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Blue Posts on Reddit
There were a couple blue posts recently on the Diablo Reddit. Nevalistis clarified that the inspect feature is meant to show live, updated information on a player's current setup - and will be fixed. Wyatt Cheng explained a bug with the Blessed Ground rune of Heaven's Fury for Crusaders. Read them below.
Originally Posted by Blizzard
AFAIK, the talk is about the interaction between the Heaven's Fury Blessed Ground rune and the Shield of fury affix, as the problem seems to be thle lack of an internal cooldown of the Shield of Fury affix which causes the damage from Blessed Ground rune to stack really quickly and indefinitely, dealing massive and unparalleled damage, especially on the Rift Guardian. If thats the case, this will be a fix instead of a nerf.This is correct. The interaction with Blessed Ground is a bug. We are looking to fix this interaction but keep the shotgun mechanics intact. This is why we have PTR! No ETA yet. Most of the builds on PTR are within the same ballpark of each other with a handful of mechanics (including Blessed Ground, and the Shadow's Mantle 2-piece) causing large distortions (10+ rift levels) at the top end.
These numbers might be incorrect as theyre from an outdated list, but they might be still correct so Ill try:
Decreasing the stacking rate of Heavens Fury - Blessed Ground to about 1/10th of its current value should downgrade it about 7 GR levels. If http://www.d3maxstats.com/skills/ is still correct hor Heavens Fury this could be achieved by expanding Blessed Ground proc coefficient to the ground effect too, so that both, beam and ground effect, have a proc coefficient of 0.05. Then change SoF to have a chance equal to proc coefficient * 2 to apply a stack, Shoptgun is listed with 0.5 so it wouldnt change anything for shotgun, but blessed ground would have a 10% chance to apply a stack so it would be 1/10th compared to now. Or would this be a problem concerning lag because of the high amount of potential proccing chances?The current thought is to scale the stack rate with your attack speed. Will look at your analysis. We'll see how things go. Thank you! (Reddit)
New 2.4 "Inspect" mechanic - brings up the current hero that the user is playing with, but through the "Profile" view. This is not a live view, is not up to date.This is actually a known issue, and it's been passed along appropriately. The swap to showing the "Profile" view when using Inspect is intentional, but it is supposed to immediately pull up-to-date information. (Reddit)
Desolacer's Melee DH for Patch 2.4
Desolacer has put together an in depth guide for a melee DH build that uses the revamped Shadow Mantle's set. Its available both in a written and video format, and it's a build that works on softcore and hardcore too. If you are excited about trying this playstyle on Patch 2.4, check it out!
Details on the Build:
This build is based on the reworked Shadow's Mantle set and has a unique playstyle on higher Greater Rifts, which makes it even more fun. To play this Impale build, you need all 6 pieces of the Shadow's set, the Chakram quiver and the new dagger "Karlei's Point".
Karlei's Point: Impale returns 10-15 Hatred if it hits an enemy already Impaled.
You also need area damage on your following items: Rings, Weapon, Gloves and Shoulders. With Paragon points you can get up to 164% area damage.
The trick with this playstyle is, to pull a lot of monsters together, focus a big monster which has a lot of hitpoints to permanently spam your Impale on this enemy. If you do that, all enemies around that target will just melt away from your area damage.
Use your Chakram to spread your Pain Enhancer and try to stay in meele range to get the attackspeed of the Rank25 Pain Enhancer bonus
We have a new legendary affix on the one-handed crossbow "Dawn" which we will use in the Kanai Cube.
Dawn gives us 60% cooldown reduction on the skill "Vengeance" The new helmet "Visage of Gunes" is another affix we will use in the cube. It will activate the rune "Dark Heart" of your Vengeance skill, which decreases our damage taken by 50% while Vengeance is active.
In combination with the Obsidian Ring of the Zodiac in the cube, we will have 100% uptime on the "Vengeance" skill.
Vengeance also got a buff in this patch. While Vengeance is active, we do 40% increased damage.
Using a melee weapon doesn't make a build melee. Those are still ranged abilities.
There was no way Blizzard could have made a melee Demon Hunter due to the limitations of the DH ability tree. They would have to totally rework it in order to have melee abilities rather than focus on abilities which do not require a bow. All this is is a glorified version of the old, clunky, do more for less melee build which used the same gear and abilities.
There is no reason for me to play this over an actual melee class (or any class) even though it's 'new'. Slapping numbers like 40,000% is like putting lipstick on a pig.
I'm sorry, the idea is cool, but this build just looks terri-bad.
I tested S6 (+ M6/Raekors) in PTR over the last two weeks, while the idea of an "Assassin" type DH is appealing, the class doesn't have inert 'group-pull' tools for gathering up trash packs which is necessary for Chakram/Fan of Knives which is why I feel Shadow's Mantle needs rework as the play style is clunky and lacks smoothness. I think the set design should have also factored in a greater synergy with traps (much like the Assassin in D2).
I also think Toughness needs a better boost as this build will struggle in higher GR tiers.
I feel if relatively underutilized passives like for example, Numbing Traps/Brooding/Tactical Advantage were redesigned to support highly mobile melee play, this could really take off.
A lot of people were excited at the announcement of this set revision and came away disappointed in the PTR.