier) Speed Farming Variation Condemn LoD Crusader (Legacy of Dreams Gem) (High Tier) Condemn Akkhan Crusader (Akkhan + Bastions) (High Tier) Speed Farming Variation Hammerdin Crusader (SoL + Endless Walk) (High Tier) Speed Farming Variation Sweep Attack Crusader (Roland + Endless Walk) (Mid Tier) Speed Farming Variation Fist of the Heavens Crusader (Aegis of Valor) (Mid Tier) Speed Farming Variation Bombardment Crusader (LoN) (Mid Tier) Speed Farming Variation Shield Bash Crusader (Roland + Bastions) Speed Farming Variation
        Demon Hunter
      Season 21 is very much the season of the Demon Hunter, as their new Gears of Dreadlands set brought them 2 top tier builds, both for solo pushing and XP farming.
      Support Demon Hunter (GoD + Marauder) (Top Tier) (New) Hungering Arrow Demon Hunter (GoD + Bastions) (Top Tier) (New) Bolas Variation Rapid Fire Demon Hunter (Legacy of Dreams Gem) (Top Tier) Rapid Fire Natalya Demon Hunter (Natalya + Endless Walk) (Top Tier) Impale Demon Hunter (Shadow + Endless Walk) (High Tier) Speed Farming Variation Group Progression Variation Sentry Demon Hunter (Marauder + Natalya + Endless Walk) (High Tier) Multishot Demon Hunter (Unhallowed + Bastions) (High Tier) Speed Farming Variation Cluster Arrow Demon Hunter  (Marauder + Bastions) (Mid Tier) Speed Farming Variation Rockets-based Progression Variation Grenades Demon Hunter (Unhallowed + Endless Walk) (Mid Tier) Speed Farming Variation Rain of Vengeance Demon Hunter (Natalya + Bastions) (Mid Tier) Speed Farming Variation Fan of Knives LoD Demon Hunter (Legacy of Dreams Gem) Chakram Demon Hunter (Unhallowed + Bastions) Speed Farming Variation
        Monk
      Monk support is still on top as the class build rankings stay the same as last season.
      Support Monk (Inna + Born's Command + Captain Crimson) (Top Tier) Tempest Rush Sunwuko Monk (Monkey King + Captain Crimson) (Top Tier) Speed Farming Variation Tempest Rush Patterns Monk (Patterns of Justice + Captain Crimson) (Top Tier) Speed Farming Variation Wave of Light LoD Monk (Legacy of Dreams Gem) (Top Tier) Wave of Light Monk (Monkey King + Captain Crimson) (High Tier) Speed Farming Variation Inna Variation Generator Monk (Rainment + Endless Walk + Captain Crimson + Shenlong) (High Tier) Speed Farming Variation Inna Variation Seven-Sided Strike Monk (Uliana + Captain Crimson + Endless Walk) (High Tier) Speed Farming Variation Lashing Tail Kick LoD Monk (Legacy of Dreams Gem) (Mid Tier) Lashing Tail Kick Monk (Monkey King) (Mid Tier) Speed Farming Variation Exploding Palm Monk (Inna + Endless Walk) Speed Farming Variation Mystic Ally Pets Variation
        Necromancer
      The Necromancer may have gotten the shorter end of the new set stick, but they did get plenty of new toys to play with, resulting in a new build at the top of the list and two more top tier ones, with a whole lot of LoD!
      Corpse Explosion LoD Necromancer  (LoD) (Top Tier) (New) Key Farming Variation Support Necromancer (Pestilence + Captain Crimson) (Top Tier) Poison Scythe LoD Necromancer (LoD) (Top Tier) (New) Trash Killer Variation Corpse Lance LoD Necromancer (LoD) (Top Tier) Skeletal Mage Singularity/Archers LoD Necromancer (LoD) (Top Tier) (New) Speed Farming Variation Key Farming Variation Corpse Lance Necromancer (Pestilence + Endless Walk) (High Tier) Speed Farming Variation Trag'Oul Variation Group Progression Variation Skeletons Thorns Solo LoD Necromancer (LoD) (High Tier) Generator Necromancer (Inarius) (High Tier) Speed Farming Variation Skeletal Mages Rathma Necromancer (Rathma + Jesseth) (Mid Tier) Speed Farming Variation Group Speed GR Variation Skeletal Mages Trag'Oul Necromancer (Trag'Oul + Jesseth) (Mid Tier) Solo Progression Variation Blood Nova LoD Necromancer (LoD) (Mid Tier)
        Witch Doctor
      The WD's new set from a while ago has crept up the rankings and landed on top, edging out the ever popular Poison Dart build.
      Spirit Barrage Witch Doctor (Mundunugu + Endless Walk) (Top Tier) Speed Farming Variation Carnevil Poison Dart Witch Doctor (Zunimasa + Aughild's Authority + Endless Walk) (Top Tier) Speed Farming Variation Carnevil Poison Dart Dagger of Darts Witch Doctor (LoD) (Top Tier) Soul Harvest Witch Doctor (Jade Harvester) (Top Tier) Speed Farming Variation Spirit Barrage Witch Doctor (Legacy of Dreams Gem) (High Tier) Speed Farming Variation Group Progression Variation Firebats Witch Doctor (Arachyr + Endless Walk) (High Tier) Speed Farming Variation Group Progression Variation Gargantuan Zunimasa Witch Doctor (Zunimasa + Endless Walk) (Mid Tier) Speed Farming Variation Gargantuan Helltooth Witch Doctor (Helltooth + Endless Walk) (Mid Tier) Speed Farming Variation Zombie Bears Witch Doctor (Helltooth + Endless Walk) Speed Farming Variation Acid Cloud Witch Doctor (Helltooth + Bastions) Speed Farming Variation Grasp of the Dead Witch Doctor (Helltooth + Endless Walk)
        Wizard
      Wizards retain their rankings from last season, with the ubiquitous Archon remaining on top.
      Archon Wizard (Vyr + Chantodo) (Top Tier) Speed Farming Variation Mammoth Hydra Wizard (Legacy of Dreams Gem) (Top Tier) Frost Hydra Wizard (Typhon's Veil) (High Tier) Meteor Wizard (Firebird + Endless Walk) (High Tier) Speed Farming Variation Tal Rasha Variation Star Pact Variation Frozen Orb Wizard (Delsere + Endless Walk) (High Tier) Energy Twister Wizard (Delsere + Endless Walk) (High Tier) Manald Lightning Archon Wizard (Tal Rasha + Vyr) (Mid Tier) Group Progression Variation Solo Progression Variation Archon Wizard (Firebird + Chantodo + Endless Walk) (Mid Tier) Speed Farming Variation Arcane Torrent Manald Wizard (Tal Rasha + Endless Walk) (Mid Tier) Electrocute Variation Spectral Blade Variation Arcane Orbit Wizard (Delsere + Endless Walk) Speed Farming Variation Explosive Blast Farming Wizard (Tal Rasha + Sage) Greater Rifting Variation
        Those are all the class guides we have, the season start in a matter of hours and we hope you have a great time!
       

      Related articles:
      The Rat Is Dead: Long Live the Demon Hunter Speed Meta
      Which Class to Play in Diablo 3 Season 21? Solo, Group and Speedfarm Rankings
      Diablo 3 Season 21 Start Times
      Demon Hunter Set Guides Spotlight for Season 21: Gears of Dreadlands
      Diablo 3 Patch 2.6.9 (Season 21 Precursor) Is Now Live + Patch Notes
      Diablo 3 Ban Wave: June 19th
      Is the Season 21 Power Too Good? ZDPS Barb Can Solo GR 150 Without Area Damage
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