-Act 1 Blacksmith box has been moved and also doesn't block you anymore.
About time!
-Act 1 Blacksmith box has been moved and also doesn't block you anymore.
I am starting a Crusader (He is level 7!) What is the best way to level him? Adventure mode on hard or something?
Lots of buffs for the Crusader. Little nerf on the Wizards.
Lol. Has anyone seen this?
https://www.youtube.com/watch?v=6mDEiF0hufs&feature=youtu.be
No primary attack. Just runs around clearing T1 rifts in 4 minutes with just explosive blast. zzzzzzzzzz
1 million for my chest armor. T_____T
Some changes according to Reddit, I wasn't aware of a few of these happening:
-Gem requirement for Legendary / Set gear has been changed to require Marquise rather then Royal Flawless.
Oh shit, did we know about this?
In Campaign Mode, Manglemaw now only drops loot and gives XP before the player progresses to the Chancellor's Tomb quest
- 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
- 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
How so? Based on the few skill tweaks or overall?
Lots of buffs for the Crusader. Little nerf on the Wizards.
Finally a buff the Crusader actually needed.General
Crusaders now take 15% less damage from all sources
Monks are working as intended and Dashing Strike is perfectly balanced.
Out of curiosity, how do damage bonuses stack? For instance, let's say I have abilities or equips that give 10%, 15%, and 20% bonuses to damage, and I have a base damage of 700. Would it apply each of those to the 700 and then add the total damage bonus to the base 700? Or does it work differently than that?
Active Skills
Akarat's Champion
Skill Rune - Rally
Fixed an issue where Rally would not reduce the cooldown of Condemn
That's a big nerf.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
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
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
Finally.The drop rate of unique Legendary crafting materials has been significantly increased
This matches the drop rate of Death's Breaths
Malthael is now much more afraid, and will more consistently drop the Reaper's Fear Legendary crafting material
Some changes according to Reddit, I wasn't aware of a few of these happening:
-Gem requirement for Legendary / Set gear has been changed to require Marquise rather then Royal Flawless.
Maybe a more clear picture of fetish rape... look at those crit spam on a 600k dps WD.
General
Crusaders now take 15% less damage from all sources
Biggest buff that's crazy
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
Maybe a more clear picture of fetish rape... look at those crit spam on a 600k dps WD.
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Monk
Philosophy
Monks are working as intended and Dashing Strike is perfectly balanced. (In the patch notes, this has a "strikethrough" effect)
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.
Sorry, missed this.
Ummm, I stack a bunch of all resistance, slap on my shield, and run up and bash things in the face. Admittedly, I only play up to T2 right now. Punish buffs my block rate up to the 65% range. I can swap out for my Coven if I want more durability.
Basically, I don't play the class as ranged. The idea of a ranged crusader strikes me as strange. If you are playing ranged, you'd be better off with a wizard, witch doctor, or demon hunter.
Smite, in particular, is a really boring, ineffective skill. It's only good in a situation where you are wanting to stay away from crap on the ground, need very bad wrath regeneration, and don't care about it's pitiful damage. Punish (Roar) causes non-stop fire damage to everything grouped up around me.
Yeah I think pets just get bonuses from your crit/critd/ias? stats now. I never used to see my three wolves crit, now they do it all the time and for massive numbers. They're tearing shit up o.o
Damage from ghosts with the Soul Siphon ability has been reduced
Damage from ghosts with the Soul Siphon ability has been reduced
Damage from ghosts with the Soul Siphon ability has been reduced
Damage from ghosts with the Soul Siphon ability has been reduced
fucking yes.
I just played and I didn't see a difference. Honestly, the prodigy fix is what makes it 'worst'soo, frozen orb is still pretty good right? they just nerfed the chill effect and bonus damage radius. not a big deal if you use blackhole with the cold rune (forget name). it adds like 3% cold damage per enemy hit.
But its the plan i want to use with this Blizzard, i have everything else•Malthael is now much more afraid, and will more consistently drop the Reaper's Fear Legendary crafting material