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Starym

S17: The Season of (My) Dreams

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The Season of Nightmares is long done and S18 (let's call it the Season of Glowy Orbs Underfoot) is underway. With the season over I have to say my hype for it was very well placed. This review may be a little late, but ever since the Season 17 started I've wanted to write and write about it, planning many different articles and topics but something kept getting in the way: I kept playing.

I'd say 17 was the best season so far by a long shot and would even go so far as saying that this is the best version of Diablo 3 period. In this article I'll try to point out why I feel this way and why Blizzard really need to take notice of this season looking to Diablo 4 and the itemization systems there. I've already talked a lot about sets, why I think they're the bane of D3 and how they've basically ruined an ok/solid itemization system, so I'll try to refrain from going into all of that again.

My S17 journey started with a whole lot of debate on what class to pick, or rather with me trying very hard not to make my 4th or 5th Monk in a row. In the end I went with Wizard, since I hadn't played the class in quite a while (I think the last time was the Tal Rasha season). The plan was to actually play pretty much all the classes, as the ability to ignore sets really opened up many possibilities for all of them (especially in the early game), but in the end I had so much fun and spent so much time on my Wiz that I only ended up playing a 3 others, and only 1 to any significant extent. Also I had to go on my honeymoon, which completely messed up my plans. Damn you wiifeeee!

And just to mention Season 18 and the legendary gem Legacy of Dreams, while I think it's great Blizz have taken some notice of the popularity of S17, I feel it's still too restrictive compared to the perma-LoN buff, but I'll get into that later.

The Story of the Build

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One of the things I completely forgot about during the last many years of playing the game was this phenomenon, which is one of my favorite things about ARPGs in general. As the game stood before S17 the item progression was pretty simple - get your Haedrig's Gift for the season and then start either filling out the few missing slots for that set's build or start farming the currently OP set. Now, I knew that this wasn't going to be the case in S17, and I knew I was going to be making some builds of my own from scratch, but what I had forgotten was that amazing feeling of actually "progressing" through a build.

*Just a note that I played solo the entire time.

So what do I mean by that exactly? In short, at the end of the day/season, I had not only made my own build, but I also had a great story about how I got to that final iteration of it. It started out with a bit of a negative, as I was expecting it to take a whole lot longer for me to get into the Ancient game and actually benefit from the LoN bonus, but I very quickly got an Ancient and it immediately rocketed me into the lower Torments. It was a random item, didn't have any build implications so I just kept switching things around - and so were the next few Ancients so I got to experiment a lot. Wizard really has a lot of potential spenders as opposed to some other classes and so the options were many. The great thing about this is that in addition to the 2-3 Ancients I had at that point each new regular legendary was also adding to my build selection, but none of them were build-defining and so the variety stayed intact. The first actually build-defining item I got was MirrorballMirrorball, which was great because it was one of those interesting builds you never get to try because it's immediately overshadowed by... well by any other build really (and ofc I went for the insanely inefficient 5-missile rune because screw it, it looks pretty).

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Then I hit a bit of a snag in my wonderful playing the field plans, as one of those darned Arcane Orb Ancients dropped, and boy are they too powerful to ignore. Very quickly I had a full Frozen Orb build going and it was by far the most efficient one available to me. With the weapon and offhand, the stacking bonuses on top of the LoN ones were just incredibly powerful and I almost messed up and stuck with that build permanently. But I remembered everything I was yammering on about in my previous article and decided to diversify instead and switch up my builds, despite the others being much weaker. This is when the next amazing point of the Season of Nightmares hit me: the other builds weren't THAT much weaker. Instead of having to drop like 10 torments when you went from set to no set in the past, these "bad" builds weren't really that bad. Sure you went down a couple of torments or stayed on the same one but took a lot longer to clear a rift, but since I wasn't at the pushing high GRs stage of the game yet I didn't really mind at all - I was still progressing at a solid pace and not forced to completely stop and get very few/no upgrades.

So I settled in and played a whole lot of stuff, leaning towards a pretty basic disintegrate build, which I was really enjoying due to the static nature of it being constantly challenged and interrupted by me having to move around to get the Oculus RingOculus Ring buff (which is actually my favorite thing about this new season as well). I still kept playing the Frozen Orb build here and there, as it was still far and away the best I had available, but I wasn't at all feeling restricted to it or feeling I was nerfing myself completely when not using it. And so thrughout my playing I kept getting bits and bobs to add to my Disintegrate build (with a pretty nice Wand of Woh one on the side) and still wasn't even done with getting full Ancients either. At some point I got the offhand that makes your Disintegrate spawn other spenders every second, which was a completely new item to me as I hadn't played Wizard after it was added. This was the major game-changer, as it opened up many possibilities (yes, I knew Meteor was going to be the go-to, but before that I tried out basically everything else). One of my favorite was the Energy TwisterEnergy Twister + Ranslor's FollyRanslor's Folly combo, which showed me how extremely fun throwing mobs around the map infinitely could be, which would actually come into play later in the main build.

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Eventually though, I did settle on Meteor, but even then I wasn't even remotely done with the build. I still only had around 10 Ancients and very, VERY few of them were actually for the build I was playing, so I actually had to prioritize normal legendaries over Ancients (primarily DeathwishDeathwish and Etched SigilEtched Sigil). So now that I had the general build I wanted in mind, it was time to switch things up.

It was time to finally go for targeted Ancient farming aka the Reforge Legendary option in the cube. i tried going the Upgrade Rare route for a while, but didn't get anywhere with it, so I instead focused on farming as many Forgotten Souls as possible and even doing some bounties for those act mats. I really enjoyed this part, as it was different from the "just see what drops and use that" method that I'd been using up until this point, or the short lived Death's Breath farm. And so this was the longest period of my time in Season 17, eventually getting all the things I wanted in Ancient form, but even then I wasn't even remotely done. After getting all Anciented up and having the correct pieces, it suddenly dawned on me that I was focusing on the items only, and completely forgot there may be a build improvement possible, so I started playing around with that. I recalled how much fun it was throwing mobs around with Energy Twister earlier and, since I couldn't really incorporate that into my Meteor build, decided to throw in a Black HoleBlack Hole in there. Since I was using a MeteorMeteorStar PactStar Pact combo, this massively helped with scattered mobs, but it did reduce the frequency of actual Meteors dropping, so it wasn't a pure upgrade, but a bit of a trade-off. Whether to remove Black Hole or not became an ongoing question I struggled with pretty much until the end of the season. But I STILL wasn't done with this single build!

As you can imagine, with Ancients just getting the right one takes some time, but that doesn't even remotely guarantee you'll get something with good rolls, which means the "minor" % upgrade item hunt that was the ONLY thing to do very quickly after you got your sets in other seasons, was only now arriving in my build, somewhere at the tail end of S17. And, to make things even more complicated, my first Primal Ancient was CindercoatCindercoat, which got me thinking of switching over to MeteorMeteor Meteor ShowerMeteor Shower, and dumping my Hergbrash's BindingHergbrash's Binding and stacking resource cost reduction instead... Eventually I did gather up all the pieces for that build as well, and switched between the two (since the arcane version was much better at single target damage, but even with Black Hole it sucked for AoE, compared to fire). I won't bother you with further details, but suffice it to say that I could go on and on and on about every single piece that fell into place for this build (and a paragraph or two about my insanely tanky build featuring Aquila CuirassAquila CuirassUnityUnityMantle of ChannelingMantle of ChannelingAshnagarr's Blood BracerAshnagarr's Blood BracerGalvanizing WardGalvanizing WardEye of EtlichEye of EtlichCord of the ShermaCord of the ShermaCrown of the PrimusCrown of the Primus, on top of the default damage reduction from LoN) but even though it may be similar to the Star Pact top tier one, it was entirely mine and I knew exactly how each piece ended up where it did and why.

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Conclusion

While I'm extremely disappointed the season is over and not too hyped about the current one, there are some very positive things to come out of S17. It would appear Blizzard did indeed take note of the popularity of the seasonal buff and while I don't think the new LoN legendary gem is exactly what was needed, it at least shows the devs are keeping track of what's working for the community. The barrier to entry presented by the Legacy of Dreams messes with the experience I described above and is on par with the loss presented by the LoN set itself (perhaps not in terms of raw power, but definitely in terms of variety), although I very much appreciate the fact it added regular legendaries into it's buff as well. And while I don't see myself getting this hyped for any future seasons, I'm very happy that Blizzard are taking notes, not so much for Diablo 3's future as much as the ongoing development of Diablo 4 (however many years it'll take to arrive). I can only hope the broken and pointless set system is put away entirely for D4 and a new role is found for those greens, because removing all choice for 6 item slots is just never a good idea for a game this reliant on itemization. But I'll get into Diablo 4 and what we need from that game another time.

Suffice it to say the Season of Nightmares was definitely the Season of (my) Dreams and really reminded me what Diablo games can be, and I guess you can't really wish for anything more from a free update to a 7 year old game. Thanks D3 dev team! I hope you can surprise me again with a new seasonal effect.

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Clearly I did not have the forethought to take screenshots while playing so these are just very hastily added ones post-season.

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Well, I enjoyed this season because of the set changes and the LoN gem is also a lovely addition.
More or less I entirely skipped over the "get ancients or gtfo" season, since I simply did not want to farm them.
The rings were meh, dull, confusing, mismatched with the filter overlay grifts, but Vyr comeback was doing incredibly well.

I was just happy to be among top in the leaderboards for a while before full-time farmers got filled it up completely.
 

I kinda wish now, that there was a way to stay "competitive" without the plain "pain" of exp farming, augments, ofc the full ancients and gems for the augments.
But then there would be nothing to do.
So I created a league of my own, a "week one below para 1k without aguments" league and I am content.

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Great article. 

Recently i've been thinking of how could D4 become a successful game when it releases and the itemization is definelly one of the main topics. 

Since you mentioned you will get into what will be needed from D4, I wanted to give you one suggestion to take into consideration. Since Starcraft and Warcraft 3, Blizzard is known for allowing people to make custom games from their engine. Well, diablo 2 was moddable and there were great ways to play it besides the original content. With that in mind, I was thinking that Blizzard could allow modding in D4 to allow people to contribute creating their own content. New classes, new acts, tower defense, card games, all sort of things using the d4 engine. That could be the perfect thing to guarantee the game success even though the game it self and its itemization ends up being as bad as d3. 

Take care!

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You talk to my heart mate. Great article!
Season 17 was the season that drop me back to the game, and honestly, i haven;t played that much Diablo for ages. 
I was really sad when the season was over, but at least, i'm back to the game. Also. i'm really happy that the devs listened to the community and they add the new gem so we can play that cool builds.

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Great write-up! I too had more fun than any other season from 1-18. Played my LoN BS Sader til the last week, all solo minus bounties and plvling people/giving vaults. I was very happy hit a GR121 and get, I think 27 rank at the time. It was just so much fun to keep going! I had 6 primals equipped and struggled to the end with my Jekang rolls but man...it was just a refreshing season! I miss it already ha! This is my first season fully SSF (til 9/22 anyway) and that's been a new experience that I enjoy since I'm 95% solo anyway. Here's to 19! What will come after the massive success of 17? Glad this season isn't going to keep me as engaged tbh! I need a little rest ha. Cheers!

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20 hours ago, Arruda said:

Great article. 

Recently i've been thinking of how could D4 become a successful game when it releases and the itemization is definelly one of the main topics. 

Since you mentioned you will get into what will be needed from D4, I wanted to give you one suggestion to take into consideration. Since Starcraft and Warcraft 3, Blizzard is known for allowing people to make custom games from their engine. Well, diablo 2 was moddable and there were great ways to play it besides the original content. With that in mind, I was thinking that Blizzard could allow modding in D4 to allow people to contribute creating their own content. New classes, new acts, tower defense, card games, all sort of things using the d4 engine. That could be the perfect thing to guarantee the game success even though the game it self and its itemization ends up being as bad as d3. 

Take care!

That's a great iea but unfortunately I very much doubt they'll implement it.  Basically with Sc2 and WC it makes sense since youre not bound to a character, but for Diablo every single mod would require yu to make a separate char, since they can't allow "modded" chars into the main population - you'd have too many mods that just gave you all legendaries ever, max level etc.

You actually did give me a good idea for an article and In think that's the one I'll be writing next! Thanks!

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4 hours ago, Starym said:

That's a great iea but unfortunately I very much doubt they'll implement it.  Basically with Sc2 and WC it makes sense since youre not bound to a character, but for Diablo every single mod would require yu to make a separate char, since they can't allow "modded" chars into the main population - you'd have too many mods that just gave you all legendaries ever, max level etc.

You actually did give me a good idea for an article and In think that's the one I'll be writing next! Thanks!

I also very much doubt they would Implement it, but Nevalistis could be reading this forums and perhaps they brainstorm this idea and how to implement it. Who knows, maybe they can have a "open battle.net" like character list in d4? I really dont think it is that hard to do. And it could save their game.

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This season WAS great! And getting to try some of the new builds was a lot of fun.

Then following a Maintenance Update this week, we can no longer chat with Team members (or the larger community - e.g. the 100+ GR / General chat don't seem to work anymore), and inviting friends to join your group only works half the time. 

It's now been 3-4 days without resolution (just a floating message in the Blizzard app saying they are aware of the problem) - I feel like this would never happen to any other Blizzard game. They seem to rely on Diablo 3 players being a smaller community, unable to generate the kind of social media outrage necessary to force them to take action. 

 

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      Season Journey Rewards
      If you’ve been diligently slaying demons for the past few Seasons and reached Conqueror in the Season Journey each time, you’ve surely accrued a few extra Stash tabs. You’ll earn one additional tab each Season by finishing the Conqueror tier, up to a maximum of five Stash tabs:
      Guardian of Sanctuary: Finish a level 70 Nephalem Rift on Torment XIII within five minutes. Gem of My Life: Level three Legendary Gems to level 55. All I Do IS Win: Complete two Conquests this Season. Disarm You: Kill Rakanoth at level 70 in under 15 seconds on Torment XIII difficulty. Money Ain’t A Thang: Slay Greed on Torment XIII difficulty. Take U There: Reach Greater Rift level 60 Solo. Power Amplification: Use Kanai’s Cube to augment an Ancient Legendary item with a level 50+ gem. Cubic Reconfiguration: Use Kanai’s Cube to reforge a Legendary item. Return to Top
      Seasonal Conquest
      Want to prepare your Conquest plan for Season 30? Here are the challenges you’ll face!
      Push your way to Greater Rift level 75 to complete Divinity/Lionhearted. On a Good Day/I Can’t Stop guides you to get your Legendary Gem grind on; level three Legendary Gems to 65 to complete this challenge! For the speedy, Speed Demon/Need for Speed requires the fastest Nephalem to complete a Nephalem Rift at level 70 on Torment X or higher in under two minutes. For Curses!/Stars Align, pick any Cursed Chest event that requires killing monsters and defeat over 350 or more at level 70 on Torment X or higher. For the fiercest demon slayers, Boss Mode/World’s Apart is a speed challenge where you’ll need to eliminate the following bosses at level 70 and Torment X in under twenty minutes:
      The Skeleton King The Butcher Zoltun Kulle Ghom Cydaea Rakanoth Diablo Adria Queen Araneae Maghda Belial Siegebreaker Assault Beast Azmodan Izual Urzael Malthael Return to Top
      Haedrig’s Gift
      Finally, the Class Sets rewarded for completing certain chapters in the Season Journey courtesy of Haedrig’s Gift have rotated once more. We’ve listed the available Sets below. For those new to Seasons, here’s how it works:
      Completing Chapters 2, 3, and 4 of the Season Journey will reward you with three of Haedrig’s Gifts. Each Gift contains a few pieces from one of your Class Sets. Players can only unlock one Class Set in this manner per Season across Hardcore and Non-Hardcore, so choose wisely!
      The set you will receive depends on the class of the character you’re playing when you open each Haedrig’s Gift. To collect a full Class Set, you’ll need to open all three on the same character.
      Here are the sets granted by Haedrig’s Gift in season 30
      Barbarian: The Legacy of Raekor Crusader: Armor of Akkhan Demon Hunter: Embodiment of the Marauder Monk: Inna’s Reach Necromancer: Pestilence Master’s Shroud Witch Doctor: Zunimassa’s Haunt Wizard: Delsere’s Magnum Opus
      Return to Top
      Patch Notes
      Below you’ll find patch notes for the upcoming update to Diablo III: Patch 2.7.7. It goes live on January 9.
      Note: All changes apply to all versions of Diablo III, including PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, and PC unless otherwise indicated.
      New Permanent Features: Rites of Sanctuary and Visions of Enmity
      Back by popular demand, the Rites of Sanctuary and Visions of Enmity Season themes have become a permanent fixture of Diablo III. While we are extremely excited to make these features always available, to ensure your time slaying demons remains balanced, we had to make some adjustments to the bonuses provided by the Altar of Rites. When existent alongside Visions of Enmity, continual Season themes, and adjustments to Class balance, we felt the game’s balance would benefit from adjustments to Rites of Sanctuary. Here’s what has changed:
      Force Decreased damage to +100 from +200. Shadow Decreased Missile Damage Reduction to 5% from 25%. Exodus Decreased Movement Speed (Uncapped) to +10% from +25%. Command Increased damage against Elites reduced to 5% from 15%. Tenacity Increased damage reduced to 5% from 20%. Reverence Reduces damage taken from Elites by 5%, previously 25%. Numb 25% Decreased Melee Damage Reduction to 5% from 25%. Nature Highest elemental skill damage bonus increased by 5%, previously 10%. Prowess Increased damage against Elites reduced to 5% from 20%. Roar Damage done to Bosses increased to 5% from 50%. Elegance Chance to Dodge increased by 5%, previously 15%. Malice Decreased to +5% Damage from +30% Damage. Father Power pylon has been removed from random Shrine effect. Mother Triune of Love Circle now increases damage by 50%, previously 100%. Empowered shrine has been removed from the random Shrine effect of the Father Seal from Altar of Rites. Feature Changes
      Chilltara now has a 20% drop rate of Gibbering Gemstone. Whisper of Atonements can now be salvaged for 1–3 Forgotten Souls. Orek's Dream encounter rate buffed from 1 to 4%. Gelatinous Sire goblins no longer spawn from the Goblin Shrine inside Echoing Nightmares. Class Balance Changes
      Striking a middle ground between fun and balanced is our top priority when it comes to Classes. As we mentioned in our Season 29 article, going forward, a series of iconic themes from Seasons past will be reintroduced roughly every 3 months. The below Class balances changes were made to ensure each Class remains both fun and balanced as powerful Season themes return to Diablo III.
      Any changes made to the below between the PTR and now, and any new additions, have been marked in red.
      Barbarian
      Might of the Earth Increased the damage of Earthquake, Avalanche, Leap, Ground Stomp, Ancient Spear and Seismic Slam to 37,500% from 20,000%. The Legacy of Raekor Hitting enemies with Furious Charge or Weapon Throw increases the damage of your next Ancient Spear by 2,500% from 5,500% and causes it to release multiple spears from its target. This effect stacks and each spear throw consumes a maximum of 5 stacks. Crusader
      Roland's Legacy Increased the damage of Shield Bash and Sweep Attack to 40,000% from 17,500%. Aegis of Valor Increased the damage of Fist of the Heavens and Heaven's Fury to 15,000% from 20,000%. Akkhan's Manacles Blessed Shield damage is increased by 400-500% for the first enemy it hits. Additionally, this bonus continues and is reduced by 50% for each subsequent non- Shattering Throw target. Blade of Prophecy Condemned enemies also trigger Condemn's explosion and the damage of Condemn is increased by 600-800%. Faithful Memory Each enemy hit by Falling Sword increases the damage of Blessed Hammer by 60-80% for 10 seconds. Max 10 stacks. Each stack of this buff can now stack between uses instead of resetting. Denial Each enemy hit by your Sweep Attack increases the damage of your next Sweep Attack by 100–125%, stacking up to 5 times between uses. Each stack lasts up to 5 seconds. Demon Hunter
      The Shadow's Mantle Impale’s additional damage increased to 120,000% weapon damage from 75,000% to the first enemy hit, and to 40,000% from 25,000% to subsequent enemies. Embodiment of the Marauder Your primary skills, Elemental Arrow, Chakram, Impale, Multishot, Cluster Arrow, Companions, Vengeance, and Sentries now deal 9,500% increased damage, previously 12,000%, for every active Sentry. Monk
      Raiment of a Thousand Storms Your Spirit Generators increase the weapon damage of Dashing Strike to 60,000% for 6 seconds and Dashing Strike increases the damage of your Spirit Generators by 14,000%, instead of 6,000%, for 6 seconds. Uliana's Stratagem Increased the damage of your Exploding Palm from 9,000% to 12,500% and your Seven-Sided Strike detonates your Exploding Palm. Kyoshiro's Blade When the initial impact of your Wave of Light hits 5 or fewer enemies, previously 3, the damage is increased by 200-250%. Necromancer
      Pestilence Each corpse you consume grants you an Empowered Bone Spear charge that increases the damage of your next Bone Spear by 6,000% from 3,300%. In addition, Corpse Lance and Corpse Explosion damage is increased by 6,000% from 3,300%. Each enemy you hit with Bone Spear, Corpse Lance, and Corpse Explosion reduces your damage taken by 3%, up to a maximum of 75%. Lasts 15 seconds. Inarius Bone Armor also activates a swirling tornado of bone, damaging nearby enemies for 1000% weapon damage and increasing the damage they take from the Necromancer to 19,000% from 10,000%. Trag'Oul's Avatar Your Life-spending abilities deal 6,250% increased damage, previously 10,000%, and your healing from skills is increased by 100%. Masquerade of the Burning Carnival Bone Spear cast by you and your Simulacrums deals 5,500% increased damage, previously 9,000%. Simulacrums gain triple this bonus. Bloodtide Blade Death Nova deals 300-400% increased damage for every enemy within 25 yards, up to 10 enemies, previously 25 enemies. Grasps of Essence When an exploded corpse damages at least one enemy, your Corpse Explosion deals 150-200% increased damage for 6 seconds, stacking up to 4 times, previously 5 stacks. Corpsewhisper Pauldrons Corpse Lance damage is increased to 50-75% from 20-30% for 3 seconds when you consume a corpse. Max 20 stacks. Witch Doctor
      Raiment of the Jade Harvester Soul Harvest reduces damage taken by 50% for 12 seconds and consumes your damage over time effects on enemies, instantly dealing 26,000 seconds worth of remaining damage, previously 10,000. Helltooth Harness After casting Wall of Death, gain 37,500% increased damage, previously 17,500%, for 15 seconds to your primary skills, Acid Cloud, Firebats, Zombie Charger, Zombie Dogs, Gargantuan, Grasp of the Dead, Piranhas, and Wall of Death./li> Mundunugu's Regalia Spirit Barrage deals 17,500% increased damage, previously 20,000% plus an additional % equal to 5 times your Mana Regeneration/Second. Spirit of Arachyr The damage of your creature skills is increased by 11,500%, previously 25,000%. Creature skills are Corpse Spiders, Plague of Toads, Firebats, Locust Swarm, Hex, and Piranhas. Zunimassa's Haunt Enemies hit by your Mana spenders take 13,000% increased damage, previously 15,000%, from your pets for 8 seconds. Wizard
      Delsere's Magnum Opus Enemies affected by your Slow Time and for 5 seconds after exiting take 20,000% increased damage, previously 12,500%, from your Arcane Orb, Energy Twister, Magic Missile, Shock Pulse, Spectral Blade, Electrocute, and Arcane Torrent abilities. Tal Rasha's Elements Attacks increase your damage by 1,000%, previously 2,000%, for 8 seconds. Arcane, Cold, Fire, and Lightning attacks each add one stack. At 4 stacks, each different elemental attack extends the duration by 2 seconds, up to a maximum of 8 seconds. The Smoldering Core Lesser enemies are now lured to your Meteor impact areas. Meteors deal 40-50% increased damage on consecutive hits to the same target. This stacks up to 3 times, previously 10. The Twisted Sword Energy Twister damage is increased by 125-150% for each Energy Twister you have out up to a maximum of 3, previously 5. The Raging Storm rune is automatically applied to Energy Twister and allows the tornado to merge with 3 additional Energy Twisters. Return to Top
    • By Staff
      The Darkening of Tristram returns to Diablo 3 on January 3. Find out more about the event in the official blog post!
      (Source)
      Diablo’s anniversary is right around the corner, along with the Darkening of Tristram event! Whether you’re a series veteran craving nostalgia, or a newcomer hungry for your first taste of the franchise’s past, this annual loving homage to the earliest days of Diablo is for you.
      Read on for more, including a closer look at the anniversary dungeon and its unique rewards.

      Stop the Cultists
      Your journey begins on the trail of a group of mysterious cultists causing trouble in Sanctuary. As you hunt them down in Adventure Mode, you’ll uncover clues leading to a portal into Tristram’s past, and the terrifying darkness that took hold of the town so many years ago. . . .

      Explore the Cathedral
      Follow the clues and you’ll soon find yourself in a realm of glorious RetroVision™, where an all-too-familiar cathedral looms. Explore the depths and you’ll discover familiar enemies and iconic items, all brought to life in the Diablo III engine. Meanwhile, deep beneath the catacombs, the Dark Lord himself awaits any intrepid adventurer who dares to challenge him. . . .

      Discover Precious Loot
      What is a Diablo game without shiny new loot to call your own? Completing activities in the anniversary event yields unique transmogrification effects, achievements, portraits, pets, and more.
      While some rewards are easy to find, others may have you scouring every nook or unlocking every achievement before you can get your hands on them. Can you earn them all? There’s only one way to find out!

      Your Journey Begins…
      Exclusive rewards and challenging enemies await you, but they won’t last forever! The cultists will appear on December 31 at 4 p.m. PST, and the portal opens January 3 at the same hour. Both parts of the event end January 31 at 4 p.m. PST.
      Enter the dungeon, reap your rewards, and survive the evils within—or die in the process, never to be heard from again. . . .
    • By Staff
      The Diablo 3 patch PTR is up and we have all the details on it! From the new permanent Rites of Sanctuary and Visions of Enmity features to class balance and more, let's take a look at what's coming.
      Patch 2.7.7 PTR (Source)
      Hail, Nephalem! We welcome you to the Diablo III Patch 2.7.7 PTR. From December 5–12, we’ll need your help in testing balance changes for all Classes and 2 returning Season themes that are being permanently added to the game for all modes—Rites of Sanctuary and Visions of Enmity.
      Seasonal Journey
      PTR Focus and Details
      PTR Testing Tips
      New Permanent Features: Rites of Sanctuary and Visions of Enmity
      Class Balance Changes
      How to Participate in the PTR
      PTR Character Copy
      Please note that this is a preview for PTR content, which is subject to change. As this is a test server, please anticipate uneven game performance, and note that restarts and downtime may occur without warning. Thank you, and we look forward to your feedback!

      PTR Focus and Details
      The Patch 2.7.7 PTR will soon be under way. During this time, there may be periodic maintenances, outages, hotfixes, or minor patches. We urge you to focus your playthrough on the following:
      Rites of Sanctuary and Visions of Enmity: Based on positive community feedback, we saw these Season themes were such a hit that we’ve decided to make them permanent. Players can harness the might from the Altar of Rites and Diabolical Fissures to dream up unique Class builds and achieve new levels of power. Class Balance: To ensure that the most significant class changes receive an ample amount of attention, we'd love for you to focus testing and providing feedback on the balance changes for all Classes. PTR-unique buffs will be active to help you on your journey: increased experience gains, and double Blood Shard drops. You can also buy new gear for testing from the special PTR vendor, Djank Mi'em, who will exchange Blood Shards for class-specific bags full of Legendary Items that we'd love for you to test! So that we can efficiently review your posts, please provide feedback in the PTR Feedback forum and bug reports in the PTR Bug Report forum.
      Back to Top

      PTR Testing Tips
      As with our previous PTRs, this testing period is short, so it's best to hit the ground running. Whether you’re a PTR veteran or newcomer, we thought we’d pass along a few tips to get you started.
      Because of the limited duration of this PTR, we ask that participants pick a particular portion of this update to focus on testing. For example, if you’re primarily a Witch Doctor player, consider what changes impact the Witch Doctor specifically. What you like best, what you think may still need adjustment, and what you’d want to see in the future (even if that may be beyond the scope of this patch) are all good questions to ask yourself before submitting feedback. Try to break things! Just tell us when you do so we can make sure that the patch’s launch is as smooth as possible. When providing feedback, focus less on a solution and more on your experience. How did the changes make you feel? Did something seem incorrect or insufficient? Suggestions are always welcome but identifying the issues themselves is most important. Back to Top

      New Permanent Features: Rites of Sanctuary and Visions of Enmity
      Back by popular demand, the Rites of Sanctuary and Visions of Enmity Season themes have become a permanent fixture of Diablo III. While we are extremely excited to make these features always available, to ensure your time slaying demons remains balanced, we had to make some adjustments to the bonuses provided by the Altar of Rites. When existent alongside Visions of Enmity, continual Season themes, and adjustments to Class balance, we felt the game’s balance would benefit from adjustments to Rites of Sanctuary. Here’s what has changed:
      Force Decreased damage to +100 from +200. Shadow Decreased Missile Damage Reduction to 5% from 25%. Exodus Decreased Movement Speed (Uncapped) to +10% from +25%. Command Increased damage against Elites reduced to 5% from 15%. Tenacity Increased damage reduced to 5% from 20%. Reverence Reduces damage taken from Elites by 5%, previously 25%. Numb 25% Decreased Melee Damage Reduction to 5% from 25%. Nature Highest elemental skill damage bonus increased by 5%, previously 10%. Prowess Increased damage against Elites reduced to 5% from 20%. Roar Damage done to Bosses increased to 5% from 50%. Elegance Chance to Dodge increased by 5%, previously 15%. Malice Decreased to +5% Damage from +30% Damage. Father Power pylon has been removed from random Shrine effect. Mother Triune of Love Circle now increases damage by 50%, previously 100%. Back to Top

      Class Balance Changes
      Striking a middle ground between fun and balanced is our top priority when it comes to Classes. As we mentioned in our Season 29 article, going forward, a series of iconic themes from Seasons past will be reintroduced roughly every 3 months. The below Class balances changes were made to ensure each Class remains both fun and balanced as powerful Season themes return to Diablo III.
      Barbarian
      Might of the Earth Increased the damage of Earthquake, Avalanche, Leap, Ground Stomp, Ancient Spear and Seismic Slam to 37,500% from 20,000%. The Legacy of Raekor Hitting enemies with Furious Charge or Weapon Throw increases the damage of your next Ancient Spear by 2,500% from 5,500% and causes it to release multiple spears from its target. This effect stacks and each spear throw consumes a maximum of 5 stacks. Crusader
      Roland's Legacy Increased the damage of Shield Bash and Sweep Attack to 40,000% from 17,500%. Aegis of Valor Increased the damage of Fist of the Heavens and Heaven's Fury to 15,000% from 20,000%. Akkhan's Manacles Blessed Shield damage is increased by 400-500% for the first enemy it hits. Additionally, this bonus continues and is reduced by 50% for each subsequent non Shattering Throw target. Blade of Prophecy Condemned enemies also trigger Condemn's explosion and the damage of Condemn is increased by 600-800%. Faithful Memory Each enemy hit by Falling Sword increases the damage of Blessed Hammer by 60-80% for 10 seconds. Max 10 stacks. Each stack of this buff can now stack between uses instead of resetting. Demon Hunter
      The Shadow's Mantle Impale’s additional damage increased to 120,000% weapon damage from 75,000% to the first enemy hit, and to 40,000% from 25,000% to subsequent enemies. Embodiment of the Marauder Your primary skills, Elemental Arrow, Chakram, Impale, Multishot, Cluster Arrow, Companions, Vengeance, and Sentries now deal 6,500% increased damage, previously 12,000%, for every active Sentry. Monk
      Raiment of a Thousand Storms Your Spirit Generators increase the weapon damage of Dashing Strike to 60,000% for 6 seconds and Dashing Strike increases the damage of your Spirit Generators by 14,000%, instead of 6,000%, for 6 seconds. Uliana's Stratagem Increased the damage of your Exploding Palm from 9,000% to 12,500% and your Seven-Sided Strike detonates your Exploding Palm. Kyoshiro's Blade When the initial impact of your Wave of Light hits 5 or fewer enemies, previously 3, the damage is increased by 200-250%. Necromancer
      Pestilence Each corpse you consume grants you an Empowered Bone Spear charge that increases the damage of your next Bone Spear by 6,000% from 3,300%. In addition, Corpse Lance and Corpse Explosion damage is increased by 6,000% from 3,300%. Inarius Bone Armor also activates a swirling tornado of bone, damaging nearby enemies for 1000% weapon damage and increasing the damage they take from the Necromancer to 19,000% from 10,000%. Trag'Oul's Avatar Your Life-spending abilities deal 6,250% increased damage, previously 10,000%, and your healing from skills is increased by 100%. Masquerade of the Burning Carnival Bone Spear cast by you and your Simulacrums deals 5,500% increased damage, previously 9,000%. Simulacrums gain triple this bonus. Bloodtide Blade Death Nova deals 300-400% increased damage for every enemy within 25 yards, up to 10 enemies, previously 25 enemies. Grasps of Essence When an exploded corpse damages at least one enemy, your Corpse Explosion deals 150-200% increased damage for 6 seconds, stacking up to 4 times, previously 5 stacks. Corpsewhisper Pauldrons Corpse Lance damage is increased to 50-75% from 20-30% for 3 seconds when you consume a corpse. Max 20 stacks. Witch Doctor
      Raiment of the Jade Harvester Soul Harvest reduces damage taken by 50% for 12 seconds and consumes your damage over time effects on enemies, instantly dealing 26,000 seconds worth of remaining damage, previously 10,000. Helltooth Harness After casting Wall of Death, gain 37,500% increased damage, previously 17,500%, for 15 seconds to your primary skills, Acid Cloud, Firebats, Zombie Charger, Zombie Dogs, Gargantuan, Grasp of the Dead, Piranhas, and Wall of Death. Mundunugu's Regalia Spirit Barrage deals 15,000% increased damage, previously 20,000% plus an additional % equal to 5 times your Mana Regeneration/Second. Spirit of Arachyr The damage of your creature skills is increased by 11,500%, previously 25,000%. Creature skills are Corpse Spiders, Plague of Toads, Firebats, Locust Swarm, Hex, and Piranhas. Zunimassa's Haunt Enemies hit by your Mana spenders take 13,000% increased damage, previously 15,000%, from your pets for 8 seconds. Wizard
      Delsere's Magnum Opus Enemies affected by your Slow Time and for 5 seconds after exiting take 20,000% increased damage, previously 12,500%, from your Arcane Orb, Energy Twister, Magic Missile, Shock Pulse, Spectral Blade, Electrocute, and Arcane Torrent abilities. Tal Rasha's Elements Attacks increase your damage by 1,000%, previously 2,000%, for 8 seconds. Arcane, Cold, Fire, and Lightning attacks each add one stack. At 4 stacks, each different elemental attack extends the duration by 2 seconds, up to a maximum of 8 seconds. The Smoldering Core Lesser enemies are now lured to your Meteor impact areas. Meteors deal 40-50% increased damage on consecutive hits to the same target. This stacks up to 3 times, previously 10. The Twisted Sword Energy Twister damage is increased by 125-150% for each Energy Twister you have out up to a maximum of 3, previously 5. The Raging Storm rune is automatically applied to Energy Twister and allows the tornado to merge with 3 additional Energy Twisters. Back to Top

      How to Participate in the PTR
      To participate in the public test, you must have a Diablo III game license attached to a Battle.net account in good standing (i.e. one that hasn't been suspended or banned). In addition, you will also need to download and install the Blizzard Battle.net desktop app if you have not already done so.
      Step 1: Restart the Battle.net desktop app.
      Step 2: Navigate to the Diablo III tab on the left-hand menu.
      Step 3: On the Diablo III screen, there is a drop-down menu right above the "Play" button (note that this may say "Install" if you do not have Diablo III currently installed). Select "PTR: Diablo III" from this drop-down menu before proceeding.
      Step 4: Click Install to begin the installation process.
      Your PTR account will be created automatically if you do not already have one. The PTR is available in all supported languages, and accounts from all regions are eligible to participate. For additional assistance with installing and launching the PTR, click here.
      Back to Top

      PTR Character Copy
      The option to copy your existing Diablo III characters from your live account to the PTR will be available and can be done directly through the PTR client. However, only one region per account can be copied at a time. So, if you choose to copy characters from your account in a different region, any previously copied PTR characters will be lost.
      Step 1: Log into the live game and then log out.
      Step 2: Log into PTR client and create a level 1 character. After you're done, return to the main character screen.
      Step 3: Click on the "PTR Copy" button located in the upper right-hand corner. (The PTR Copy button will not appear in-game until you have created a new level 1 character.)
      Step 4: Select your region.
      Step 5: Click "Copy." This will copy all characters on your account from the selected region.
      Step 6: You will be disconnected from the PTR client.
      Step 7: Log back in. Your copied characters will be available for play.
      Please note that you can only copy characters from one gameplay region at a time. If you choose to copy characters from a different region, any previously copied PTR characters will be lost. In addition, you can only copy characters over to your PTR account once every 24 hours. Attempting to copy characters before this cooldown is up will result in an error.
      We hope you enjoy the PTR!
      -The Diablo III Development Team
      Back to Top
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