Two guides on the official forums were recently blue tagged (which probably mean they are pretty good), one is a huge compilation of all Crusader-related info and another with everything you need to know about followers. A very worthy read for someone still not familiar with all game mechanics!
Solid guide, glad to see the thread is still going strong! (Blue Tracker / Official Forums) -------------------------------------------------- RoS Followers (lvl.70) Complete guide
IntroductionA few things to know With RoS followers were greatly improved and can now deal a very decent amount of damage, even in higher tourments. Some of their skills and stats were modified inducing new behaviors to adopt in gameplay. Some of the max stats given here, such as MF or block chances, can be made higher by combining actual and legacy items.
• Set bonus do not applies to followers. • Follower's buff goes away when he dies, that goes only for passive buffs, equipment bonus stays active, same with active buffs or CCs that were previously casted (note : a followers never "dies", just goes KO). • MF/GF/%xp/+pts xp buffs applies to you with a 1/5 ration, they don't fade away even if your followers goes KO. • All stats are effective on followers, such as elemental damage bonus, CDR, bonus vs. elites etc. Exceptions : all ressources related stats, mouvement speed • Follower will appreciate legendaries you thought were crap for you.
Great job on writing up this guide! I have a lot of fun working on gearing up my followers, and I always appreciate good advice on awesome ways to do it. Thanks, AshTag! (Blue Tracker / Official Forums)
Krelm's Buff Explained
A user on the official forums was wondering if the immunity to Knockback and Stun effects granted by the Krelm's Buff Bracers also protects the user from Frozen, Frozen Orb and Jailer. That is not the case, though.
Probably not, as Jailer and Frozen are not stuns, they are immobilize and freeze effects.
Neidbau's got it on this one. Krelm's Buff Bracers grant immunity to Stuns and Knockbacks, neither of which apply to the Jailer or Frozen effects.
Save Transfer on UEE
A blue post explained today that people looking to get the Ultimate Evil Edition (console) version of Reaper of Souls can transfer their characters from a PS3 save and continue from where they stopped.
I had a question that nobody seems to be able to find out. So let's say i have the console version of diablo 3 already and im looking to play the UEE. is there a way i can transfer my characters and data to the new PS3/PS4 version or would i have to buy the game separately and create characters all over again.
If you have the PS3 version of Diablo III then you'll be able to transfer your save file to UEE for PS3 or PS4, and continue on with those same characters.
Starter Crafted Barbarian
Keeping up the trend of Crafted Character Guides, CuckooGaming made a Fire-based Barbarian guide this time around. If you are looking to get a Barbarian alternate started, got tons of materials and want to go straight into a higher difficulty for a better chance at set items, this guide is for you. Check it out!
Just about any Barbarian with their hands on a pair of Lut Socks and a few pieces of the Might of the Earth set will use the drop opportunity (droppertunity?) to experiment with the popular "Leapquake" build, which capitalizes on the synergy between those items. Video creator and regular livestreamer Deadset#2627 found his Crusader growing jealous of this fun and unique build, and when a Cam's Rebuttal came his way, he knew he had to give it a try. Let's take a look at his Zakarum-inspired take on Leapquake in this week's Play Your Way Thursday!
About the Build:
Like many experimental builds, this started with a stroke of inspiration from a pair of important drops. After stumbling on a Cam's Rebuttal and Akarat's Awakening, Deadset took a look at one of the most popular Barbarian builds and set out to emulate it on his devout follower of Akkhan. "I was jealous of the Barbarian Leapquake playstyle the moment I laid my eyes on it," he writes in, explaining that while this is admittedly an end-game spec with a lot of gear requirements, it's a lot of fun and provides a very different flavor of gameplay than other, more popular Torment VI Crusader builds.
Death from above! Like, High Heavens above.
While you'll find some familiar Crusader skills and items in this build, the combination and emphasis lie outside the norm. The conventions of this build might not be what you expect from a Falling Sword-oriented build, but the result remains devastatingly effective.
The focus and primary damage dealers of this build are AoE-centric and require some items to truly make them shine. Bear in mind this is an item-heavy build and that those items play a big part in supporting the skill set below. Active Skills:
Recommended Stats: Critical Hit Chance, Critical Hit Damage, and Fire Damage will be your main sources of boosting your damage output. If possible, Deadset recommends keeping a 1:10 ratio between Critical Hit Chance and Critical Hit Damage. This might be tough, but when in doubt keep up with Critical Hit Damage over Critical Hit Chance, as it’s a little tougher to come by. Of course, you also want to stack as much Cooldown Reduction as you can get your hands on. This is a cooldown-dependent build, so don’t get too wrapped up in how this affects your sheet Damage. This value won’t account for the frequency of dropping those big hits from Falling Sword or the higher uptime on Akarat's Champion (Fire Starter). Lastly, if you can scrounge up some Falling Sword Damage on your Chest or Shoulder slots, it’ll make for the icing on an already deliciously destructive cake.
Recommended Difficulty and Game Mode:
Deadset runs this build comfortably in Torment VI in Normal mode. Bear in mind that's with the full load out of recommended gear; if you find you’re lacking in item support, you'll want to start low and feel out where you're most comfortable as you acquire more integral pieces.
Deadset was kind enough to put his build to video!
It is also worth noting this build plays it dangerously. You'll constantly be putting yourself in harm's way by leaping into big packs of enemies and relying on their attacks to reduce your cooldowns. This makes it somewhat unintuitive for use in Hardcore. Keep this in mind if you decide to brave Hardcore mode with your Crusader!
Why We Like This Build:
There are a few reasons why we wanted to feature this build this round. Despite sharing certain strong skills, it's an interesting diversion from standard Torment VI builds and offers a substantially different gameplay experience for the Crusader class. I really enjoy the notion of looking at a class-specific build and seeing if you can make it work for a different class. It's a great novelty that plays out effectively.
This Crusader exhibits a much more zealous side of the Zakarum, crushing his enemies beneath his righteous boots!
Lastly, as many of you know, the focus of this series is experimentation and trying new things. Often this comes hand in hand with starting out or living in lower Torment levels for a while, because of a gear wall or a build needing more polish. Deadset's dedication allows us to see the end result of looking at the box, learning from it, and then thinking outside of it. It's a great example of marrying the concepts of both playing your way and theorycrafting.
Tell Us What You Think!
Do you have a Crusader equipped to "Leapquake"? What pieces do you need to pursue this build? Do you have suggestions on how to improve this build? We're waiting in the comments to hear your thoughts, so join the discussion and let us know! That's a wrap on this week’s Play Your Way Thursday! Do you have a build you want to share with the rest of the community? Send it in to us at [email protected] and don’t forget to include all the information covered in our submission guidelines. Until next week, game on and don’t forget to keep playing your way!
Diablo Heroes' Master Skins in Heroes of the Storm
As you might know, Blizzards upcoming MOBA, Heroes of the Storm, will feature multiple heroes from the Diablo universe. Now, Blizzard has showcased their Master Skins in a video, featuring Diablo himself, Sonya the Barbarian, and Valla the Demon Hunter.
Want to know more about the game? Drop by the HeroesNexus!
The Season-exclusive Legendary items have been enabled on the PTR, check their unique powers below!
Additional Season rewards include a Head and a Shoulder Transmog, currently awarded for reaching level 70 on a Seasonal character, and multiple Banner rewards which can be unlocked by gaining a certain amount of Seasonal Achievement Points.
Philosophy on T6 viable builds
Vaneras gave us some insight on the philosophy concerning build diversity in Torment VI and the subtle differences between "top-performing", "viable", and "well-established" builds. There is no concrete info here but it is certainly worth a read!
I see where you're coming from, but it's not up to them to decide how you should play the game.
You should use a build that you enjoy playing the most, this doesn't always have to be the most efficient.
If they did this, too many people might either assume that build is BiS or there's no point trying to find a viable alternative.
This is quite true.
We like to give people choices and room for experimentation on how to build a character that suits their style of play and that they also think is fun to play. If we were to tell people which builds are intended to be Torment 6 viable, then we would risk limiting choice, experimentation, and also fun, as many people would feel compelled to use those specific builds instead of creating builds based on their own preferences and play styles — In short, we prefer for people to discern the best builds on their own based on their experiences and what they think is fun to play.
The OP wasn't seriously asking for a list of builds, just making the (oft-repeated) point that no class has more than 2 well-established builds that can do T6.
If the OP indeed really isn't asking for an official list of Torment 6 viable builds, then of course my previous response to his request does not address his concern.
Unless we homogenize all classes by giving them identical stats, skills, and gear, we will likely never see a day where there will no longer be builds that are stronger than others! There are many really skilled players in this community that are masters at discerning the builds with the greatest potential and efficiency, which will likely always be the case, but that is not necessarily a problem as long as other builds are capable as well.
As you say, there are a few "well-established" builds right now that are competing for the "top performing" status, and we are well aware of that. We are also aware of the requests for more such "top performing" builds, and the developers have acknowledged that.
It should be added though, that there are a number of players in the community who consider anything less than "top performing" as "not viable", so hopefully more builds will become "viable" in the future for those players, but it is worth mentioning there are other builds than the "well-established" ones that are actually capable even if they are not "top performing" - There are players out there in the community who have been making guides and videos demonstrating such builds.
I'm not trying to dismiss build diversity concerns, so please do not interpret my post as such, I'm just trying to say the situation may not be as "black and white" as some would like to portray it. We have said before that there is always room for improvements, and will likely say it again in the future, and this means that we are always interested in knowing the reasons why and when people think something is not up to snuff - when people constructively elaborate on their difficulties finding other capable builds, and if said difficulties are due to certain skills, gear, or stats they don't feel work well or don't think are fun to use, then we are certainly gathering that feedback.
Blizzard has released the updated patch notes to reflect the changes applied by the latest PTR patch. Note that we only list the actual updates since the previous PTR bulid, if you wish to read the entire 2.1 patch notes, please click here.
Our first Seasons test begins today! To create a Seasonal hero, simply check the "Seasonal Hero" box located below the class selection list.
Please note that over the course of the patch 2.1.0 PTR, we may periodically "end" a Season to test the rollover process and ensure that Seasonal character data migrates correctly. To get the most out of this PTR, we will likely start and end a Season several times before our public test phase concludes.
If you have any feedback to share regarding Seasons (including, but not limited to Conquests, Leaderboards, character creation, and data roll over), be sure to post in this forum. Any and all feedback is welcome.
Thanks for your support and participation, and good luck with those Conquests! ------------------------------------------------------------------ As a follow-up, Seasonal Legendary items are not yet enabled and therefore will not drop in the current build of the patch 2.1.0 PTR. We're currently working to enable Seasonal Legendaries with the next PTR build and will provide an update in this thread once they're live.
Realm of Trials
There is a new feature called Realm of Trials, which puts your character through a "survive the waves mini-game" to determine which Greater Rift level you will have access to. It also is currently scaling with the game difficulty, which is not intended and will be fixed in a future patch.
Originally Posted by Blizzard
There is a new system in place on PTR for Greater rifts. It has a very good idea behind it, but it's poorly executed on Blizzard's end. When you drop a Greater Rift Token in a Normal Rift run, instead of starting at level 1, you will open a portal to a Trial Run Rift, where based on the number of waves you complete before the timer runs out a key of some level will be rewarded to you, but here where things become interesting - the monsters are about T6 when it comes to their damage and HP in the first wave and the more waves you clear the more damage they deal, while at Wave 9 my Barb got 1 shot by a Dark Berserker. Here is a link to the thread I started in the PTR:
This is a known issue. For the time being, it’s advised that you set the difficulty of the game to a mode you’re very confident with as ramping it up to what is considered challenging will tip the GRift difficulty inordinately out of proportion. (Blue Tracker / Official Forums) -------------------------------------------------------
Just making a bug report for trial rifts. Currently the difficulty of trial rifts are independent of the game difficulty in which the trial rift is created. So basically, if you start a game at normal, you can easily clear over 20+ waves and get a 20+ key, but if you create a trial rift in a torment 6 game, even the most geared character will be having a tough time at wave 4-5, which will award you a greater rift 4-5 key.
The Realm of Trials is currently scaling with game difficulty, which is not intended. This is currently listed in our known issues list, and while I can't say for certain when an potential fix may reach the PTR, we hope to have this resolved as quickly as possible.
As for bows not getting the same treatment, no reason for it since DHs have quivers to add stats.
You hit the nail on the head here. Currently, 2-Handed Crossbows/Bows are very competitive with 1-Handed Crossbows because Demon Hunters can use a quiver with any bow type and as a result, 2-Handed Crossbows/Bows do not require a rebalance.
The only thing left unanswered is the extra socket, which is such a large DPS boost, does warrent concern.
I'm guessing the reason they don't add the 4 stats and extra gem slot is ... Crusaders. They still get to use a shield and get the 4 stats and a gem slot, no second crit gem but still.
Increasing the stat rolls on 2-Handed weapons so they are equal to two stat rolls of a 1-Handed weapon is a common suggestion and one we’ve definitely considered. Unfortunately, this solution would have the undesirable consequence of enabling only one class – Crusaders – to have the highest possible amount of certain stats from gear (e.g. Cooldown Reduction) when using both a 2-Hander and a Shield.
Adding an extra socket to a 2-Hander effectively translates into more DPS. Yes, we could do that, but as some players have begun to point out, Critical Hit Damage is a problematic stat for us. Because it multiplies with Critical Hit Chance, it causes both of those stats to feel overly mandatory. We would much rather further increase 2-Hander base damage than give out more Critical Hit Damage.
To give an extreme example for this topic, if we increased the base damage of 2-Handers by 10x, 2-Handers would definitely not need an extra socket or higher stat rolls in order to be competitive. That example tells us that we can continue making the distinction that 2-Handers hit harder and make more efficient use of resources while 1-Handers generate more procs and have more of certain stats, and not have to settle for a solution that unfairly gives a higher cap of certain stats to Crusaders or exacerbates the issue with Critical Hit Damage.
The current 2-Hander buff is a safe first approach. We don’t want to swing the pendulum in the other direction and make 2-Handers the only option, so we are moving carefully. Thanks for all of your feedback, suggestions, and number-crunching – keep it up.
Unlocking Salvage All
The Salvage All system allows a player to salvage all items in their inventory that are of a specific rarity, and to unlock it players will have to get their Blacksmith to level 12.
The ability to Salvage All is a perk that's unlocked once your Blacksmith reaches level 12. So while this feature is available in Seasons, it may take you some time to reacquire it.
Energy Twister Rework
Energy Twister is going to receive another significant change in a future PTR build: it is going to originate from your click location, instead of your character, allowing you to more reliably hit the first few targets.
Energy Twister Mistral Breeze : Now reduces cost to 25 Arcane Power (down from 28).
Energy Twister actually received a significant change (in addition to the AP cost reduction on Mistral Breeze) in the latest PTR patch that I’d like some feedback from you guys on. The change didn’t show up in datamining, so I’ll leave this tidbit of information here:
Energy Twister now originates from the player’s click location
The goal here is to retain Energy Twister’s unpredictability, while still allowing you to hit the target you’re aiming for.
We'll get the PTR patch notes updated shortly. In the meantime, give ET a whirl and let me know what you think! Thanks!
Starter Crafted Crusader
Last week I mentioned CuckooGaming started a series of guides on "Starter Crafted" characters, with a Lightning Wizard. This week's guide is on a Holy Crusader, again with very easily Crafted items. So if you're looking to get an alternate character going and has no clue how to do so, this might be a great starting point.