Damien

Leap/Earthquake Barbarian

Sign in to follow this  

166 posts in this topic

This thread is for comments about our Leap/Earthquake Barbarian Build Guide.

Share this post


Link to post
Share on other sites

Is it not better to use Earth set items, gloves, shoulders and pants then use a leo's crown with a big diamond in it for the huge CDR? instead of the bonus fire dmg from andariels/magefists (depending what item you swap out?). Sure a 5 second CD of Leap is better than the 10second CD of leap with an extra 20% dmg on it?

Share this post


Link to post
Share on other sites

Is it not better to use Earth set items, gloves, shoulders and pants then use a leo's crown with a big diamond in it for the huge CDR? instead of the bonus fire dmg from andariels/magefists (depending what item you swap out?). Sure a 5 second CD of Leap is better than the 10second CD of leap with an extra 20% dmg on it?

Hey, Maurier

In most situations when a player struggles building up CDR for better uptimes on WotB, Leoric's Crown is probably the best choice and Andariel's Visage on the list is a mistake that will be fixed. Magefist is a really solid alternative if you have no access to Leoric's Crown. 

Thanks for pointing it out.

Share this post


Link to post
Share on other sites

I dont like the build. Tried it with some good gear on t8. never was so fast down with a single grp with 2 groups of champs. no survival skills no escapeskills.

 

i am sure that i played not perfect but i simple dont like this.

 

also i think whirlwind on t10 is much faster and safer

Share this post


Link to post
Share on other sites

I dont like the build. Tried it with some good gear on t8. never was so fast down with a single grp with 2 groups of champs. no survival skills no escapeskills.

 

i am sure that i played not perfect but i simple dont like this.

 

also i think whirlwind on t10 is much faster and safer

I completely agree.  I have a full IK set with a decent ancient wep (though not the Gavel I'm supposed to have) and I can fly through t8.  I was so excited to try this build once I finally got all the right pieces in place, and I got absolutely murder-faced, still on t8, on just about every pull.  What am I missing? Did something get nerfed at the beginning of this patch?

Share this post


Link to post
Share on other sites

I completely agree.  I have a full IK set with a decent ancient wep (though not the Gavel I'm supposed to have) and I can fly through t8.  I was so excited to try this build once I finally got all the right pieces in place, and I got absolutely murder-faced, still on t8, on just about every pull.  What am I missing? Did something get nerfed at the beginning of this patch?

 

Nerfs did not occur, but neither did any reworks - the set is simply begging for a revision, as it is the oldest Barb set from Reaper of Souls and hasn't been designed for difficulties over t6. Some minor adjustments can be made (mixing with IK, cubing some of the necessary items), but it simply doesn't hold up to the newer sets without a redesign.

Share this post


Link to post
Share on other sites

 

I completely agree.  I have a full IK set with a decent ancient wep (though not the Gavel I'm supposed to have) and I can fly through t8.  I was so excited to try this build once I finally got all the right pieces in place, and I got absolutely murder-faced, still on t8, on just about every pull.  What am I missing? Did something get nerfed at the beginning of this patch?

 

Nerfs did not occur, but neither did any reworks - the set is simply begging for a revision, as it is the oldest Barb set from Reaper of Souls and hasn't been designed for difficulties over t6. Some minor adjustments can be made (mixing with IK, cubing some of the necessary items), but it simply doesn't hold up to the newer sets without a redesign.

 

I can confirm that this is correct, the set WAS powerful, as was this build, but when compared with the new or reworked sets, it simply doesn't compare, i attempted to use this set and even in t6 it's damage potential is no where near a hota set, sad but true i was looking forward to trying it for speed running though rifts, but my hota build is faster.

Share this post


Link to post
Share on other sites

In the new revision to the build posted today, it looks like there is an error in the passives.  Berserker Rage is listed in the skill section, but the text says it should be Earthen Might.

 

Still reading the rest of it, but already excited to try it out...!

Share this post


Link to post
Share on other sites

Yes using Dread Iron belt is pointless in the build unless you use the spell ground stomp Deadset needs to learn how to upload build correctly the belt does nothing at all towards the build best off using String of ear's instead. So for anyone that is going to use this build dont use Dread Iron belt unless u use the spell grpund stomp also in the setup

Share this post


Link to post
Share on other sites

It also increases Avalanches damage by up to 200%.

Since both Shouts cast Avalanche in addition to EQ, you will more than notice the extra damage.

Share this post


Link to post
Share on other sites

War Cry and Threatening Shout Cause an Avalanche and Earthquake. So you do use avalanche in that sense. You don't have a rune for it since you don't have it on the skill bar, but it's still a source of extra damage so it's definitely not pointless.

Share this post


Link to post
Share on other sites

This build needs to be updated. Animosity is useless here. Swap out animosity for Earthen Might. Every leap gives you 30 Fury. Every Warcry use gives you 60. Every Threatening Shout gives you 60. Try it, it works.

Share this post


Link to post
Share on other sites

The confusion probably comes from the fact that the pre-patch version of the belt does not have the Avalanche damage increase, so if you're looking at a belt you already had, it would appear pointless.  But the post-patch version has up to a 200% increase, and as pointed out, with Avalanche being triggered by War Cry and Threatening Shout, it is far from pointless.

 

NOTE --> Something I've been meaning to post is that the guide should include a note clarifying the use of the belt.  It's confusing at first since you're not making use of the Legendary Power.

 

By the way, you can take pre-patch Legendaries and reforge them in the Cube to turn them into post-patch versions.

Share this post


Link to post
Share on other sites

This build needs to be updated. Animosity is useless here. Swap out animosity for Earthen Might. Every leap gives you 30 Fury. Every Warcry use gives you 60. Every Threatening Shout gives you 60. Try it, it works.

 

If you read the text, Earthen Might is one of the passives.  They made a mistake and left it out of the skill list at the top.  But it replaces Berserker Rage, not Animosity.  Berserker Rage is not helpful because you dump all your Fury with Boulder Toss as soon as it's full, so you don't spend a significant amount of time near max fury.  Animosity is useful because of the +20 maximum Fury.  Boulder Toss does 20% weapon damage per point of Fury spent, so Animosity (potentially) gives you an extra 400% weapon damage per boulder.

Share this post


Link to post
Share on other sites

In the new revision to the build posted today, it looks like there is an error in the passives.  Berserker Rage is listed in the skill section, but the text says it should be Earthen Might.

 

Still reading the rest of it, but already excited to try it out...!

 

I'm also confused by the opening lines in Section 2, Strategy:  "The typical rotation during a fight includes a triple barbarian_leap.pngLeap into the thick of enemies".

 

How, exactly, are we doing a triple Leap when it's got a 10 second cooldown, and *before* doing any of the abilities of the 2pc bonus which would reduce the remaining cd?  Is there some passive effect somewhere else that I'm missing?

 

EDIT:  never mind, I was drunk on cheese when I read the description the first time; what I was missing were the unique_boots_009_x1_demonhunter_male.pngLut Socks

Edited by Farmbuyer

Share this post


Link to post
Share on other sites

Hardcore barb here, unwilling to play without my cheat death proc passive, which of the passives is easiest to cut while maintaining a functional build.

Share this post


Link to post
Share on other sites

...

How, exactly, are we doing a triple Leap when it's got a 10 second cooldown, and *before* doing any of the abilities of the 2pc bonus which would reduce the remaining cd?  Is there some passive effect somewhere else that I'm missing?

 

EDIT:  never mind, I was drunk on cheese when I read the description the first time; what I was missing were the unique_boots_009_x1_demonhunter_male.pngLut Socks

I was surprised to find that, while tripple-jumping with the Lut Socks, you can cast Threatening Shout even in midair.  You don't even have to pause, which makes it easy to get the damage bonus and still get in all three jumps.

  • Like 1

Share this post


Link to post
Share on other sites

I'm using In-Geom http://us.battle.net/d3/en/item/ingeom instead of the furnace in the cube. It's - in my point of view - a viable option instead of a furnace. Why is that? With in-geom you can reduce the CD of all skills by 10s, 15s after you kill a group of elite / goblins / rift guardians /  bosses. If you time it right you could kill a rift guardian in some seconds with multiple leaps (10s cd) + Threatening Shout (10s cd, so you could use it after the internal cd of ~1s again) in a rift with suitable difficulty.

Share this post


Link to post
Share on other sites

Hey there!

You talked about that new buff on Dread Iron, i think, its simular to Blade of the Tribes buff on Earthquake and for the following question in a way expandable on buffs on Bouldertoss, Earthquake an Avalanche on shoes, chest and shoulder.

Having 6 piece of MotE you gain 800% increased damage on earthquake and other skills ...

Gaining 200% increased damage of an identical buff will

give you 800% + 200% = 1,000% (better to say eleven times) increased damage

or even

give you 800% * 200% (which means twentyseven times) increased damage?

 

It's quite important to know, because 15% buff on earthquake from your chest might effectivly increase your damage by only 1.3% if the buffs are additive (800%+200%+15% = 1015% compared to 800% + 200%)

And 200% buff on Avalanche, which isn't casted as often as Earthquake, would increase your damage dealt by Avalanche by 22.2%.

 

As the guide recommends these 15% buffs for some skills already buffed by MotE i hope, you have an answer!

Share this post


Link to post
Share on other sites

Hello there :> Terrific work as usual.

 

One question: after I do the three-leap+boulder-to-the-face combo, I still have a second or two left on the leap cooldowns. I've seen videos of people chaining it and I have no idea how. I even have CDR on the shoulders, in the helm gem and maxed as paragon, but I still can't permaleap like I've seen so many people do.

 

What am I doing wrong? Thanks!

Share this post


Link to post
Share on other sites
 

As the guide recommends these 15% buffs for some skills already buffed by MotE i hope, you have an answer!

 

Hello! Damage increases in Diablo are an unfortunately hidden and convoluted system. The 200% damage rolls for Avalanche (on Dread Iron) and Earthquake (on Blade of the Tribes) fall into the same category of damage increases (skill damage rolls) as skill rolls on gear, and are additive with each other. The set bonus is an independent multiplier. Hopefully that cleared some of the confusion?

 

Hello there :> Terrific work as usual.

 

One question: after I do the three-leap+boulder-to-the-face combo, I still have a second or two left on the leap cooldowns. I've seen videos of people chaining it and I have no idea how. I even have CDR on the shoulders, in the helm gem and maxed as paragon, but I still can't permaleap like I've seen so many people do.

 

What am I doing wrong? Thanks!

 

Thanks! Have you maxed Fury in Paragons? Have you taken Animosity? These are potential little omissions that can lead to an incomplete reset.

Share this post


Link to post
Share on other sites

Your content will need to be approved by a moderator

Guest
You are commenting as a guest. If you have an account, please sign in.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoticons maximum are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Vlad
      This thread is for comments about our Halls of Valor Mythic+ dungeon guide.
    • By Stan

      Game Designer Don Vu posted a hotfix recently applied to 2.6.1 PTR that increases Impale's damage bonus on Karlei's Point and Impale's weapon damage bonus on the Shadow's Mantle 6-piece.
      Many sets received buffs in the latest Patch 2.6.1 PTR build. Full patch notes can be found here.
      Blizzard (Source)
      Hey everyone,

      We just applied a hotfix to the PTR servers that increased the Impale damage bonus on Karlei's Point to 375-500% and increased the Impale weapon damage bonus on the Shadow's Mantle 6-piece to 50,000%. You will have to remake game if you're currently in one to have these changes applied.

      Because we hotfixed these changes, the values on the tooltips will not be updated on your PTR client, but you should be receiving the correct amount of increased damage. Please remember that these numbers, like all numbers on the PTR, are not final and may change before we release this patch to the live servers.

      Thanks again for the discussion and have a great weekend!
    • By Stan

      In this week's 2.6.1 PTR build, many class sets were buffed and the amount of mats from the Challenge Rift Cache was increased.
      The most recent changes are in red and strikethrough text indicates old values (from the August 30 build). Read more about balance goals in Patch 2.6.1 here.
      Blizzard (Source)
      PTR PATCH 2.6.1 - v2.6.1.47251
      To provide feedback on patch 2.6.1, please visit the PTR Feedback forum.
      To report any issues you experience while playing, please visit the PTR Bug Report forum.
      Please note that support for Vista / Windows XP will be ending at some point during the PTR. For more info, please see our forum post.
      In order to test Necromancer changes, you will need to have purchased the Necromancer in the live game. The ability to purchase the class on the PTR has been disabled.
      TABLE OF CONTENTS:
      Classes Items Challenge Rifts Monsters CLASSES
      Barbarian Skills Jarring Slam Added a maximum threshold on the number of health globes that can spawn in a given time. Necromancer Passives Life from Death Added a maximum threshold on the number of health globes that can spawn in a given time. Witch Doctor Passives Creeping Death Increased the duration of Haunt, Locust Swarm, and the damage amplification of Piranhas when this passive is active from 3600 to 14400 16800 seconds Wizard Skills Arcane Orb Frozen Orb Increased projectile travel distance from 30 to 45 40 Bug Fixes Fixed an issue where Bone Armor: Dislocation did not apply the movement and attack speed reduction provided by Rigor Mortis Fixed an issue where Monk players could reset the Blood is Power cooldown for Necromancers allowing them to gain more cool down reduction than intended Fixed an issue where Creeping Death was not correctly affecting the duration of the Piranha’s damage debuff ITEMS
      Legendary Items Crusader Blade of Prophecy Two Condemned enemies also trigger Condemn's explosion and the damage of Condemn is increased by 350-450% 600-800%. Frydehr’s Wrath Condemn has no cooldown and has its damage increased by 450-600% 600-800%, but instead costs 40 Wrath. Gyrfalcon’s Foote Removes the resource cost of Blessed Shield and increases Blessed Shield damage by 400-500% 275-350%. Jekangbord Blessed Shield ricochets to 6 additional enemies and has its damage increased by 300-400% 225-300%. Demon Hunter Dead Man’s Legacy 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% 150-200%. Yang’s Recurve Multishot attacks 50% faster and its damage is increased by 125-150% 150-200%. Wizard Deathwish While channeling Arcane Torrent, Disintegrate, or Ray of Frost, all damage is increased by 30–35% 250-325%. Etched Sigil Your Arcane Torrent, Disintegrate, and Ray of Frost also cast one of your other damaging Arcane Power Spenders which deal 125-150% increased damage every second. Halo of Karini You take 45–60% 60-80% less damage for 4 5 seconds after your Storm Armor electrocutes an enemy more than 30 15 yards away Nilfur's Boast Increase the damage of Meteor by 200% 600%. When your Meteor hits 3 or fewer enemies, the damage is increased by 275–350% 675-900% The Grand Vizier Reduces the Arcane Power cost of Meteor by 50% and increases its damage by 30% 375-500% Set Items Barbarian Immortal King’s Call (6) Set While both Wrath of the Berserker and Call of the Ancients is active, you deal 750% 1500% increased damage. Might of the Earth (6) Set Increase the damage of Earthquake, Avalanche, Leap, Ground Stomp, Ancient Spear and Seismic Slam by 3000% 5600%. The Legacy of Raekor (4) Set Furious Charge gains the effect of every rune and deals 500% 1000% increased damage. (6) Set Every use of Furious Charge increases the damage of your next Fury-spending attack by 1500% 2800%. This effect stacks. Every use of a Fury-spending attack consumes up to 5 stacks. Wrath of the Wastes (6) Set Whirlwind gains the effect of the Dust Devils rune and all Whirlwind damage is increased by 1700% 3400%. Crusader Armor of Akkhan (6) Set While Akarat's Champion is active, you deal 900% 1000% increased damage and take 50% less damage. Roland's Legacy (4) Set Increase the damage of Shield Bash and Sweep Attack by 2500% 3300%. 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 70% 140% for 2 seconds. (6) Set The attack speed of Punish and Slash are increased by 50% and deal 2700% 5400% of your Thorns damage to the first enemy hit. Demon Hunter Embodiment of the Marauder (4) Set Sentries deal 100% 400% increased damage and cast Elemental Arrow, Chakram, Impale, Multishot, and Cluster Arrow when you do (6) Set Your primary skills, Elemental Arrow, Chakram, Impale, Multishot, Cluster Arrow, Companions, and Vengeance deal 2400% 2500% increased damage for every active Sentry Unhallowed Essence (6) Set Your generators, Multishot, and Vengeance deal 70% 100% increased damage for every point of Discipline you have. Monk Inna’s Mantra (6) Set Gain the five runed Mystic Allies at all times and your damage is increased by 125% 150% for each Mystic Ally you have out. Raiment of a Thousand Storms (6) Set Your Spirit Generators increase the weapon damage of Dashing Strike to 12500% 13000% for 6 seconds and Dashing Strike increases the damage of your Spirit Generators by 1250% 1300% for 6 seconds. Uliana’s Stratagem (6) Set Increase the damage of your Exploding Palm by 1800% 2100% and your Seven-Sided Strike detonates your Exploding Palm Necromancer Bones of Rathma (6) Set Each active Skeletal Mage increases the damage of your minions and Army of the Dead by 625% 1000%. Grace of Inarius (6) Set Bone Armor also activates a swirling tornado of bone, damaging nearby enemies for 750% 1000% weapon damage and increasing the damage they take from the Necromancer by 2750% 3750%. 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% 4000%. In addition, Corpse Lance and Corpse Explosion damage is increased by 1500% 2000%. Witch Doctor Helltooth Harness (6) Set After casting Wall of Death, gain 1700% 5100% 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. Raiment of the Jade Harvester (2) Set When Haunt lands on an enemy already affected by Haunt, it instantly deals 480 560 seconds worth of Haunt damage. (6) Set Soul Harvest reduces damage taken by 50% for 12 seconds and consumes your damage over time effects on enemies, instantly dealing 1200 1400 seconds worth of remaining damage. Spirit of Arachyr (6) Set The damage of your creature skills is increased by 2400% 4500%. Creature skills are Corpse Spiders, Plague of Toads, Firebats, Locust Swarm, Hex, and Piranhas.  Zunimassa's Haunt (6) Set Enemies hit by your Mana spenders take 2500% 5500% increased damage from your pets for 8 seconds. Wizard Delsere’s Magnum Opus (6) Set Enemies affected by your Slow Time and for 5 seconds after exiting take 3500% 4100% increased damage from your Arcane Orb, Energy Twister, Explosive Blast, Magic Missile, Shock Pulse, Spectral Blade, and Wave of Force abilities. Firebird’s Finery (6) Set Your damage is increased by 150% 250% 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. Bug Fixes (PTR Only) Fixed an issue where the damage over time effect left on the ground by Meteor was not being increased by the legacy version of Nilfur’s Boast. CHALLENGE RIFTS
      Increased the amount of materials that the Challenge Rift Cache drops The Challenge Rift Cache now always drops 10 Death’s Breath MONSTERS
      Bug Fixes Fixed a champion spawn rate issue for certain monsters required for the achievement ‘We Are the Champions’. The following monsters were adjusted and should spawn with the same frequency as other champion packs: Fallen Conjurer Fallen Peon Fallen Cur Fallen Grunt Fallen Overlord Fallen Slavelord Previous 2.6.1 Patch Notes
      Patch 2.6.1 PTR Patch Notes: August 30 Patch 2.6.1 PTR Patch Notes: August 22 Patch 2.6.1 PTR Patch Notes: August 15
    • By Stan

      In the latest installment of developer chronicles, Don Vu (Game Designer on Diablo III) talks about main goals of Patch 2.6.1 and changes that the team plans to incorporate on PTR.
      Blizzard released a new Patch 2.6.1 PTR build today (Patch Notes). Patch 2.6.1 marks the arrival of Season 12 and you can learn more about rewards or Haedrig's Gift sets here.
      Blizzard (Source)
      Hey everyone—Don Vu here, Game Designer on the Diablo III team. We’ve really appreciated your honest, detailed, and consistent feedback through the Patch 2.6.1 PTR. Many of you have been asking great questions, and one of the biggest and most frequent was, “What are the goals of this PTR/patch?” We felt this question deserved a detailed response, so let’s get into it!
      Main Goals
      There were two main goals for this patch. First, we wanted each class to have multiple builds with different styles that can play in similar difficulties. We agree it’s important that there is a lot of variety in the end-game experience and, because we have so many difficulties, we want as many players as possible to reach similar goals regardless of their preferred class set or play style. While we might not get every build, we’re making sure there is a lot of variation among competitive options.
      Secondly, we want to smooth out the overall endgame experience. This means making sure each build plays well in high density situations and group play. While this has always been an ongoing effort for our team, some of the changes we’ve made in this patch specifically targeted this goal.
      Steps to the Goal
      With those goals in mind, what have we done so far? Some changes should be more immediately apparent than others. A lot of older fan favorites, like Whirlwind, Frozen Orb, or Exploding Palm were ideal candidates for changes. These were  long-requested builds that felt like obvious targets for buffs.

      While we may not have raised every build in the game to the top bar, we think that’s okay; some builds can just be fun and own their place in lower difficulties as stepping stones or for farming. Those types of builds are important too, and not all builds can fulfill every role.
      We’ve also been keeping our ear close to the ground, visiting different class forums, watching videos and streams, analyzing our own internal data, and running playtests to identify places where further tweaks make sense. This is an ongoing process. Between our efforts and the feedback received from players or through our community team, there’s always something new for us to look at, discuss, and try out if we feel it’s a healthy direction for the game.
      Lastly, we iterate and repeat. Game development requires trial and error, experimentation, and reworks. Sometimes, these experiments don’t make it to the PTR because we’ve identified a problematic issue that makes a change non-viable.
      Incorporating Player Feedback
      There have been incredible contributions from players during this PTR, and we wanted to take a moment not only to thank you for them, but to call out just a fewways we’re reflecting the community’s feedback.
      Barbarians, we’ve been eying your class sets and the iconic Whirlwind build for a while. From previous changes to game performance to the defensive tweaks on the 4-piece Waste’s bonus and Band of Might, we heard your call for survivability loud and clear. We’ll be spinning to win beside you in the name of Bul-Kathos!

      Wizards, Halo of Karini is an effective piece of equipment, though awkward to use. We’ve added some leniency to its buff so there’s a bigger window and less downtime between applications. We’re also buffing up other gameplay styles available to the Wizard so that Archon doesn’t have to feel like the end-all, be-all class skill. Thank you for your dedication, honored Vizjerei!
      Necromancers, Dayntee’s Binding has been a hit, but its curse viability felt too narrow. Opening this item’s affix to all curses should allow a lot more gameplay variety, especially in multi-Necromancer groups. It’s been great to see so many of you enjoying our newest class; thank you for keeping the Balance in check!
      Witch Doctors, Jade Harvester is a DoT-filled fantasy we all dream to live. Its fragility has been a long-standing concern, and we’re excited to see more masters of poison with the added defense bonuses to the Jade set. Thanks for making your voodoo desires heard!

      Demon Hunters, Monks, and Crusaders have plenty of changes coming too! We expect to see a lot more Multishot, Exploding Palm, and Blessed Shield, for example, and we’re just as excited to return to these powerful gameplay fantasies as you are!
      Lastly, across most patch changes we’ve taken the broad approach of bringing other sets up to the latest height of progress rather than nerfing overperforming things back down. Many iconic playstyles were behind a few elite builds, and we want those memorable styles to continue feeling legendary. Boosting them up made the most sense, and we appreciate all our nephalem heroes for echoing that sentiment.
      What’s Next for the 2.6.1 PTR?
      We’re locking down on changes now to smooth out bugs and performance issues, as well as other fine-tuning steps before patch launch. That process can take a while, so there’s a point at which we must stop making new changes.
      We’ve now reached that point on the PTR, so don’t expect too many more sweeping changes for Patch 2.6.1 (barring anything game breaking we need to address post-patch or via a hotfix). We most need your help in stress testing, bug-crunching, and experimenting as much as possible to catch any crazy issues before we finalize our build.
      Once again, we can’t thank you enough for your patience and participation during the Patch 2.6.1 PTR. We’ve always been reading and incorporating your feedback, and we hope that’s evident now more than ever.
    • By Damien
      This thread is for comments about our HCT Americas Summer Playoffs coverage.