New Reaper of Souls Beta Patch

Changed Legendary Passive Effects, Class Changes,  New Strings for Difficulty, Uber Diablo, Callouts, Cursed Chest and Much More

All this can be found below. Note that this is datamining and therefore should not be considered fact. There are many strings for currently unreleased and not-talked-about features of the game.


Changed Legendary Passive Effects


  • ItemPassive_Unique_Ring_500_x1 - Health Globes picked up release an explosion for 100% weapon damage to enemies within 20 yards. (down from 40 yards)
  • ItemPassive_Unique_Ring_521_x1 - Shrine effects last for 10 minutes. (down from 1 hour)
  • ItemPassive_Unique_Ring_530_x1 - Increase the duration of Ignore Pain by 5 seconds. (down from 60 seconds)
  • ItemPassive_Unique_Ring_538_x1 - Reduce the cooldown of Breath of Heaven by 50%. (removed radius increase of 50 yards)
  • ItemPassive_Unique_Ring_560_x1 - Chance on hit to create a chaos field at the enemy's location for 2 seconds, causing enemies inside to be Blinded and Slowed. (down from 5 seconds, previously Confused)
  • ItemPassive_Unique_Ring_571_x1 - Chance on hit to deal 8% of the enemy's current health as Fire damage. (down from 12%, damage type changed from Holy)
  • ItemPassive_Unique_Ring_576_x1 - You Fetishes shoot a Poison Dart every time you do. (previously enhanced only Poison Dart)
  • ItemPassive_Unique_Ring_607_x1 - 3 additional Explosive Blasts are triggered after casting Explosive Blast. (previously removed cooldown of Explosive Blast)
  • ItemPassive_Unique_Ring_624_x1 - Zombie Dogs instead summons a single gargantuan dog with more damage and health than all other dogs combined. (previously was "combined power of all dogs")
  • ItemPassive_Unique_Ring_625_x1 - Ancient Spear now pulls you to the first enemy hit. This effect replaces the rune effects that pull enemies. (added replace rune effect)
  • ItemPassive_Unique_Ring_631_x1 - Enables Vault - Rattling Roll. (previously Vault knocked enemies back)
  • ItemPassive_Unique_Ring_651_x1 - Haunt is cast on 5 nearby enemies when you open a chest. (changed from "all")
  • ItemPassive_Unique_Ring_668_x1 - 10% chance to shatter and instantly kill frozen enemies. This chance is reduced for elites. (Elites effect added)
  • ItemPassive_Unique_Ring_677_x1 - Critical Hits have a 4% chance to spawn a health globe. (changed from Crushing Blows, percentage added)
  • ItemPassive_Unique_Ring_692_x1 - Every successful block has a 25% chance to reduce all cooldowns by 1 second. (down from 50%)
  • ItemPassive_Unique_Ring_699_x1 - Enables Blessed Hammer - Dominion. (previously read: Killing an enemy while Judgment is active reduces the cooldown of Judgement by 2 seconds)
  • ItemPassive_Unique_Ring_710_x1 - Damaging enemies with Arcane, Cold, Fire or Lightning will cause a Meteor of the same damage type to fall from the sky. There is an 8 second cooldown for each damage type. (down from 15 seconds)
  • ItemPassive_Unique_Ring_715_x1 - Whenever a Death's Breath drops, a second one will also drop. (previously read: Doubles the chance to find Demonic Essences)

 New Strings for Difficulty, Uber Diablo, Callouts, Cursed Chest and Much More

Bnet_GameSettings.txt
  • DifficultySelector_Description_3 - *Imperial gems can drop from level 61 and higher monsters (Previously was: *New legendary recipes can drop in this difficulty) 
  • DifficultySelector_Description_4*Imperial gems can drop from level 61 and higher monsters (Previously was: *New legendary recipes can drop in this difficulty)
  • DifficultySelector_Description_4*250% bonus legendary drop rate (Has been removed)
  • Difficulty_4_Locked - This difficulty is locked until you get at least one hero to level 70
  • Difficulty_1_Locked - This difficulty is locked for Starter Edition players

General.txt

  • Difficulty9_con - Grandmaster

Bnet_HeroCreate.txt

  • SeasonCheckbox - {icon:BattleNet_SeasonIcon, 3.0} Seasonal Hero

Boss_Strings.txt

  • Uber_Diablo_Encounter_NameBoss: Diablo
  • Uber_Diablo_Taunt_Text Defeat Diablo, Lord of Terror!
  • Uber_Diablo_Join_Instruction Triggered by {s1}
  • Uber_Diablo_Enter_Instruction You are about to enter
  • Uber_Diablo_Info_Text - Your party will teleport in when everyone has accepted.

 Buff_Tooltips.txt

  • X1_Passive_BountyScroll_BossDamage_0 - Bounty Scroll
  • X1_Passive_BountyScroll_BossDamage_0_desc - 300% increased damage to bosses.
  • DestructionStreak_Buff_Run_Speed_0Dimensional Speed
  • DestructionStreak_Buff_Run_Speed_0_descGreatly increased run speed.

Callouts.txt

  • Overkill - Overkill!
  • Massacre_Goal_con - kills!
  • ExperienceBonus - {s1}X Experience Bonus!
  • NephalemGloryGained - Power Boost!
  • Destruction_Goal_con - X!
  • ConsoleTicker - x{s1}!
  • NephalemGloryBoost - X Damage!
  • NephalemGloryMax - Max Damage Reached!
  • Massacre_Level2 - Vicious Massacre
  • Massacre_Level3 - Brutal Massacre

Gizmos.txt

  • x1_Global_Chest_CursedChest - Cursed Chest
  • x1_Event_CursedShrine - Cursed Shrine
  • x1_Global_Chest_CursedChest_B - Cursed Chest
  • x1_Catacombs_NephalemShrine_MutantEvent - Nephalem Shrine
  • x1_Catacombs_NephalemShrine_MutantEvent2 - Nephalem Shrine
  • x1_Catacombs_NephalemShrine_MutantEvent3 - Nephalem Shrine
  • x1_Catacombs_NephalemShrine_MutantEvent4 - Nephalem Shrine

Items.txt 

  • CraftingReagent_Legendary_Unique_InfernalMachine_Diablo_x1 - Key of Evil

  • DemonOrgan_Diablo_x1 - Heart of Evil

  • DemonOrgan_Ghom_x1 - Vial of Putridness

  • DemonOrgan_SiegeBreaker_x1 - Idol of Terror

  • DemonOrgan_SkeletonKing_x1 - Leoric's Regret

  • InfernalMachine_Diablo_x1 - Infernal Machine of Evil

  • InfernalMachine_Ghom_x1 - Infernal Machine of Gluttony

  • InfernalMachine_SiegeBreaker_x1 - Infernal Machine of War

  • InfernalMachine_SkeletonKing_x1 - Infernal Machine of Bones

  • Unique_Helm_Set_07_x1 - Demon Hunter Helm
  • Unique_Shoulder_Set_07_x1Demon Hunter Shoulder
  • Unique_Chest_Set_07_x1 - Demon Hunter Chest
  • Unique_Pants_Set_07_x1 - Demon Hunter Pants
  • Unique_Boots_Set_07_x1 - Demon Hunter Boots
  • Unique_Gloves_Set_07_x1 - Demon Hunter Gloves
  • Unique_Helm_Set_08_x1 - Monk Lightning Helm
  • Unique_Shoulder_Set_08_x1 - Monk Lightning Shoulder
  • Unique_Chest_Set_08_x1Monk Lightning Chest
  • Unique_Pants_Set_08_x1 - Monk Lightning Pants
  • Unique_Boots_Set_08_x1 - Monk Lightning Boots
  • Unique_Gloves_Set_08_x1Monk Lightning Gloves
  • Unique_Helm_Set_09_x1 - Witch Doctor DoT Helm
  • Unique_Shoulder_Set_09_x1 - Witch Doctor DoT Shoulder
  • Unique_Chest_Set_09_x1 - Witch Doctor DoT Chest
  • Unique_Pants_Set_09_x1Witch Doctor DoT Pants
  • Unique_Boots_Set_09_x1 - Witch Doctor DoT Boots
  • Unique_Gloves_Set_09_x1 - Witch Doctor DoT Gloves

 ItemSets.txt

  • Golden_Oxen_Set_x1 - Golden Oxen Set
  • Phoenix_Set_x1 - Phoenix Set
  • Demon_Hunter_Set_x1 - Demon Hunter Set
  • Monk_Lightning_Set_x1 - Monk Lightning Set
  • Dot_Set_x1 - Witch Doctor DoT Set
  • Crusader_Set_x1 - Crusader Set
  • Monkey_King_Set_x1 - Monkey King Set
  • Arcane_Wraps_Set_x1Arcane Wraps Set
  • Istvans_Paired_Blades_Set_x1 - Istvan's Paired Blades

Messages.txt 

  • CursedChest_Horde_BonusChestInfo - Slay {Param1} monsters to unlock a Bonus Chest!
  • CursedChest_Horde_KillCount - A total of {Param1} monsters were killed before the timer ended.
  • CursedChest_Wave_EarnBonusChest - Wave {Param1} cleared! Bonus Chest earned!
  • CursedChest_Wave_EndEvent - Time has run out! You cleared {Param1} waves{/c) of enemies.

 MonsterAffixNames.txt

  • Multishot (Ranged Only) - Multishot
  • Ballista (Ranged Only) - Ballista

SkillsUI.txt

  • CanOverkill - Can overkill enemies.
  • ParagonBonusLabel_Hitpoints_On_Hit - Life On Hit
  • ParagonBonusLabel_Crushing_Blow_Proc_Chance - Crushing Blow
  • ParagonBonusLabel_Splash_Damage_Effect_Percent - Area Damage
  • ParagonBonusLabel_Resource_Cost_Reduction_Percent_All - Resource Cost Reduction
  • ParagonBonusLabel_Gold_Find - Gold Find

Class Changes

Some of the numbers for the Demon Hunter pet changes seem a little off - keep this in mind.

DiabloFans Quote:

Barbarian


  • Weapons Master Gain a bonus based on the weapon type of your main hand weapon: / Swords/Daggers: 8% increased damage / Maces/Axes: 5% Critical Hit Chance / Polearms/Spears: 8% attack speed / Mighty Weapons: 31 Fury per hit
  • Animosity Increase all Fury generation by 2030%. / Increase maximum Fury by 20. / Fury is used to fuel your most powerful attacks.
  • Relentless While below 2030% Life, all skills cost 75% less Fury and all damage taken is reduced by 50%.
  • Juggernaut The duration of control-impairing effects on you are reduced by 2030%. In addition, whenever a Stun, Fear, Immobilize or Charm is cast on you, you have a chance to recover 15% of your maximum Life.
  • War Cry
    • Charge! : Increase Fury generated to 6050.
  • Threatening Shout
    • Demoralize : Affected enemies are also taunted to attack you for 34 seconds.
    • Intimidate : Affected enemies also have their movement speed reduced by 3060%.
    • Falter : Affected enemies also have their attack speed reduced by 1520% for 15 seconds.
    • Terrify : Enemies are severely demoralized. Each enemy has a 35100% chance to flee in Fear for 2.53 seconds.
  • Ground Stomp
  • Ignore Pain Cooldown: 30 seconds / Reduce all damage taken by 6550% for 5 seconds.
  • Ancient Spear
  • Furious Charge
    • Stamina : Generate 1210 additional Fury for each enemy hit while charging.
  • Wrath of the Berserker
    • Slaughter : While active Critical Hits have a chance to cause an eruption of blood dealing 280300% weapon damage to enemies within 15 yards.
  • Earthquake Cost: 50 Fury / Cooldown: 60 seconds / Shake the ground violently, dealing 30002600% weapon damage as Fire over 8 seconds to all enemies within 18 yards.
    • Molten Fury : Increase Earthquake's damage to 52004500% weapon damage as Fire.
    • Giant's Stride : 20 secondary tremors follow your movement and deal 200160% weapon damage as Fire each.
    • Path of FireCave-In : Project 20 secondary tremors up to 12All enemies within 24 yards ahead ofare pulled in towards you that deal 200% weapon damage as Fire each.
  • Leap
    • Iron Impact : Gain 10050% additional Armor per enemy hit for 3 seconds after landing.
  • Weapon Throw
    • Throwing Hammer : Hurl a hammer with a 30% chance to Stun the enemy for 1 secondssecond.
  • Call of the Ancients Cooldown: 120 seconds / Summon the ancient Barbarians Talic, Korlic, and Madawc to fight alongside you for 30 seconds. Each deals 100180% weapon damage per swing in addition to bonus abilities. / *Talic wields a sword and shield and uses Whirlwind and Leap Attack. / *Korlic wields a massive polearm and uses the Cleave and Furious Charge. / *Madawc dual-wields axes and uses the Weapon Throw and Seismic Slam.
    • The Council Rises : The Ancients deal 200360% weapon damage with each attack and gain 100% additional Armor.
    • Duty to the Clan : Increase the Ancients' duration to 6045 seconds and their Armor by 200%.
  • Seismic Slam Cost: 30 Fury / Slam the ground and cause a wave of destruction that deals 550% weapon damage and 4 yard Knockback to enemies in a 45 yard arccone and knocks them up.
    • Shattered Ground : Increase damage to 710% weapon damage and increasechanges the knock up to a 5 yard Knockback distance by 100%.
  • Revenge
    • Best Served Cold : Increase your Critical Hit Chance by 108% for 6 seconds after using Revenge.
  • Overpower Cooldown: 12 seconds / Deal 480380% weapon damage to all targets within 9 yards. / Critical Hits have a chance to reduce the cooldown of Overpower by 1 second.
    • Killing Spree : Your Critical Hit Chance is increased by 108% for 5 seconds.
    • Storm of Steel : Throw up to 3 axes at nearby enemies that each deal 480380% weapon damage.
    • Revel : Increase damage to 960760% weapon damage.
    • Momentum : Generate 128 Fury for each enemy hit by Overpower.
  • Avalanche Cause a massive deluge of rocks and debris to sweep across an area dealing 18001600% weapon damage to all enemies caught in its path. / Cooldown is reduced by 1 second for every 25 Fury you spend.
    • Glacier : Giant blocks of ice hit and freezeFreeze all enemies for 5 secondshit.
    • Snow-Capped Mountain : Cave-in from both sides push monsters into a valley in front of you. pushes enemies together, dealing 2000% weapon damage over 2 seconds and Slowing them by 60%.
    • Volcanic Eruption : Chunks of molten lava rain down from the sky. are launched at random nearby enemies, dealing 2400% weapon damage over 5 seconds.
    • Tectonic Rift : Store up to 3 charges of Avalanche at a time.

Demon Hunter


  • Numbing Traps Enemies you Slow or hit with Fan of Knives, Spike Trap, Caltrops, Grenades, and Sentry fire have their damage reduced by 2025% for 3 seconds.
  • Ambush You deal 3040% additional damage to enemies above 80% health.
  • Single Out Gain 2025% Critical Hit Chance against enemies who are more than 20 yards away from any other enemies.
  • Fan of Knives Cooldown: 810 seconds / Throw knives out in a spiral around you, dealing 450% weapon damage to all enemies within 20 yards. Your knives will also Slow the movement of enemies by 60]% for 1 seconds.
    • Fan of Daggers : Enemies hit are knocked back and Stunned for 2.5 seconds.
    • Pinpoint Accuracy : Increase cooldown to 1215 seconds and increase damage to 1200% weapon damage.
  • Entangling Shot
    • Shock Collar : Entangled enemies take 10080% weapon damage as Lightning over 2 seconds.
  • Hungering Arrow
    • Spray of Teeth : Critical Hits cause a burst of bone to explode from the enemy, dealing 5060% weapon damage to enemies within 10 yards.
  • Rain of Vengeance Cooldown: 30 seconds / Fire a massive volley of arrows at a large area. Arrows fall from the sky dealing 15001250% weapon damage over 5 seconds to all enemies in the area.
    • Shade : Fire a massive volley of arrows at a large area. Arrows fall from the sky dealing 28002400% weapon damage over 5 seconds to all enemies in the area.
    • Dark Cloud : Launch a volley of guided arrows that rain down on enemies for 32002650% weapon damage over 8 seconds.
    • Anathema : Summon a Shadow Beast that drops grenades from the sky dealing 5400% weapon damage over 85 seconds.
    • Flying Strike : Call a group of 8 Shadow Beasts to plummet from the sky at a targeted location dealing 3200% total weapon damage eachover 5 seconds and stunning enemies hit for 2 seconds.
    • Stampede : Summon a wave of 10 Shadow Beasts to tear across the ground, knocking back enemies and dealing 44004200% total weapon damage over 6 seconds.
  • Elemental Arrow
    • Screaming Skull : Shoot a fiery skull for 300% weapon damage as Fire that has a 40% chance to Fear affected enemies for 1 secondssecond.
    • Nether Tentacles : Shoot a shadow tentacle that deals 300% weapon damage as Physical to enemies along its path and returns 0.4% of your maximum Life for each enemy hit.
    • Lightning Bolts : Shoot an electrified bolt for 300% weapon damage as Lightning that Stuns enemies for 1 secondssecond on a Critical Hit.
  • Vengeance Cooldown: 90 seconds / Turn into the physical embodiment of Vengeance for 15 seconds. / *Side Guns: Gain 4 additional piercing shots for 7560% weapon damage each on every attack. / *Homing Rockets: Shoot 4 rockets at nearby enemies for 4030% weapon damage each on every attack.
    • Dark Heart : Vengeance pours out of you, continuously dealing 350300% weapon damage per second to enemies around you.
    • Personal Mortar : Launch 2 grenades at random enemies outside melee range every attack for 175150% weapon damage each.
  • Companion Cost: 10 Discipline / Cooldown: 30 seconds / SummonActive: Your raven deals an additional 1000% damage on its next attack. / Passive: Summons a raven companion that pecks at enemies for 100% of your weapon damage as Physical.
    • Spider Companion : SummonActive: Your spider throws webs at all enemies within 25 yards of you and him, Slowing them by 0% for 5 seconds. / Passive: Summons a spider companion that attacks enemies in front of her for 120% of your140% weapon damage as Physical. / The spider's attacks Slow the movement of enemies by 600% for 23 seconds.
    • Boar Companion : SummonActive: Your boar charges to you, then taunts all enemies within 20 yards for 5 seconds. / Passive: Summons a boar companion that attacks enemies in front of him for 60120% of your weapon damage as Physical. / The boar increases your Life regeneration by 8261 per second and increases your resistance to all damage types by 151000%.
    • Wolf Companion : SummonActive: Your wolf howls, granting you and your allies within 60 yards 30% increased damage for 10 seconds. / Passive: Summons a wolf companion that attacks enemies in front of him for 150% of your weapon damage as Physical.
    • Bat Companion : SummonActive: Instantly gain 50 Hatred. / Passive: Summons a bat companion that attacks for 3860% of your weapon damage as Physical. / The bat grants you 30 Hatred per second.
    • Ferret Companion : SummonActive: Instantly pick up all health globes and gold within 60 yards. / Passive: Summons a pair of ferret companions that each attack for 503% of your weapon damage as Physical. / The ferrets collect gold for you and increase gold found on monsters by 100%.

Enchantress


  • Disorient Cooldown: 6 seconds / Cast a flash of Confusion on a group of enemieslight in an area, causing themenemies to stumble aroundbe disoriented for 6 seconds. / Cooldown: 25 seconds
  • Charm Cooldown: 18 seconds / Charms an enemy to fight for you for 48 seconds. / Cooldown: 25 seconds
  • Powered Armor Buffs you and the Enchantress, increasing Armor by 53% and slowing melee attackers by 3060% for 31 seconds.
  • Erosion Cooldown: 15 seconds / Conjures a pool of energy that deals 250329% weapon damage as Arcane over 5 seconds. Affected enemies will also take an extra 15%3% increased damage from all attacks for 3 seconds. / Cooldown: 15 seconds.
  • Mass Control Cooldown: 18 seconds / Lob a bulb of magical energy that will hex a group ofhexes enemies in an area into chickens for 5 seconds. Hexed enemies are unable to perform offensive actions. / Cooldown: 30 seconds
  • Forceful Push Cooldown: 5 seconds / Summon an Arcane explosion 8 yards around an enemy, dealing 100411% weapon damage as Arcane and knocking back all monsters caught within it. / Cooldown: 10 seconds

Monk


  • Pacifism WhileThe duration of control-impairing effects on you are underreduced by 25%. / Whenever you are hit by a Stun, Freeze, Fear, Immobilize or Charm effect, allyou gain 15% increased damage taken is reduced by 75%for 10 seconds.
  • Guiding Light When you use a direct heal skill on another player youYour heals and the other player deal 20% moreshields grant increased damage equal to the percentage of Life missing, up to a maximum of 30%, for 1510 seconds.
    • desc : "I thought I was done for, trampled intoOnly in the snow. Suddenly I felt her hand on my shoulder. The warmth returned to my bones, and together we repelled the beastsceaseless pursuit of purification can enlightenment be achieved." ???Legends of the North Patriarch Anisim
  • Combination Strike Each different Spirit Generator skills you use increases your damage by 810% for 3 seconds.
  • Fists of Thunder
    • Bounding Light : Every third hit also releases chain lightning, dealing 73195% weapon damage as Lightning to up to 3 additional enemies.
    • Static Charge : Your primary enemy is charged with static electricityFists of Thunder applies Static Charge to enemies hit for 56 seconds and. Each time an enemy with Static Charge gets hit, every other enemy with Static Charge within 40 yards takes 172125% weapon damage as Lightning when you attack other enemies with Fists of Thunder.
  • Breath of Heaven Cooldown: 15 seconds / A blast of divine energy heals you and all allies within 12 yards for 809210735 - 974414038 Life. / Heal amount is increased by 30% of your Health Globe Healing Bonus.
    • Circle of Scorn : Breath of Heaven also sears enemies for 627505% weapon damage as Holy.
    • Circle of Life : Increase the healing power of Breath of Heaven to 1618521469 - 1948828075 Life. / Heal amount is increased by 30% of your Health Globe Healing Bonus.
    • Penitent FlameZephyr : Enemies exposed toAllies healed by Breath of Heaven run away in Fearhave their movement speed increased by 30% for 3.5 seconds.
  • Cyclone Strike Cost: 50 Spirit / Pull up to 816 enemies within 24 yards towards you, followed by a furious blast of energy that deals 261% weapon damage as Holy.
    • Eye of the Storm : Reduce the Spirit cost of Cyclone Strike to 26 Spirit. / Cyclone Strike's damage turns into Lightning.
    • Wall of Wind : Increase Dodge Chance by 20% for 3 seconds after using Cyclone Strike. / Cyclone Strike's damage turns into Cold.
  • Serenity
    • Instant Karma : 50% of all projectiles and melee attacks are reflected back atWhile under the enemy attacker whileeffects of Serenity, your movement is activeunhindered.
    • Tranquility : Extend the protective shield toProtect allies within 45 yards for 1 second, and makes them immune towith a shield that removes control impairing effects including Slow and Frozen.redirects up to 18497 damage to you for 3 seconds. / Shield amount is increased by 40% of your Health Globe Healing Bonus.
    • Reap What Is SownUnwelcome Disturbance : WhenWhile under the effects of Serenity ends, the shield explodes and deals 30% of the damage absorbed by Serenity as Holy damage to, enemies within 20 yards. The take 438% weapon damage to each enemy cannot exceed 100% of your maximum Lifeas Physical every second.
  • Crippling Wave Generate: 12 Spirit per attack / Unleash a series of large sweeping attacks that deal 143% weapon damage as Physical to all enemies in front of you. / Every third hit also dazes enemies around you within 11 yards, slowing their movement speed by 30% and attack speed by 20% for 3 seconds.
    • Tsunami : Increase the range of Crippling Wave's third attack to 17 yards. / Crippling Wave's damage turns into Cold.
  • Way of the Hundred Fists
    • Fists of Fury : Perform a short dash towith the first enemyattack and dealenemies hit take an additional 87160% weapon damage as Holy over 3 seconds to enemies you hit. Fists of Fury damage can stack multiple times on the same enemy.
    • Windforce Flurry : Every third hit also generates a wave of wind that deals 221191% weapon damage as PhysicalCold to enemies directly ahead of you. / Way of the Hundred Fists's damage turns into Cold.
  • Mantra of Conviction
    • Annihilation : EnemiesKilling an enemy that is affected by Mantra of Conviction have a 15grants you and your allies 30% increased chance to receive a Crushing Blowmovement speed for 3 seconds.
  • Dashing Strike Cost: 1 Charge / Quickly dash up to 50 yards, striking enemies along the way for 352305% weapon damage as Physical. / You gain a charge every 6 seconds and can have up to 2 charges stored at a time.
    • Barrage : The last enemy you dash through is obliterated with a barrage of strikes, taking an additional 259498% weapon damage as Physical over 2 seconds.
    • Way of the Falling Star : Gain 2520% increased movement speed for 3 seconds when using Dashing Strike.
    • Blinding Speed : Gain 2029% increased chance to Dodge for 3 seconds when using Dashing Strike. / Dashing Strike's damage changes to Cold.
    • Flying Side Kick : Perform a flying kick that has a 1540% chance to Stun enemies hit for 14 second.
  • Sweeping Wind Cost: 75 Spirit / Surround yourself in a vortex that continuously deals 2825% weapon damage to all enemies within 10 yards. The vortex lasts 6 seconds and is refreshed each time you strike an enemy with a melee attack. Landing a Critical Hit has a chance to increase the vortex effect up to 3 stacks for a total of 8476% weapon damage.
    • Blade Storm : Intensify the vortex, increasing the damage per stack to 4240% weapon damage. This increases the damage with 3 stacks to 126119% weapon damage.
    • Fire Storm : Increase the radius of the vortex to 14 yards and changes the. / Sweeping Wind's damage dealt toturns into Fire.
    • Cyclone : While your vortex is at the maximum stack count, Critical Hits have a chance to spawn a lightning tornado that periodically electrocutes nearby enemies for 31% weapon damage as Lightning. Each spawned lightning tornado lasts 3 seconds. / Sweeping Wind's damage turns into Lightning.
    • Master of Wind : Increase the duration of the vortex to 15 seconds. / Sweeping Wind's damage turns into Cold.
  • Mantra of Retribution Cost: 50 Spirit / Recite a Mantra that causesinflicts damage back at enemies, dealing 101% of your weapon damage as Holy when you and your allies within 60 yards to reflect damage back at enemiesblock, dealing Holy damage equal to 40% of the damage takendodge or are hit. Lasts 3 minutes. / For 3 seconds after activation, the effect on you increases to 80202% of theyour weapon damage sustainedas Holy. / Only one Mantra may be active at a time.
    • Retaliation : Increase the amount of damage reflectedinflicted by the Mantra to 60202%.
    • Transgression : Mantra of Retribution also increases attack speed by 810% for you and your allies.
    • Indignation : When taking damage from the Mantra of Retribution, enemies have a 1020% chance to be stunned for 23 seconds.
    • Against All Odds : When reflectingdealing damage done to you, Mantra of Retribution has a chance to restore 3 Spirit.
    • Collateral Damage : Enemies damaged by Mantra of Retribution have a 3075% chance to suffer a feedback blast, dealing 45101% weapon damage as Holy to itself and nearby enemies.
  • Exploding Palm Cost: 40 Spirit / Cause a enemy to Bleed for 13311179% weapon damage as Physical over 9 seconds. If the enemy dies while bleeding, it explodes and deals 50% of its maximum Life as Physical damage to all nearby enemies.
    • Impending Doom : Increase the duration of the Bleed effect to deal 25372149% weapon damage as Physical over 12 seconds.
    • Essence Burn : Instead of bleeding, the enemy will burn for 18321623% weapon damage as Fire over 9 seconds. If the enemy dies while burning, it explodes causing all nearby enemies to burn for 343258% weapon damage as Fire over 3 seconds. This effect can happen multiple times.
  • Seven-Sided Strike Cost: 50 Spirit / Cooldown: 30 seconds / Dash rapidly between nearby enemies, dealing 27772477% weapon damage over 7 strikes.
    • Sudden Assault : Teleport to the enemy and increase damage dealt to 41772777% weapon damage over 7 strikes.
    • Fulminating Onslaught : Each strike explodes, dealing 577477% weapon damage as Holy in a 7 yard radius around the enemy.
  • Wave of Light Cost: 75 Spirit / Focus a wave of light that crushes enemies for 604473% weapon damage as Holy, followed by an additional 10179% weapon damage as Holy to all enemies in a line.
    • Wall of Light : Increase damage of the initial strike to 928709% weapon damage as Holy and adds a knockback.
    • Explosive Light : Release bursts of energy that deal 830731% weapon damage as Holy to nearby enemies.
    • Pillar of the Ancients : Summon an ancient pillar that deals 636498% weapon damage followed by an additional 636498% weapon damage after 2 seconds.
  • Lashing Tail Kick
    • Hand of Ytar : Attack enemiesEnemies are chilled at long range. / Enemies hit are Slowed, Slowing them by 80% for 3 seconds. / Lashing Tail Kick's damage turns into Cold.
    • Scorpion Sting : Enemies hit have a 6585% chance to be stunned for 21.5 seconds. / Lashing Tail Kick's damage turns into Lightning.
  • Tempest Rush
    • Bluster : Enemies hit are knocked back and deal 20% reduced damage for 1 secondssecond.
  • Mystic Ally
    • Fire Ally : Active: Your mystic ally splits into multiple10 allies that explode for 277149% weapon damage as Fire. / Passive: A mystic ally fights by your side that increases your damage by 10%.
    • Water Ally : Active: Your mystic ally performs 7 wave attacks in quick succession, each dealing 245190% weapon damage as Cold. / Passive: A mystic ally fights by your side that infuses your attacks to Chill enemies by 60% for 3 seconds.
    • Earth Ally : Active: Your mystic ally turns into a boulder for 8 seconds. The boulder deals 333% weapon damage as Physical every second and rolls toward nearby enemies, knocking them up. / Passive: A mystic ally fights by your side that increases your Life by 20%.
    • Air Ally : Active: You gain 75100 Spirit. / Passive: A mystic ally fights by your side that increases your Spirit Regeneration by 42.
    • Enduring Ally : Active: Your mystic ally sacrifices itself to heal you for 100% of your maximum Life. The cooldown on Mystic Ally is increased to 50 seconds. / Passive: A mystic ally fights by your side that increases your Life per Second by 826.
  • Blinding Flash Cooldown: 15 seconds / Create a flash of light that blinds all enemies within 20 yards for 3.5 seconds. Elite enemies recover faster, but suffer a 30% chance to miss with attacks.
    • Faith in the Light : For 3.5 seconds after using Blinding Flash, all of your attacks are empowered to deal 4350% additional weapon damage as Holy.
    • Blinding EchoReplenishing Light : 6 seconds after using Blinding Flash, a second flash of light will blind enemies within 20 yards for 3.5 seconds.Each enemy you Blind restores 10 Spirit.
    • Blinded and ConfusedMystifying Light : Blinded enemies have a 50are also slowed by 80% chance to attack each otherfor 5 seconds.
    • Self Reflection : Increase the duration enemies are blinded to 7.56 seconds.
    • SearingSoothing Light : Increase the chance elite enemies will miss attacks to 60%Allies within the Blinding Flash have their Life per Second increased by 2395 for 3 seconds. The heal amount is increased by 90% of your Life per Second.
  • Epiphany
    • Inner Fire : Engulf yourself in flames, causing your attacks to assault enemies in front of you for 353% weapon damage as Fire.
  • Nirvana Nirvana
    • stat : Every 0.25 seconds you increase your damage by 5%, stacking up to 15 times. / Nirvana stacks reset when you hit an enemy.
    • desc : "Only in the ceaseless pursuit of purification can enlightenment be achieved." ??? Patriarch Anisim
  • Unity Unity
    • stat : Each ally affected by your Mantras increases your damage by 5% and has 5% increased damage.
    • desc : "I thought I was done for, trampled into the snow. Suddenly I felt her hand on my shoulder. The warmth returned to my bones, and together we repelled the beasts." ???Legends of the North

Scoundrel


  • Hysteria Whenever you or the Scoundrel land a Critical Hit, you both will go into hysterics, increasing all damage done by 103% for 3 seconds. This effect cannot occur more than once every 5 seconds.
  • Crippling Shot Cooldown: 4 seconds / Ranged attack that deals 138% weapon damage and slows the targetenemies hit by 6080% for 34 seconds. / Cooldown: 6 seconds
  • Poison Bolts Cooldown: 3 seconds / Ranged attack whichthat deals 100317% weapon damage and an additional 40103% weapon damage as Poison over 23 seconds. / Cooldown: 6 seconds
  • Dirty Fighting Cooldown: 6 seconds / Blinds nearby enemies in front of the Scoundrel for 6020 seconds. / Cooldown: 30 seconds
  • Powered Shot Powerful rangedCooldown: 8 seconds / Ranged attack that explodes on impact, dealing 25312% weapon damage as Arcane to targets within 610 yards and has a 50100% chance to Stun targets for 2 seconds. / Cooldown: 20 seconds
  • Vanish Cooldown: 30 seconds / The Scoundrel vanishes in a cloud of smoke when injured, reappearing after 0 seconds. While vanished, he will heal himself for 450 Life. / Cooldown: 30 seconds
  • Anatomy Increases Critical Hit Chance by 31.8% for you and the Scoundrel.
  • Multishot Cooldown: 8 seconds / Active: The Scoundrel will shoot 3 bolts, each dealing 110% weapon damage. / Passive: The Scoundrel's rangedspecial attacks have a 50% chance to fire 13 bolts at a time.

Templar


  • Heal Cooldown: 30 seconds / Heals you and the Templar for 1238629727 Life. / Cooldown: 30 seconds
  • Charge Cooldown: 10 seconds / Charges a target, dealing 50279% weapon damage and stunning all enemies within 8 yards for 23 seconds. / Cooldown: 30 seconds
  • Loyalty Regenerates 826991 Life per second for you and the Templar.
  • Intimidate Enemies that hit or are hit by the Templar are slowed by 6080% for 3 seconds.
  • Intervene Cooldown: 10 seconds / Taunt enemies within 10 yards of you for 1 second3 seconds when you are hit. / Cooldown: 30 seconds
  • Onslaught Cooldown: 10 seconds / Delivers a massive blow to an enemy for 200807% weapon damage. / Cooldown: 15 seconds
  • Guardian Cooldown: 30 seconds / Rush to your aid, knocking back enemies within 15 yards and healing you for 1238628075 Life. / Cooldown: 30 seconds

Wizard


  • Dominance Killing an enemy grants a shield that absorbs 82574954 damage for 5 seconds. This effect can stack up to 10 times. / Refreshing Dominance will set the shield to its maximum possible potency and each stack will increase its total duration by 1 second0.5 seconds.
  • Illusionist When you suffertake more than 15% of your maximum Life in a single hitdamage within 1 second, the cooldowns on Mirror Image, Slow Time, and Teleport are reset. / When you use Mirror Image, Slow Time, or Teleport, your movement speed is increased by 30% for 3 seconds.
  • Cold Blooded All damage dealt toEnemies chilled andor frozen targets is increased by you take 10% more damage from all sources for the duration of the chill or Freeze.
  • Power Hungry Being healed by a health globe causes the next Arcane Power Spender you cast to be cast for free. / You can have up to 510 charges of Power Hungry.
  • Blur Decrease meleeDecrease damage taken by 20%.
  • Paralysis Lightning spells have a 2015% chance to Stun all targets hit for 1.5 seconds.
  • Unwavering Will Standing still for 21.5 seconds increases the following attributes: / *Armor: 20% / *All Resistances: 20% / *Damage: 10%
  • Temporal Flux Enemies that take Arcane damage are slowed by 6080% for 32 seconds.
  • Elemental Exposure Damaging enemies with Arcane, Cold, Fire or Lightning will cause them to take 5% more damage from all sources for 5 seconds. Each different damage type applies a stack, stacking up to 4 times. / Elemental damage from weaponsyour weapon contributes to Elemental Exposure.
  • Spectral Blade This is a Signature spell. Signature spells are free to cast. / Summon a spectral blade that strikes all enemies up to 15 yards in front of you for 168% weapon damage as Arcane.
  • Shock Pulse Launch a volley of 3 electric bolts that deal 244257% weapon damage as Lightning damage per bolt. / Cost: 0 Arcane Power
    • Fire Bolts : Cast 3 bolts of fire that each deal 288274% weapon damage as Fire.
    • LightningPower Affinity : Gain 5 Arcane Power for each enemy hit. / Shock Pulse's damage turns into Arcane.
    • Explosive Bolts : Slain enemies explode, dealing 252184% weapon damage as LightningCold to every enemy within 10 yards. / Shock Pulse's damage turns into Cold.
  • Ice Armor Cost: 25 Arcane Power / Surround yourself in a barrier of ice that reduces damage from melee attacks by 12%. Melee attackers are either Chilled or Frozen for 3 seconds. Lasts 410 minutes. / Only one Armor may be active at a time.
    • Frozen Storm : A whirling storm of ice builds around you, dealing 1128% weapon damage as Cold every second.
  • Wave of Force
    • Impactful Wave : Wave of Force repels projectiles back toward their shooter, knocks back nearby enemies and Slows them by 60% for 53 seconds. / Wave of Force gains 5 second cooldown.
  • Frost Nova Cooldown: 1311 seconds / Blast nearby enemies with an explosion of ice and freeze them for 32 seconds.
    • stat : Increases freeze duration to 32 seconds and damage to 0 - 43 Cold damage. / Cooldown: 1311 seconds
    • Bone Chill : Enemies take 6033% more damage while frozen or chilled by Frost Nova.
    • Frozen Mist : Frost Nova no longer freezes enemies, but instead leaves behind a mist of frost that deals 1019915% weapon damage as Cold over 8 seconds.
    • Cold Snap : Reduce the cooldown to 87.5 seconds and increase the Freeze duration to 43 seconds.
    • Deep Freeze : Gain a 10% bonus to Critical Hit Chance for 1311 seconds if Frost Nova hits 5 or more enemies.
  • Electrocute
    • Surge of Power : Gain 12 Arcane Power for each enemy hit. / Electrocute's damage turns into Arcane.
  • Arcane Orb
    • Arcane Orbit : Create 4 Arcane Orbs that orbit you, exploding for 221236% weapon damage as Arcane when enemies get close.
    • Scorch : Launch a burning orb that deals up to 335% weapon damage as Fire. The orb leaves behind a wall of Fire that deals 379320% weapon damage as Fire over 5 seconds.
  • Explosive Blast Cost: 20 Arcane Power / Cooldown: 6 seconds / Gather an infusion of energy around you that explodes after 1.5 seconds for 1021616% weapon damage as Arcane to all enemies within 12 yards.
    • Short Fuse : Immediately release the energy of Explosive Blast for 1021909% weapon damage as Fire.
    • Obliterate : Increase the explosion radiusRelease an enormous Explosive Blast that deals 760% weapon damage as Arcane to all enemies within 18 yards.
    • Time Bomb : Explosive Blast detonates from the point it was originally cast after 2.5 seconds for 13341039% weapon damage as Arcane.
    • Unleashed : ReduceIncreases the casting costdamage of Explosive Blast to 15 Arcane Power970%.
    • Chain Reaction : Instead of a single explosion, release a chain of 3 consecutive explosions, each dealing 355320% weapon damage as Fire.
  • Diamond Skin Cooldown: 15 seconds / Transform your skin to diamond for 3 seconds, absorbing up to 1783614368 damage from incoming attacks.
    • stat : Increases damage absorbed to 1783614368 damage. / Cooldown: 15 seconds
    • MirrorSleek Shell : Increases your movement speed by 30% while Diamond Skin / Reflect 100% of damage absorbed back at the attackeris active.
    • Crystal Shell : Increase the maximum amount of damage absorbed to 3567228736 damage.
    • Prism : Reduce the Arcane Power cost of all skills by 79 while Diamond Skin is active.
  • Slow Time Cooldown: 15 seconds / Invoke a bubble of warped time and space for 1215 seconds, reducing enemy attack speed by 20% and movement speed by 60%. This bubble also slows the speed of enemy projectiles by 90%.
    • Time Warp : Enemies caught in the bubble of warped time take 12.510% more damage.
    • Point of No Return : Enemies that enter or leave the Slow Time area are stunned for 3.5 seconds.
    • Stretch Time : Time is sped up for any allies standing in the area, increasing their attack speed by 12.510%.
  • Hydra Cost: 15 Arcane Power / Summon a multi-headed Hydra for 15 seconds that attacks enemies with bolts of fire dealing 7866% weapon damage as Fire. / Only one Hydra may be active at a time.
    • Frost Hydra : Summon a Frost Hydra that breathes a short range cone of frost, causing 136108% weapon damage as Cold to all enemies in the cone.
    • Lightning Hydra : Summon a Lightning Hydra that electrocutes enemies for 166138% weapon damage as Lightning.
    • Blazing Hydra : Summon a Blazing Hydra that spits bolts of Fire that burn enemies near the point of impact, dealing 130108% weapon damage as Fire over 53 seconds. Burn damage can stack multiple times on the same enemy.
    • Mammoth Hydra : Summon a Mammoth Hydra that breathes a river of flame at nearby enemies, dealing 215178% weapon damage per second as Fire to enemies caught on the burning ground.
    • Arcane Hydra : Summon an Arcane Hydra that spits Arcane Orbs that explode on impact, dealing 133111% weapon damage as Arcane to enemies near the explosion.
  • Blizzard Cost: 40 Arcane Power / Call down shards of ice that deal 673807% weapon damage as Cold over 6 seconds to enemies in a 12 yard radius. Multiple casts in the same area do not stack.
    • Unrelenting Storm : Increase the duration and damage of Blizzard to deal 11431296% weapon damage as Cold over 8 seconds.
    • Stark Winter : Increase the area of effect and damage of Blizzard to deal 818941% weapon damage as Cold over 6 seconds to enemies in a 22 yard radius.
    • Grasping Chill : After theThe amount Blizzard ends, the ground is covered in a low-lying mist for 2.5 seconds that Slows the movement speed of enemies by is increased to 80%.
    • Snowbound : Reduce the casting cost of Blizzard to 1013 Arcane Power.
    • Frozen Solid : Enemies caught in the Blizzard have a 3040% chance to be Frozen for 41.5 seconds.
  • Storm Armor Cost: 25 Arcane Power / Bathe yourself in electrical energy, periodically shocking a nearby enemy for 147% weapon damage as Lightning. Lasts 410 minutes. / Only one Armor may be active at a time.
  • Magic Missile
    • Conflagrate : Missiles pierce through enemies and cause them to burn for 37182% weapon damage as Fire over 3 seconds. Burn damage can stack multiple times on the same enemy.
  • Magic Weapon Cost: 25 Arcane Power / Imbue your weapon with magical energy, granting it 10% increased damage. Lasts 510 minutes.
    • Ignite : Attacks burn enemies, dealing 3286% weapon damage as Fire over 3 seconds.
    • Electrify : Attacks have a chance to cause lightning to arc to 3 nearby enemies, dealing 1061% weapon damage as Lightning.
  • Meteor Cost: 40 Arcane Power / Summon an immense Meteor that plummets from the sky, crashing into enemies for 506501% weapon damage as Fire. The ground it hits is scorched with molten fire that deals 169167% weapon damage as Fire over 3 seconds.
    • Molten Impact : Increases the damage of the Meteor impact to 19341648% weapon damage as Fire and the molten fire to 646549% weapon damage as Fire over 3 seconds. / Adds a 15 second cooldown.
    • Meteor Shower : Unleash a volley of 7 small Meteors that each strike for 230228% weapon damage as Fire.
    • Comet : Summon a Comet that deals 596590% weapon damage as Cold and has a 20% chance to freeze enemies for 1 second upon impact. / The impact site is covered in a freezing mist that deals 199197% weapon damage as Cold and Slows enemy movement by 60% over 3 seconds.
  • Ray of Frost
    • Black Ice : Enemies killed by Ray of Frost leave behind a patch of ice that deals 1104810% weapon damage as Cold to enemies moving through it over 3 seconds.
  • Energy Armor Cost: 25 Arcane Power / Focus your energies, increasing your Armor by 35% but decreasing your maximum Arcane Power by 20. Lasts 410 minutes. / Only one Armor may be active at a time.
  • Familiar Cost: 20 Arcane Power / Summon a Familiar that attacks your enemies for 110179% weapon damage as Arcane. This companion cannot be targeted or damaged by enemies. Lasts 510 minutes.
    • Cannoneer : The Familiar's projectiles explode on impact, dealing 203240% weapon damage as Arcane to all enemies within 6 yards.
  • Archon Cooldown: 120 seconds / Transform into a being of pure arcane energy for 20 seconds. While in Archon form, your normal abilities are replaced by powerful Archon abilities and your damage, Armor and resistances are increased by 5020%. / Each enemy killed while in Archon form increases your damage by 6% for the remaining duration of Archon.
    • Arcane Destruction : An explosion erupts around you when you transform, dealing 63093680% weapon damage as Arcane to all enemies within 15 yards.
  • Teleport
    • Calamity : Cast a short range Wave of Force upon arrival, dealing 422252% weapon damage as Arcane to all nearby enemies and stunning them for 1.5 seconds.
    • Safe Passage : For 5 seconds after you Teleport, you will take 4627% less damage.
  • Black Hole Cost: 3520 Arcane Power / Cooldown: 812 seconds / Conjure a Black Hole at the target location that draws enemies to it and deals 376360% weapon damage as Arcane over 2 seconds to all enemies within 15 yards.
    • Supermassive : Increases the Black Hole radius to 20 yards and damage to 583570% weapon damage as Lightning over 2 seconds.
    • Event Horizon : The Black Hole also has a chance to absorbabsorbs enemy projectiles and objects from Elite monster affixes within 15 yards.
    • Blazar : Conjure a Black Hole at the target location that draws enemies to it and deals 376360% weapon damage as Fire over 2 seconds to all enemies within 15 yards. / After the Black Hole disappears, an explosion occurs that deals 372464% weapon damage as Fire to enemies within 15 yards.
    • Spellsteal : Enemies hit by Black Hole deal 10% reduced damage for 35 seconds. Each enemy hit by Black Hole grants you 13% increased damage for 35 seconds.
    • Absolute Zero : Each enemy you hit grants 12% increased increases the damage for the nextof your Cold spell you castspells by 4% for 10 seconds. / Black Hole's damage turns into Cold.

X1_Crusader


  • Fervor When an enemy dies within 15 yards, you gain 10% Attack Speed for 3 seconds.
  • Blessed Shield Cost: 20 Wrath / Hurl a celestial shield at enemies, dealing 380280% weapon damage and 100% of shield Block Amount as damage. The shield will ricochet between 3 nearby enemies.
  • Sweep Attack Cost: 20 Wrath / Sweep a mystical flail through enemies up to 18 yards before you, dealing 500400% weapon damage.
    • Blazing Sweep : Enemies hit by the attack will catch on fire for 260170% weapon damage over 2 seconds.
    • Trip Attack : Enemies hit by the sweep attack have a 2050% chance to be tripped, stunning them for 52 seconds.
  • Heaven's Fury Cooldown: 20 seconds / Call down a furious ray of Holy power that deals 15001260% weapon damage as Holy over 6 seconds to all enemies caught within it.
    • Ascendancy : The ray of Holy power grows to encompass 12 yards, dealing 20401680% weapon damage as Holy over 6 seconds to enemies caught within it.
    • Blessed Ground : The ground touched by the ray becomes blessed, scorching it and dealing 1250975% weapon damage over 5 seconds to any enemy who walks through it.
    • Fires of Heaven : The ray is focused on your shield in a pulse that is deflected in a tightly focused beam across the battlefield, dealing 1200950% as Holy to all enemies it hits. / The cooldown is removed. Now costs 40 Wrath.
  • Bombardment Cooldown: 60 seconds / Call in an assault from afar, raining spheres of burning pitch and stone onto enemies around you, dealing 46903950% weapon damage to enemies within 18 yards of the impact zone. / The bombardment continues on randomly targeted monsters nearby for the next 5 seconds.
    • Annihilate : Each impact has a 1000% chance to deal a Crushing Blow.
    • Mine Field : Each impact scatters 2 mines onto the battlefield which explode when enemies walk near them dealing 250160% weapon damage to everything within 10 yards.
    • Impactful Bombardment : A single, much larger ball of explosive pitch is hurled at the targeted location dealing 46903950% weapon damage to everything within 18 yards.
  • Fist of the Heavens Cost: 30 Wrath / Call forth a pillar of lightning from the heavens that explodes, dealing 630440% weapon damage as Lightning to any enemy within 8 yards. The explosion creates 6 piercing charged bolts that arc outward, dealing 430320% weapon damage to enemies through whom they pass.
    • Fissure : Creates a fissure of lightning energy that deals 530340% weapon damage to nearby monsters. If there is another fissure nearby, powerful lightning will arc between them.
  • Condemn Cooldown: 15 seconds / Build up a massive explosion, unleashing it after 3 seconds, dealing 12501160% weapon damage as Holy to all enemies within 15 yards.
  • Blessed Hammer Cost: 10 Wrath / Summon a blessed hammer that spins around you, dealing 245200% weapon damage as Holy to any enemy it hits.
  • Shield Bash Cost: 30 Wrath / Charge at your enemy, bashing him and all neaby foes with your shield, dealing 700550% weapon damage plus 150% of the shield's Block Amount as damage as Holy.
    • Shattered Shield : The shield shatters into other smaller fragments, hitting more enemies. The extra enemies hit take 450325% weapon damage and 140100% of your shield's Block Amount as damage.
    • Pound : Shield Bash will now deal 700550% weapon damage plus 150% shield Block Amount as damage as Holy. The range is reduced to 8 yards.
  • Steed Charge
    • Rejuvenation : While riding the War Horse you will recover 1510% of your Life.
    • Nightmare : The War Horse is consumed with righteous fire, scorching all who walk in its path for 900600% weapon damage as Fire over 4 seconds.
  • Judgment Cooldown: 20 seconds / Pass judgment on all enemies within 20 yards of the targeted location, rooting them in place for 76 seconds.
    • Deliberation : Increases the duration of the root to 1210 seconds.
    • Resolved : Damage dealt to judged monsters has a 100% chance to be a Crushing Blow.
  • Iron Skin
    • Charged Up : Your metal skin is electrified, dealing 300250% weapon damage as Lightning per second to enemies within 8 yards.
    • Explosive Skin : When Iron Skin expires the metal explodes off, dealing 13001050% weapon damage to enemies within 12 yards.
  • Akarat's Champion
    • Rally : Any time you deal damage there is a 50% chance you will reduce the cooldown of your skills by 1 second. / Does not affect AkaratsAkarat's Champion.
    • Prophet : Gain 150% additional armor while AkartAkarat's Champion is active.
    • Hasteful : While in the form of AkaratsAkarat's Champion, your movement speed is increased by 30%.
  • Shield Glare
    • Subdue : Enemies hit by the glare will be slowed by 80% for 106 seconds.
  • Falling Sword Cost: 25 Wrath / Cooldown: 30 seconds / Launch yourself into the heavens and come crashing down on your enemies, dealing 14501100% weapon damage to everything within 14 yards of where you land.
    • Superheated : The ground you fall on becomes superheated for 6 seconds, dealing 245200% weapon damage as Fire per second to all enemies who pass over it.
    • Part the Clouds : You build a storm of lightning as you fall which covers the area you land on for 5 seconds. Lightning strikes random enemies under the cloud, dealing 200165% weapon damage as Lightning and stunning them for 2 seconds.
    • Flurry : A flurry of swords is summoned at the impact location, dealing 10060% weapon damage to monsters caught in the flurry, and hurling monsters around and incapacitating them for 5 seconds.
  • Punish Generate: 5 Wrath per attack / Strike your enemy for 140200% weapon damage and gain Hardened Senses, increasing your Block Amount by 50% for 5 seconds.
  • Slash Generate: 5 Wrath per attack / Ignite the air in front of you, dealing 140190% weapon damage as Fire.
    • Electrify : The slash becomes pure lightning, and has a 2025% chance to stun enemies for 2 seconds.
    • Crush : You have a 50% chance to deal a Crushing Blow.
  • Justice Generate: 5 Wrath per attack / Hurl a hammer of justice at your enemies, dealing 120175% weapon damage.
    • Crack : When the hammer hits an enemy there is an 80% chance it will crack into 2 smaller hammers which fly out and deal 120175% weapon damage as Holy.
    • Hammer of Pursuit : The hammer will now seek out nearby targets and deal 155200% weapon damage.
  • Consecration Cooldown: 30 seconds / Consecrate the ground 20 yards around you for 10 seconds. You and your allies heal for 8261651 Life per second while standing on the consecrated ground.
    • Shattered Ground : Enemies standing on consecrated ground will take 11595% weapon damage as Fire per second.
  • Smite Generate: 5 Wrath per attack / Smite enemies 15 yards away with holy chains that deal 125165% weapon damage as Holy. The chains break off and strike at 3 enemies within 20 yards, each dealing 85125% weapon damage as Holy.

Comments

  • #1 DamienJohn
    I'm really liking those DH changes, especially the Active/Passive Companion effects.
  • #2 Crackseed
    Hnnngh - those changes to the Demon Hunter summons. Much love! :D
  • #3 Ryude
    Bnet_HeroCreate.txt


    • SeasonCheckbox-{icon:BattleNet_SeasonIcon, 3.0} Seasonal Hero
    Does this confirm that ladders will be in the expansion?
  • #4 Bleu42
    Quote from Ryude

    Bnet_HeroCreate.txt


    • SeasonCheckbox-{icon:BattleNet_SeasonIcon, 3.0} Seasonal Hero
    Does this confirm that ladders will be in the expansion?



    I wouldn't say confirm at all. There's been strings for seasons and ladders for awhile, so they could just be testing it and still not include in launch.
  • #5 Enty
    So dat Shock pulse now being cold makes us finally get a full frost wiz?... OH HELL YEAH! AND DH CHANGES ARE AWESHUMMMM!!! bravo blizzard
  • #6 DamienJohn
    "You Fetishes shoot a Poison Dart every time you do. (previously enhanced only Poison Dart)"

    Epic change for zoomancer builds! Effectively solves the problem of overcrowding (which rends many of your minions useless) when dealing with single-targets or cramped environments.
    Last edited by DamienJohn: 12/12/2013 1:08:27 AM
  • #7 Kallizk
    Quote from Enty

    So dat Shock pulse now being cold makes us finally get a full frost wiz?... OH HELL YEAH! AND DH CHANGES ARE AWESHUMMMM!!! bravo blizzard

    Magic missile already had a cold version so you could go full frost already, hell i'm frost on live, RoF with enough apoc + cold blood rune ftw ^^
    OT: Ubber diablo and new infernal machines + alot of new sets and cursed chests, nice patch for people in the beta i'd say ^^
  • #8 Sabvre
    Where are the witch doctor changes?
  • #9 Polar7RulZ


    Quote from Sabvre


    Where are the witch doctor changes?


    Finally someone comments on that lol
  • #10 Redlight

    Boar Companion : SummonActive: Your boar charges to you, then taunts all enemies within 20 yards for 5 seconds. / Passive: Summons a boar companion that attacks enemies in front of him for 60120% of your weapon damage as Physical. / The boar increases your Life regeneration by 8261 per second and increases your resistance to all damage types by 151000%.


    I hope 1000% it's a typo !?
    Last edited by Redlight: 12/12/2013 3:30:12 AM
  • #11 Elendiro
    ItemPassive_Unique_Ring_576_x1 - You Fetishes shoot a Poison Dart every time you do. (previously enhanced only Poison Dart)

    THIS! THIS!

    Combining this with Fetishes lasts forever and summons fetishes on every 2 elites killed! Army of shooty fetishes :D Can't wait to test that out
  • #12 NoxiousGLHF
    It's actually pretty bad; you'll very probably be better off using the +100% Pet Damage helmet with regular fetishes =/
    This is not actually a ring, unless they changed the affix's location. The Poison Dart Enhancement was on a Mask.
  • #13 hvanderw
    No WD skill changes? I really wonder what they have in store for WD. Glad they have a DOT specific set in the works and are making changes towards different pet builds. Really hope they're trying to branch beyond COB, zombie bears, and exploding toads /w legendary....


    Last edited by hvanderw: 12/12/2013 8:09:45 AM
  • #14 Gorthax
    yea those dh changes are sweet......./sarcasm look at this how did you overlook this "Slowing them by 0% for 5 seconds."
  • #15 miles_dryden


    Boss_Strings.txt

    • Uber_Diablo_Encounter_Name - Boss: Diablo
    • Uber_Diablo_Taunt_Text - Defeat Diablo, Lord of Terror!
    • Uber_Diablo_Join_Instruction - Triggered by {s1}
    • Uber_Diablo_Enter_Instruction - You are about to enter
    • Uber_Diablo_Info_Text - Your party will teleport in when everyone has accepted.


    Bwa? This should be interesting.



    Weapons Master Gain a bonus based on the weapon type of your main hand weapon: / Swords/Daggers: 8% increased damage / Maces/Axes: 5% Critical Hit Chance / Polearms/Spears: 8% attack speed / Mighty Weapons: 31 Fury per hit



    Seriously?! Was that mighty weapon bonus really OP? Especially compared to the others?



    Seismic Slam Cost: 30 Fury / Slam the ground and cause a wave of destruction that deals 550% weapon damage and 4 yard Knockback to enemies in a 45 yard arccone and knocks them up.



    THANK. YOU. BLIZZARD. Knockback on a barb is so stupid. It's nice there's a rune for the people who want it, but removing it from the base skill for Bash and Seismic Slam is a huge plus for me.





    • Companion Cost: 10 Discipline / Cooldown: 30 seconds / SummonActive: Your raven deals an additional 1000% damage on its next attack. / Passive: Summons a raven companion that pecks at enemies for 100% of your weapon damage as Physical.
      • Spider Companion : SummonActive: Your spider throws webs at all enemies within 25 yards of you and him, Slowing them by 0% for 5 seconds. / Passive: Summons a spider companion that attacks enemies in front of her for 120% of your140% weapon damage as Physical. / The spider's attacks Slow the movement of enemies by 600% for 23 seconds.
      • Boar Companion : SummonActive: Your boar charges to you, then taunts all enemies within 20 yards for 5 seconds. / Passive: Summons a boar companion that attacks enemies in front of him for 60120% of your weapon damage as Physical. / The boar increases your Life regeneration by 8261 per second and increases your resistance to all damage types by 151000%.
      • Wolf Companion : SummonActive: Your wolf howls, granting you and your allies within 60 yards 30% increased damage for 10 seconds. / Passive: Summons a wolf companion that attacks enemies in front of him for 150% of your weapon damage as Physical.
      • Bat Companion : SummonActive: Instantly gain 50 Hatred. / Passive: Summons a bat companion that attacks for 3860% of your weapon damage as Physical. / The bat grants you 30 Hatred per second.
      • Ferret Companion : SummonActive: Instantly pick up all health globes and gold within 60 yards. / Passive: Summons a pair of ferret companions that each attack for 503% of your weapon damage as Physical. / The ferrets collect gold for you and increase gold found on monsters by 100%.




    Awesome. Now do that for all the passives.



    Enduring Ally : Active: Your mystic ally sacrifices itself to heal you for 100% of your maximum Life. The cooldown on Mystic Ally is increased to 50 seconds. / Passive: A mystic ally fights by your side that increases your Life per Second by 826.



    Yup. Knew that was coming. Still awesome, though.
  • #16 Seifa
    I'm really pleased by the new Demon Hunter's companions abilities. If i'm not mistaken, there are some items that increase pet damage, so it would be interesting building this class as a Beast Master XD
  • #17 tanis0
    Seismic Slam Cost: 30 Fury / Slam the ground and cause a wave of destruction that deals 550% weapon damage and 4 yard Knockback to enemies in a 45 yard arccone and knocks them up.

    I hate it when I knock up my enemies. Stupid demon child support...
  • #18 miles_dryden
    Quote from tanis0
    Seismic Slam Cost: 30 Fury / Slam the ground and cause a wave of destruction that deals 550% weapon damage and 4 yard Knockback to enemies in a 45 yard arccone and knocks them up.

    I hate it when I knock up my enemies. Stupid demon child support...

    But imagine the army of unholy spawn you'll have at your command...
  • #19 CardinalMDM
    Looks like we got some Cursed Chest clarification.

    I'm with a lot of people thinking that there was a way to grandfather Nephalem Trials into some kind of competitive multiplayer...even if they weren't a separate mode, and you just did them, and got a report at the end saying something like, "your performance in this trial was better than 43% of players today". However, this is still a cool way to do it.

    Blizzard is clearly looking for players to have MORE avenues to get gear and items and loot besides just simply "killing monsters." I love killing monsters, and it's my favorite way to get loot, but getting it in different ways is kind of the key, as it's what people seem to be asking for. I can't wait to trade some Blood Shards and do some gambling for gear for specific slots, that should be fun.

    Beauty is, the more different ways to kill monsters/get loot are put into the game, the more fondly we can look at specific ones WE choose as our favorites or preferred methods. For instance, I know a lot of us were excited when the Infernal Machine/Hellfire Ring/Uber Bosses were patched in. Didn't take long for Key Farming to get boring, though. I haven't done an Uber Run in quite a while, most of my time in the game is spent just farming certain spots. Then, when they announced Bounties and Rifts, my first thought was, "gee, I haven't done an Uber Run in a while, I kinda miss it."

    The more different ways people can get loot and kill monsters, the more variety we get, and the less boring and monotonous the game feels.
  • #20 CardinalMDM
    Quote from miles_dryden


    Boss_Strings.txt
      • Uber_Diablo_Encounter_Name - Boss: Diablo
    Uber_Diablo_Taunt_Text
        - Defeat Diablo, Lord of Terror!
      • Uber_Diablo_Join_Instruction - Triggered by {s1}
    Uber_Diablo_Enter_Instruction
      - You are about to enter
    • Uber_Diablo_Info_Text - Your party will teleport in when everyone has accepted.

    Bwa? This should be interesting.
    Seismic Slam Cost: 30 Fury / Slam the ground and cause a wave of destruction that deals 550% weapon damage and 4 yard Knockback to enemies in a 45 yard arccone and knocks them up.

    THANK. YOU. BLIZZARD. Knockback on a barb is so stupid. It's nice there's a rune for the people who want it, but removing it from the base skill for Bash and Seismic Slam is a huge plus for me.

    Absolutely curious about Uber Diablo as well.

    I was thinking it might be cool if he were tied to Blood Shards/Gambling, in a similar way as selling SOJs brought Uber Diablo out in D2. Like, when enough Blood Shards are traded in, you get that "Evil walks the land" or whatever message, and if you're out in the wilderness, say hello to pain, ;-) Might be good to just keep that to Torment Difficulty levels, so that lower level characters don't have to deal with that as much, but I really think that'd add more of a sense of danger and unpredictability when you're out farming or grinding.

    As for Knockback on a Barb, I don't think it's stupid at all for a melee class to have an alternative way of placing distance between themselves and enemies. However, you are right in saying that removing it from the base skill and making Knockback more of a choice is absolutely a good thing. I can agree there, :-)
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