Diablo 3 - Reaper of Souls

Mures

Blackwing Lair Raider
4,014
511
@Death exactly. Most of that shit is level 60 and my SoH dropped on my Wiz. My Wiz is geared enough now to thrash T5 alone so hes on the back burner.

Can you take a look at my DH Vorph, gotten a lot of +fire shit now and the Kridershot has been fun. Am I using the right passives and should I reroll my helm from crit into fire damage? Still have to do +CA on boots and belt when I get time.
Suggestions:
Helm - 20% fire > 15% CA > 6% crit. Not sure I'd spend a lot of souls on an Andy that didn't already start out perfect (dex/fire/crit or CA/ias -> reroll to CA or crit) however. I'd try to get a Pride's Fall instead since they're so easy to reroll to dex/crit/CA/vit and the secondary effect is godly enough that it more than makes up for losing fire%.

Shoulders - Pray for Marauder's Spines to drop and roll perfectly or craft something with Dex/RCR/AE Damage/(Vit or AR).

Bracers - Consider making Reaper's Wraps now that Malthael should be fixed. You only need one person in a group with Strongarm, and ideally it's the monk since he's the one actually triggering the effect with CS.

Belt - Can't roll CA here actually, belts roll builder damage (which is useless to you with a Kridershot). Best stats for you would be dex/vit/AR/life%, which I see you already have. So basically you just need a Harrington with the same stats. Good luck with that. :p

Legs - Reroll regen to vit if you didn't already have to reroll for the sockets. Try to get Marauder's Encasement.

Boots - Reroll to CA damage. Try to get Marauder's Treads.

Quiver - Reroll to CA damage. Or don't, since it takes absurd luck to actually get 14-15% CA on a quiver because every single skill we have can roll in that slot.

For skills, swap Vengeance rune to Seethe. 10 hatred per second so you can [almost] spam CA the whole time it's active is way better than converting the damage to fire. I would also use frost arrow the vast majority of the time instead of screaming skull. Yes, you lose fire damage, but splitting into 10 projectiles more than makes up for that against trash. Switch back to fire for bosses.

Passives are situational. Cull the Weak is a must when you use frost arrow. Ambush is huge for clearing trash. I prefer Tactical Advantage and Steady Aim for the final two slots, but drop Steady Aim (for Blood Vengeance usually) on certain maps that I know will constantly put shit in my face and negate the effect. BV is probably better than TA in a group too, since sprinting around the map isn't terribly useful when you have to wait for the non-dex classes to slowly trudge along behind you anyway. Single Out is pretty much bosses-only. If the game would give me a goddamn Pride's Fall, I'd probably use Awareness a lot more to keep the effect up.
Gear aside, for skills I swapped vengeance out and put back in preparation: punishment reason being, I never used vengeance. Maybe its just me not using it correctly, but I would save it for elite packs and after I dumped 50-75% of my initial hatred. The problem with that is most elite packs were dead in one or two more cluster arrows so it seemed like a waste, especially when the next elite pack was right around the corner and both wolf and vengeance were down, that feeling was terrible. So I certainly get more sustained dps out of using prep: punishment than I did vengeance. I believe in order for vengeance to really be useful you need cdr and you can't have both the rrc you need for lfb build and cdr. With prep: punishment I use it all the time, I can unload all my hatred and disc allowing me to fire more ca's on each elite pack and each elite pack drops enough health globes that with blood vengeance passive I'm at full hatred/disc again for the next one.

So for passives, I wouldn't be able to live without blood vengeance, but I am looking forward to crafting a reaper's wrap so I can use another passive in its slot. I personally would swap out archery for steady aim as I only find archery worth using now for a 2h xbow. If you did indeed swap to frost arrow I'd consider cull of the weak there also. I personally use steady aim solo since the majority of stuff is dead before it comes near me and cull of the weak in group play because things usually live longer and more than likely other people will be slowing too. I also personally prefer sharpshooter over single out, really there is no reason imo to use single out except for bosses. A lot of people knock sharpshooter and say its a "waste", but I find its synergy with ambush and wolf active too good to pass up, its at worse a 4% cc increase, usually more than that, sometimes way more than that. Critting is everything in lfb build, if you think about it, if you have 400% cd, 1 critting cluster arrow will do more damage than 4 non-crits so you get to spend way less in resources to do more damage.
 

Juvarisx

Florida
3,600
3,664
Heres reddits list atm



Gloves of worships are fixed to last the intended 10 minutes on the fleeting and empowered shrine

New paragon portraits

Manglemaw drops (almost?) no loot

Commas in monster health numbers

Teleport-wormhole now teleports 3 times maximum , but the yards are increased from 35 to 50

Channeling time on opening a rift

New kadala mystery gear icons

Gem requirement for Legendary / Set gear has been changed to require Marquise rather then Royal Flawless.

Crazy Climbers, the act 3 quest in Rakkis Crossing, now requires you to kill the monsters in the tower rather than just running to the top and talking to the guy. No longer viable for power leveling.

Act 1 Blacksmith box has been moved and also doesn't block you anymore.

Quests you haven't completed are a different color in campaign mode.

Life per Spirit Spent is less weighted on your sheet healing it seems ( this is most likely just a tooltip thing and not an actual nerf )


Im liking the crafting change
 

Dis

Confirmed Male
748
45
They need to buff legendary crafted items IMO. By the time I get mats for them, I already have a dropped legendary that is clearly better. Plus RNG & required farming = shitty RoI
 

Korrupt

Blackwing Lair Raider
4,832
1,228
So I switched to arcane torrent and I'm curious how it works - is it hitting 3-5(?) times a second on everything in the area, or is each tick hitting a single mob? Because the crits seem really low for such a crazy hard hitting skill so I assume the damage is getting split up.

Probably what I like the least about it is it looks like I'm just standing there doing nothing. But it's undeniable that I melt elites a hell of a lot faster than with beam. Feeding another 15% damage to Moonlight bombs with the debuff rune is pretty damn nice too. Black hole makes torrent do terrible, terrible things.
I know what the Arc wizard I ran with did was buff Arcane Orb / Orbit, use Torrent / Disruption, and Teleport w/ Calamity through the pack to triple hit arcane. If you get hit again you can re teleport with orbs again etc.

@Vorph & Mud, thank you. Skull is cool but its such a small line that it damages that Frost Arrow might make it fun and worth the larger area.

@Mahes you are welcome to come to any group were running, fuck those people playing reindeer games. The point of a clan is to help each other, some people dont get that.
 

Ryoz

<Donor>
831
181
I never understand people that play this game like some kind of hard ass. That kind of shit would get you booted from my clan. If we're clearing too slow, we move to the next lowest. Pass weps around for transmog and if I don't need an item for an upgrade and someone else wants it, they're welcome to it.
 

Deathwing

<Bronze Donator>
16,430
7,440
That's the point, they're gems that drop easily and you likely have tons of already because of how much it costs to combine them.

Blizzard_sl said:
There are no Monk changes at this time. Monks are currently in a fairly comfortable place, but as with all aspects of the game, we will continue to monitor them and make changes as needed.
frown.png


Please fix bells. And OWE. And fire gens. And FoT. And holy gens. And LTK range. And Sweeping Winds being a huge pain in the ass without 3 piece Innas.
 

Sutekh

Blackwing Lair Raider
7,489
106
Diablo III Patch 2.0.4 - v2.0.2.23119
Visit our Bug Report forum for a list of known issues.
For a list of up to date hotfixes, please go here.
Table of Contents
General
Classes
Barbarian
Crusader
Demon Hunter
Monk
Witch Doctor
Wizard
Adventure Mode
Crafting
Items
Monsters
Quests
User Interface

GENERAL
Greatly increased the survivability of pets summoned by several items and skills, including:
Skycutter
Maximus
The Gidbinn
Genzaniku
Litany of the Undaunted
Call of the Ancients
Falling Sword - Rise Brothers
All Town hubs have had the placement of the Nephalem Rift Obelisk, Orek, and Kadala adjusted to help reduce the chance of accidental clicking
The Blacksmith's Belongings box in Act I no longer has collision
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CLASSES
Barbarian
Philosophy
Many skills that spend Fury feel great, but when it comes time to generate Fury the single-target options don't feel meaty compared to the generators that can hit more than one target at a time. As a result, we are increasing the potency of those single-target generators to be more competitive.
Active Skills
Bash
Increased base damage from 170% to 215% weapon damage
Skill Rune - Clobber
Increased chance to stun for 1.5 seconds from 30% to 35%
Skill Rune - Onslaught
Increased additional damage from 80% to 100% weapon damage
Frenzy
Increased base damage from 120% to 155% weapon damage
War Cry
Bug Fix: Fixed an issue preventing the 5 seconds of paused Fury degeneration after casting War Cry from working.
Weapon Throw
Increased base damage from 150% to 185% weapon damage
Skill Rune - Mighty Throw
Increased damage from 210% to 270% weapon damage
Skill Rune - Throwing Hammer
Increased chance to stun from 30% to 40%
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Crusader
Philosophy
Many of the Crusader's Wrath spenders are below where we would like, while Heaven's Fury - Fires of Heaven was over-performing. We are toning back Fires of Heaven while increasing the potency of most of the other Crusader spenders to encourage greater build exploration.
The single-target Wrath generator spells, Punish and Justice, don't feel meaty compared to generators that can hit more than one target at a time. As a result, we are increasing the potency of Punish and Justice to be more competitive.
We are making a few adjustments to improve Steed Charge. The cooldown and duration of the skill have both been reduced. Overall, this makes the total uptime for the skill slightly higher and, more importantly, you'll be able to hit the button more often. We're removing the ability for Steed Charge to break stuns, which allows us to focus on Steed Charge being primarily a mobility skill that can still get you out of root effects, such as Jailer. We still want Steed Charge to be useful in combat, so we're also increasing the damage on damage-focused runes.
General
Crusaders now take 15% less damage from all sources
Active Skills
Akarat's Champion
Skill Rune - Rally
Fixed an issue where Rally would not reduce the cooldown of Condemn
Blessed Hammer
Skill Rune - Burning Wrath
Increased radius from 5 to 8 yards
Increased pool damage from 95% to 150% weapon damage
Skill Rune - Icebound Hammer
Bug Fix: Fixed an issue where Icebound Hammer wasn't chilling enemies
Icebound Hammer no longer goes away when exploding
Blessed Shield
Increased base skill damage from 280% to 340% weapon damage
Skill Rune - Combust
Increased damage from 105% to 270% weapon damage
Skill Rune - Shattering Throw
Increased damage from 50% to 333% weapon damage
Known Issue: The tooltip for this skill rune does not reflect this change
Fist of the Heavens
Increased base skill's impact damage from 250% to 340% weapon damage
Increased base skill's bolt damage from 210% to 340% weapon damage
Skill Rune - Divine Well
Increased damage from 14% to 80% weapon damage
Increased bolt zap search radius from 12 to 18 yards
Skill Rune - Fissure
Increased area of effect damage from 80% to 400% weapon damage over 5 seconds
Increased Arc capsule damage radius from 3 to 6 yards
Skill Rune - Heaven's Tempest
Bug Fix: Fixed an issue where Heaven's Tempest was not moving around in its intended pattern
Heaven's Fury
Skill Rune - Fires of Heaven
Reduced damage from 950% to 735% weapon damage
Justice
Increased base skill damage from 175% to 240% weapon damage
Skill Rune - Burst
Increased damage from 25% to 30% weapon damage
Skill Rune - Hammer of Pursuit
Hammer of Pursuit now seeks targets more quickly after cast
Increased damage from 200% to 300% weapon damage
Phalanx
Increased base skill damage from 295% to 380% weapon damage
Skill Rune - Bowmen
Increased damage from 85% to 160% weapon damage
Skill Rune - Bodyguard
Increased damage from 200% to 285% weapon damage
Skill Rune - Shield Charge
Increased damage from 75% to 180% weapon damage
Skill Rune - Stampede
Increased Stun chance from 25% to 30%
Punish
Increased base skill damage from 200% to 270% weapon damage
Skill Rune - Retaliate
Increased damage from 70% to 94% weapon damage
Shield Bash
Increased base skill damage from 325% to 370% weapon damage
Skill Rune - Crumble
Increased on death proc damage from 550% to 660% weapon damage
Skill Rune - Pound
Increased damage from 550% to 740% weapon damage
Increased bonus damage from shield Block Chance from 150% to 500%
Steed Charge
Reduced base skill cooldown from 25 to 16 seconds
Reduced base skill duration from 2 to 1.5 seconds
No longer breaks Stun
Skill Rune - Endurance
Reduced duration from 3 to 2 seconds
Skill Rune - Ramming Speed
Increased damage from 475% to 515% weapon damage
Skill Rune - Nightmare
Bug Fix: Fixed an issue where the Fire pools were not lasting their full intended duration
Skill Rune - Draw and Quarter
Increased damage from 125% to 185% weapon damage
Sweep Attack
Increased base damage from 400% to 440% weapon damage
Passive Skills
Lord Commander
Now reduces the cooldown of Steed Charge by 25% and Bombardment by 35%
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Demon Hunter
Philosophy
Many skills that spend Hatred feel great, but when it comes time to generate Hatred the single-target options don't feel meaty compared to the generators that can hit more than one target at a time. As a result, we are increasing the potency of a few single-target generators to be more competitive.
Active Skills
Evasive Fire
Increased base middle shot damage from 160% to 200% weapon damage
Increased base side shot damage from 80% to 100% weapon damage
Skill Rune - Covering Fire
Bug Fix: Fixed a bug causing the side shot damage to be lower than the amount listed
Increased the damage of the side shots from 160% to 200% weapon damage
Increased the range of the side shots from 50% to 80% to match the range of the middle shot
Hungering Arrow
Increased base damage from 125% to 155% weapon damage
Sentry
Skill Rune - Guardian Turret
The damage reduction from this rune will now be reflected in the Toughness display
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Monk
Philosophy
Monks are working as intended and Dashing Strike is perfectly balanced.
There are no Monk changes at this time. Monks are currently in a fairly comfortable place, but as with all aspects of the game, we will continue to monitor them and make changes as needed.
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Witch Doctor
Philosophy
The Witch Doctor was lacking good options for when they were low on Mana. A lack of attractive Signature spells results in builds primarily focused on sustaining Mana for long periods of time. We are increasing the potency of a few single-target Signature spells to be more competitive so that there are still aggressive options while waiting for Mana to regenerate.
Haunt has received some changes to provide a low-Mana option as well as to emphasize options for a damage-over-time (DOT) play style.
Active Skills
Poison Dart
Increased base skill damage from 155% + 40% to 185% + 40% weapon damage
Skill Rune - Splinters
Increased damage from 65% to 105% weapon damage per dart
Skill Rune - Spined Dart
Increased amount of Mana returned from 25 to 50
Skill Rune - Flaming Dart
Increased damage from 275% to 425% weapon damage over 4 seconds
Damage over time from Flaming Dart can now stack with itself
Skill Rune - Snake to the Face
Stun chance increased from 25% to 33%-35%
Corpse Spiders
Increased base skill damage from 216% to 324% weapon damage
Skill Rune - Leaping Spiders
Increased damage from 238% to 383% weapon damage
Skill Rune - Blazing Spiders
Increased damage from 259% to 400% weapon damage
Firebomb
Skill Rune - Pyrogeist
Increased damage from 560% to 880% weapon damage
Haunt
Reduced Mana cost from 200 to 50
Increased base skill damage from 1465% over 6 seconds to 4000% over 12 seconds
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Wizard
Philosophy
Two skills on the Wizard, Arcane Orb - Frozen Orb and Electrocute, have bugs with their implementation. Unfortunately, these bug fixes do have the side effect of weakening these skills. Ultimately, this brings these skills back in line with other Wizard skills, which is why we chose to implement these fixes.
Teleport is receiving some changes to allow it to work in more situations. The range is being increased overall for each cast of Teleport. As a result, the Wormhole rune is receiving a reduction in the number of successive casts that can be completed. Previously, you could cover 140 yards in 4 casts and now you can cover 150 yards in 3 casts. Overall, this is a buff.
Active Skills
Arcane Orb
Frozen Orb
Bug Fix: Fixed an issue where Frozen Orb was chilling for longer than intended
Bug Fix: Fixed an issue where the Frozen Orb bonus damage radius was hitting a larger area than intended
Electrocute
Skill Rune - Surge of Power
Reduced proc scalar from 0.25 to 0.166
Teleport
Increased range from 35 to 50 yards
Skill Rune - Wormhole
Reduced maximum allowed teleports from 4 to 3
Passive Skills
Arcane Dynamo
Bug Fix: Arcane Dynamo now properly grants bonus damage to channeled spells
Prodigy
Bug Fix: Fixed an issue where Electrocute was granting double the intended amount of Arcane Power when used with Prodigy
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ADVENTURE MODE
The Nephalem Obelisks now have a short cast time before they activate
Nephalem Rifts
Adjusted the potential layouts for Sewer and Aqueduct style dungeons to include more randomized options
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CRAFTING
Level 70 crafted sets no longer require Flawless Royal gems and instead now require Marquise gems
The drop rate of unique Legendary crafting materials has been significantly increased
This matches the drop rate of Death's Breaths
Death's Breaths are no longer required for level 61-70 Rare crafting recipes
Bug Fix: Legendary crafted shields now provide the correct amount of Block Value for their level
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ITEMS
The treasure from Resplendent Chests has been improved to feel more resplendent
Bug Fix: Legendary Follower relics will no longer roll incorrect Primary stats
Malthael is now much more afraid, and will more consistently drop the Reaper's Fear Legendary crafting material
Bug Fix: Gloves of Worship no longer grant 60 minute buffs for Empowered or Fleeting Shrines
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MONSTERS
Damage from ghosts with the Soul Siphon ability has been reduced
Poison Enchanted
Duration of each Poison Enchanted globule reduced from 8 to 6 seconds.
Maximum number of Poison Enchanted globules has been reduced from 4 to 3 per cast
Poison Enchanted is now triggered with more variation in timing from Champion packs
The "Kill Malthael" quest is now required to be completed before Malthael will drop loot
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QUESTS
The Crazy Climber event now requires players to kill the monsters spawned during the event to complete
The Jar of Souls event now spawns additional monsters in Torment I and higher
The Matriarch's Bones event now spawns additional monsters in Torment I and higher
In Campaign Mode, Manglemaw now only drops loot and gives XP before the player progresses to the Chancellor's Tomb quest
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USER INTERFACE
Bug Fix: Fixed an issue where game objects were prioritized over chat links in the chat window
Bug Fix: Fixed an issue where players were sometimes unable to click on chat links at the bottom of the chat window
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Heres the notes
 

an accordion_sl

shitlord
2,162
8
General
Crusaders now take 15% less damage from all sources
Holy fucking shit. Rest of the crusader changes are completely uninteresting since they need to reduce wrath costs on the other spenders rather than just buffing damage.

Really like that they have their class philosophy in the notes.

Level 70 crafted sets no longer require Flawless Royal gems and instead now require Marquise gems
Amazing, can get Cain's 2pc now. Time to farm a reaper's fear.
 

Juvarisx

Florida
3,600
3,664
That's the point, they're gems that drop easily and you likely have tons of already because of how much it costs to combine them.



frown.png


Please fix bells. And OWE. And fire gens. And FoT. And holy gens. And LTK range. And Sweeping Winds being a huge pain in the ass without 3 piece Innas.
Well I rather something require Marquise Diamonds rather then the current nothing because All Resist gems are total ass
 

Korrupt

Blackwing Lair Raider
4,832
1,228
FO nerfed for the baddie Wizards even more, now youre going to really have to watch its path and predict the ending point.
 

Dashel

Blackwing Lair Raider
1,829
2,931
Oh nice stuff for my Barbarian. Looks like the nerfed Frozen Orb for Wiz, but I was pushing for a Fire build anyway so I guess I missed out completely.
 

Juvarisx

Florida
3,600
3,664
I'd be happy not to use a FO build if I could find a Wand of Woh, or a Mirrorball, or a Moonlight Ward,. So many of the interesting builds needs something to make it work and I haven't lucked into those items yet =/
 

Leon

<Silver Donator>
5,439
18,630
Moonlight ward no longer drops, but it is by no means necessary to play arcane. I melt shit in T3 with a torrent build also using a bit of cooldown reduction and archon, and i totally missed the Moonlight wagon.
 

Vorph

Bronze Baronet of the Realm
11,019
4,783
I feel that I am entitled to gloat about this. Very first try on Reaper's Wraps after patch:
godwraps.png

(30% is the max roll on the orange effect too.)