Maybe it’s time to get used to it? We were never alowed to keep op items.
Got a far better idea —> uninstall D3.
My thoughts on the set changes…
INNAS
- yeah too big a nerf they should probably be aiming to reduce the 3000% damage per mystic ally down to no less than 1500% which is only a 4GR drop if my maths is correct.
- as a casual player, I put a lot of effort into augmenting most of my Innas setup this season to take back to NS and now it’s getting nerfed.
AKKHANS
- A6/I2 thorns bombardment seems to be dead. They need to bring back the 4pc 50% Akkhan CDR… not this phalanx hits enemies and cools down by 0.5sec
- what they’re trying to achieve with the set is OK though… basically you spend your time applying judgement whilst your phalanx hits enemies and triggers condemn. I’m not sure if that will be as satisfying as applying condemn yourself but it would be less resource intensive, would cast condemn more, and could be fun.
- I just think it’s funny that the Sader now gets a pet build too when they can’t get pet builds for Necro or WDs right.
TRAG’OULS
- Seems to be doubling down on facilitating siphon blood and blood nova. No issues there. Necro is not my cup of tea anyway.
DMO
- Really good utility updates (incl Crown of Primus) that should make the set play better.
- But the 6pc needs to buff the damage all the skills in the 2pc. People have been wanting a viable electrocute build for a while (though, it wouldn’t be possible to get Crown of Primus, the Electrocute wizard hat, plus depth diggers on the same build).
TAL RASHA
- Good update to the set itself but I cannot help but feel that they’re just giving us back what they took away. Tal Rasha use to be a meteor spam set which went away after the Etched Sigil tweak. Now they’re giving us back our Meteor spam but instead of channeling, we are casting spells on rotation based on different elements to drop meteors
- Smoldering Core buff was always a concern to me… with two 2H Meteor staves to use, there’s no room for the Tal Rasha source. Tals ammy a must have which reduces jewellery options. I’m guessing we now cube squirts and wear karini and CoE as our rings.
You’re free to do so.
Well it’s not exactly a pet build, because the damage of the Phalanx warriors are nothing basicly. They are just stat sticks and spreading Condemn on Judged enemies.
Monk
Inna
Gain the passive abilities of the five runed Mystic Allies at all times. Attacking enemies creates your chosen Mystic Ally that lasts 15 seconds, up to 10 Mystic Allys. The damage of your Mystic Allies is increased by 900% for each Mystic Ally you have out.
Nerfing Inna is a good move.
It was overpowered during 3 seasons.
Wave of Light
Casting Wave of Light now summons a bell at the target location that deals damage when the caster attacks the bell. Up to seven bells can be active at one time.
Summons hitable neutral elements to damage enemies.
Very original. I like it.
Just make sure that LoD Wave of Light, one of the strongest builds in the game, is not buffed by this, or else it would be Power Creep.
==
Wizard
Storm Armor
Casting Storm Armor sends a power thunderbolt from the skies that instantly kills a random enemy within 30 yards. Bosses are not killed but take significant damage. This effect cannot occur more than once every 60 seconds.
D2 Thunderstorm revival.
I wonder if 30 seconds is not too long ?
Especially if the thunderbolt accidentaly hits a minion of the Rift Guardian rather than the Rift Guardian.
Does it sytematically hits the strongest monster ?
If so, what is the strongest monster ?
Magic Missile
Magic Missile fires 20 missiles and gains the effect of the Seeker rune.
That’s the spirit of Dungeons and Dragons’ Magic Missile !
See “D&D: Magic Missile Mastery – How To Explode Anyone”
(Avoid media and advertising, just read the text)
https://www.belloflostsouls.net/2020/09/dd-magic-missile-mastery-how-to-explode-anyone.html
–
Tal Rasha
No cooldown = Meteor shower.
==
Demon Hunter
Strafe
Strafe now casts the last non-channeled Hatred spending ability casted.
GoD recursive mechanics applied to strafe + non-channeled Hatred spending ability. Interesting.
Vengeance
Casting Vengeance unleashes a barrage of rockets that deal damage equal to a percentage of an enemy’s current hit points. The percentage per rocket is reduced if the enemy is an Elite or Boss. This effect cannot occur more than once every 60 seconds.
Percentage of Life.
Delicious.
==
Crusader
Every two seconds, call down Fist of the Heavens on a random nearby enemy.
Like Mirinae, but with Fist of the Heavens, thus buffed by Aegis of Valor.
Interesting.
After casting Falling Sword, you descend from the sky with two Archangels that wield immense holy skills and benefit from your holy damage skill modifiers.
Very original, I like it !
Eternal Union: Increases the duration of summoned Phalanx Bowmen and Bodyguard indefinitely.
Smells like a pet build
==
Necromancer
Big changes. The new combinations are quite obscure at this moment, but there are chances that the new combinations intented to be used together by developers will not be used as they imagined. Power creep securities & guard rails might be bypassed by players by simply not using these items. For example, players can use Funerary Pick and Iron Rose without Trag’Oul’s Avatar. This happens frequently when you modify legendary powers instead of set powers. Proposals have been made to restore the balance.
–
Golem
Your Golem now picks up corpses within 20 yards. Each corpse it stores allows you to cast any corpse spending ability with the max number of corpses consumed per cast. Up to 30 corpses can be stored.
Golem surely deserves love.
If this was intended to buff Revive or Trag’Oul’s Avatar physical Corpse skills, it was a nice try.
But what will happen in reality is:
- Player casts Land of the Dead, Devour consumes 20 Corpses per second, your Golem stores 20 corpses per second
- Player cast Brittle Touch or Close Quarters (using Devour if Pestilence 2p)
- Player consume both { Land of the Dead + Golem } Corpses
- Players deal more damage during Land of the Dead
- Players use Golem corpses 1 second after Land of the Dead
But Brittle Touch and Close Quarters, both Corpse-spending skills, are already among the strongest skills in the game.
They have no need to be buffed.
Power creep ?
Proposals
-
A) Target “Life-spending abilities” instead of
“Corpse-spending abilities”so Blood Lance, Final Embrace and Oblation are the ony skills affectedYour Golem now picks up corpses within 20 yards. Each corpse it stores allows you to cast any Life-spending ability with the max number of corpses consumed per cast. Up to 30 corpses can be stored.
-
B) Target “Revive” instead of
“Corpse-spending abilities”Your Golem now picks up corpses within 20 yards. Each corpse it stores allows you to cast Revive with the max number of corpses consumed per cast. Up to 30 corpses can be stored.
- This requires to unlock the potential of Mask of Scarlet Death, thus increasing:
- the max number of revived creatures ?
- the max number of corpses consumed by Revive + Scarlet ?
- the damage per corpse consumed ?
- This requires to unlock the potential of Mask of Scarlet Death, thus increasing:
–
Army of the Dead
Enemies within 50 yards are constantly assaulted by the Army of the Dead - Unconventional Warfare while this item is equipped.
Fate’s Vow already gives the “Unconventional Warfare” rune.
Why create another item giving this rune ?
Constantly assaulted means passive Army of the Dead :
- Passive Blighted Grasps will create hands under every enemy
- Passive Dead Storm: It doesn’t cost Health thus it cannot be buffed Trag’Oul’s Avatar 10,000%.
What are the implications of “constantly assaulted”:
- Behavior A : Army of the Dead is deactivated like Aura of Frailty ?
- Behavior B : Players can cast it, on top of the constant attacks ?
In case of Behavior B if this evolution was intended to offer Rathma players the possibility to use Physical damage as an alternative to Poison damage, it was a nice try.
But what will happen in reality is:
- Player still uses active { Rathma + Poison Army of the Dead } and simply adds the Passive constant assault Physical damage on top of it.
Army of the Dead will be buffed, but there was no need to do so.
Power creep ?
Proposals
- The power deactivates Army of the Dead (Passive and gray-ed, like Aura of Frailty)
- Need to back off the poison rune in order to make other runes shine
- A) Nerf Blighted Grasp (Poison), like 2000% instead of 14,000%.
- B) Buff Army of the Dead Physical and Cold runes
- C) Buff Army of the Dead Physical and Cold runes on items
- D) Buff Army of the Dead Physical and Cold runes on items, and exclude the Poison rune
Bonds of C’Lena: Physical and Cold runes of Army of the Dead deal 785% increased damage or double this bonus against an active target of Command Skeletons. (Necromancer Only) [775 - 800]%
- E) Nerf Nayr’s Black Death power
- F) Nerf Nayr’s Black Death and design it to also buffs Cold and Physical (affects all builds)
- G) Remove Nayr’s Black Death power
–
Spirits
Hitting enemies with Death Nova five consecutive times adds a spirit that afflicts an enemy every fifth cast of Death Nova. Up to three spirits can be sent at a time.
Not enough information is currently available to imagine:
- what a Spirit is
- what level of damage a Spirit makes
- how a Spirit makes damage.
From what I understand, Death Nova triggers Spirits reveal.
It is not stated that Spirit would actually buff Death Nova.
It is not stated that Spirit is meant to add damage on top of Death Nova.
If so, it would be bad, because Area Damage Poison Nova is actually one the strongest builds in the game, and has no need to be buffed (Power Creep, etc).
Maybe these Spirits are alike the skill “Wandering Spirits” in Last Epoch.
But in last Epoch players can reveal 40 of them.
As the description of Patch Notes says there are only 3 of them, these Spirits must be different, somehow revamped at the Diablo sauce ?
We need to play and assess this effect.
I believe the Spirit reveal, triggered by Death Nova waves, is highly related to the evolutions of:
- Trag’Oul’s Avatar (2-piece bonus) that removes the Essence cost of Blood Skills
- Funerary Pick that increases the damage by 300% while channeling Siphoon Blood.
I believe the intended mechanic is to let players spam Death Nova to make Spirits appear.
Not bad, but I said, spamming Death Nova has consequences on the global balance of the game.
Death Nova might not be the best skill to reveal spirits.
Proposals
-
A) Use “Decrepify” rather than
“Death Nova”Hitting enemies with Decrepify five consecutive times adds a spirit that afflicts an enemy every fifth cast of Decrepify. Up to three spirits can be sent at a time.
-
B) Use “any of your curse” rather than
“Death Nova”Hitting enemies with any of your curse five consecutive times adds a spirit that afflicts an enemy every fifth cast of any of your curse. Up to three spirits can be sent at a time.
- Leech / Cursed Ground hits regularly, and its free for its duration
- Grim Scythe / Cursed Scythe can apply a variety of curses (1 skill slot = 3 curses), and its free
–
Trag’Oul’s Avatar 2 pieces
Trag’Oul’s Avatar (2-piece bonus): Blood Rush and Siphon Blood gains the effect of every rune. Your Life-spending abilities no longer cost Essence.
It means builds based on Skeletal Mage / Life Support won’t work in end game, as Singularity needs Essence to be spent.
Might be a counter-measure to avoid power creep.
Indeed if you intend to buff Trag’Oul’s Avatar, you need to deactivate some powerful Blood skills first.
But I am not sure that the Singularity runes maximizes the Essence cost of Skeletal Mages (in that case it would be deactivated), or if it is just a sepatated effect on aside the cost (in that case costing zero Essence won’t prevent the Singularity rune to be used).
One might argue that the new Funerary Pick granting all runes will effectively stop Essence Restoration (Drain Life no longer restore Essence), but there is absolutely no guaranty that the player will use it.
So there will still be a risk of interacting {Trag’oul’s Avatar 10,000% + Aughild’s Authority + Life Support + cubing Razeth’s Volition => Singularity } which would outperforms LoD Mages.
Anyway neutralizing Essence costs could make the Blood Nova incredibly powerful if you can spam it for free (especially with high attack speed and high Area Damage).
Power Creep ?
Proposals
-
A) Neutralize Essence
Trag’Oul’s Avatar (2-piece bonus): Blood Rush and Siphon Blood gains the effect of every rune. You can no longer generate nor restore Essence.
-
B) Neutralize Essence and make Trag’Oul’s Avatar compatible with Leger’s Disdain
Trag’Oul’s Avatar (2-piece bonus): Blood Rush and Siphon Blood gains the effect of every rune. You can no longer generate nor restore Essence. Blood Scythe now costs what it heals.
-
C) Neutralize Essence and make Trag’Oul’s Avatar compatible with Life-healing skills (Blood Scythe, Dark Mending, Tendril Nova)
Trag’Oul’s Avatar (2-piece bonus): Blood Rush and Siphon Blood gains the effect of every rune. You can no longer generate nor restore Essence. Life-Healing Skills now cost what they heal.
- Life-Healing skills in practice no longer heal (they cost what they heal), but you can apply Trag’Oul’s Avatar 10,000% to them so they are now useful. Maybe not in end-game, but that is up to the developers to create proper itemization to make Dark Mending weapon damage and Tendril Nova builds shine in end-game.
- Because Trag’Oul’s Avatar adds 10,000% increased damage, with this modification { Dark Mending + Trag’Oul’s Avatar + Aughild’s Authority + Thorns damage } could outperform LoD Thorns.
–
Trag’Oul’s Avatar 4 pieces
Trag’Oul’s Avatar (4-piece bonus): While at full Life, your healing from skills is added to your maximum Life for 45 seconds, up to 300% more.
From 100% to 300%
Might help a lot to absorb incoming damage.
–
Trag’Oul’s Avatar 6 pieces
Trag’Oul’s Avatar (6-piece bonus): Your Life-spending abilities deal 10,000% increased damage and your healing from skills is increased by 100%.
From 3800% to 10,000%.
The 6 pieces base mechanic is kept.
–
Iron Rose
Iron Rose: Attacking with Siphon Blood has a 100% chance to cast a free Blood Nova. After cumulatively losing 10% of your maximum Life, your Death Nova deals 40% increased damage for 60 seconds. This effect stacks up to 10 times.
Power Creep ?
Area Damage “Death Nova” is one of the strongest builds in the game because its interaction between Poison rune and Nayr’s Black Death.
This evolution will make Poison Death Nova even stronger.
Poison Nova has no need to be buffed.
Proposal
- Target the blood rune : “Blood Nova” rather than
“Death Nova”Iron Rose: Attacking with Siphon Blood has a 100% chance to cast a free Blood Nova. After cumulatively losing 10% of your maximum Life, your Blood Nova deals 40% increased damage for 60 seconds. This effect stacks up to 10 times.
–
Funerary Pick
Funerary Pick: Siphon Blood from 2 additional targets. Each target takes 300% increased damage from you. The bonus from Siphon Blood - Power Shift is now 20% per stack and benefits all skills.
NB: Typo in the description: I believe it is “all runes” instead of “all skills”
Because Mantle of Channeling affects many skills (bad design, it should be [1 item - 1 skill]), Developers were not able to buff Siphon Blood on this item.
The idea of buffing damage through Siphon Blood makes this item useful, but its global purpose will make Trag’Oul’s Corroded Fang completely useless.
I agree with the fact that players take more risks while channeling VS just casting a curse, and they should be rewarded accordingly, but I question the global damage increase of this evolution. This spot is already taken by Trag’Oul’s Corroded Fang.
Proposals
- A) Target “your Life-spending abilities” rather than
“you”Siphon Blood from 2 additional targets. Each target takes 300% increased damage from your Life-spending abilities. The bonus from Siphon Blood - Power Shift is now 20% per stack and benefits all runes.
- B) Target “your Spirits and Life-spending abilities” rather than
“you”Siphon Blood from 2 additional targets. Each target takes 300% increased damage from your Spirits and Life-spending abilities. The bonus from Siphon Blood - Power Shift is now 20% per stack and benefits all runes.
–
Guardian’s Jeopardy 2 pieces
Guardian’s Jeopardy (2-piece bonus): Your base Vitality attribute from equipped items is increased by 50%.
Can interact with Heart of Iron chestplate to give more Thorns.
Guardian’s Jeopardy (3-piece bonus): Your base Strength, Dexterity, and Intelligence attributes from equipped items are increased by 50%.
Could actually be a pretty good general buff for Sets.
Needs testing
Considering how many GRs need to be done to get the petrified scream, the overall bump in xp is rather modest.
Please go ahead. And don’t forget to uninstall the forums too
Well, most items in D3 are OP, and you get to keep those
Yes, it’s not exactly a true pet build as it still requires you to judge enemies in order for them to condemn them… to me it feels as much a pet set as the original Rathma design that requires one to keep Mages spawning to keep the dps up (i.e. you need to keep working in order for the pets to work). Definitely more of a pet set than the current Rathma design where the pets do bugger all damage.
As for WD… HT Gargs is the only true pet build IMHO. Seriously needs a buff.
Blizzard will not drop a “perfect primal” from ENs.
Be careful what you wish for…according to Blizzard, they mean perfect rolls, not the right stats.
They introduced Primals as “perfect” since Patch 2.5.0, and are still un willing to budge, so getting a Quad Glove…not going to happen
Hopefully not on Twitch.
Akkhan should not be changed into this pet only thing (or whatever firing Condemn from arrows mean…)
They should buff the Phalanx items instead, there is no shortage of these, shield, helm, ring…
I wonder if this reword is to hid the fact that they want to kill A6I2
As far as the 2H staff, besides the Ethereal Season, I cant remember a 2H as the preferred main hand…you would lose CHC, APoC, AD/CDR/15 Skill damage etc. Its not close to an even trade.
Frozen orb has ~800% damage buff, so this “stacking buff” is not close to make up for all the stats that it has to compensate.
They can either attach it to a 1H Wand, or just combine it with the other one. It makes build very cluncky and hard to play when there are 4+ legendries supporting it [Phalanx]
And its a stacking buff…so its designed for pushing??? which makes even less sense
Interesting, next season looks decent… I just wish they did something more with the bot issue. I feel like there’s no point even trying to climb leaderboards, bots running all day and all night farming paragons, I can’t beat that lol…
Cough…console…cough.
I hope at least they know what a perfect roll for a primal looks like. Because most are terrible.
They know what perfect rolls are…but they dont know which roll is useful
That is why I hate when they use “perfect”…they should just say “random max stats”.
Definition of perfect from Webster:
Perfect: having all the required or -----desirable---- elements, qualities, or characteristics; as good as it is possible to be.
Idk do we know not augs 100%? Because technically they are part of the gear. If it’s augs then it’s actually pretty damn good…if its not then yeah 75-100% is probably needed for viability. It’s going to depend on the pieces I suppose, if some builds can fit that PLUS aughilds/crimson then fine but if it competes then needs buff.
Huge follower buff that’s for sure, even easier to get a godly tank follower with no immortal token. It would be nice to make it end-game viable though and not just the set you throw on till you get enough paragon similar to the other crafting sets you throw on till you get enough mats.
I personally do not think young kids should stream, worse show their face. You do not know how many dangerous “P” or “G” people are online that are looking for vulnerable kids.
If I did the latter, none of you would have anything intelligent to read. certainly nothing ever came from you…