Seasonal Legendaries Now Enabled on the PTR: full list here


Seasonal Legendaries are now enabled on the PTR. Timeline!

  • They were revealed in the patch notes but said to be DiabloWikiNYI when Seasonal chars were enabled.
  • Then fans said they were finding them and Bliz said it was a bug.
  • Now they’re enabled and a gogo! (But we’ll never really know if it was on purpose or not!)
  • Here’s Lylirra just a few minutes ago, confirming they are up and running.

    As an update, the Legendary items listed here are all currently enabled on the PTR: http://us.battle.net/d3/en/blog/14569138/patch-210-ptr-patch-notes-updated-july-9-7-18-2014#seasonalitems

    Checked with our designers. Not a bug, just a little ahead of schedule.

    Here’s the full list of the Seasonal Legendaries, which as the name suggests, can only be found by ladder characters. The properties (and names, obviously) are subject to change during further PTR testing.


    New Seasonal Legendaries

    Bottomless Potion of Rejuvenation

  • Restores 15% of your primary resource when used below 25% Life

  • Krelm’s Buff Belt

  • Grants a 20% Movement Speed bonus
  • Taking damage causes you to lose this effect for 15 seconds

  • Krelm’s Buff Bracers

  • Grant you immunity to Knockback and Stun effects

  • x1_FollowerItem_Legendary_03 (Name still TBD)

  • Equip on Follower: Reduces the cooldown of all Follower skills by 50%

  • Barbarian
    Remorseless
    Legendary one-handed Mighty Weapon

  • Grants Hammer of the Ancients a 25-30% chance to summon an Ancient for 20 seconds

  • Crusader
    P1_CruShield_norm_unique_01 (Name still TBD)
    Legendary Crusader Shield

  • Removes the cooldown of Condemn
  • Condemn now costs 40 Wrath

  • Demon Hunter
    Leonine Bow of Hashir
    Legendary Bow

  • Grants Bola Shot a 15-20% chance on explosion to pull in all enemies within 24 yards

  • Monk
    Alabaster Gloves
    Legendary Gloves

  • Increases the duration of Sweeping Wind to 1 minute

  • Witch Doctor

  • Seasonal Legendary not yet implemented

  • Wizard
    p1_Wand_norm_unique_01 (Name still TBD)
    Wand

  • Removes the cooldown of Teleport
  • Teleport now costs 25 Arcane Power
  • The plan is for a new batch of DiabloWikiSeasonal Legendaries added each ladder season, and to become findable for all characters once the season ends. Then the next season will add more Seasonal Legenaries, and so on… forever!

    Any of these currently listed that would be clear obvious awesome upgrades for your favorite character? The Wizard wand would be fun, to finally enable the turbo twitch mode wizard play option many of us loved in Diablo 1 and Diablo 2… though there’s still the Arcane Power limitation, alas.

    Comments

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    1. Ugh, more skill-specific Leg bonuses? I hate those…they're the laziest way to make a "build changing" item. If they're gonna keep going this lazy route, just go ahead and make a "reduce/remove CDR or resource cost" Leg for every skill??

      (Actually, part of the reason I don't like them doing this is because skill-specific boosts like this would work WAY better on sockatable items and now that we have Leg gems, I'd like to see these kinds of things on those gems instead. )

      • I have a better idea.

        Remove about half the skills from each skill tree.
        Take these so called build changing items and give them the affected skill as an oskill.
        Put new skills in the skill tree that are usable without specific items.
        Those specific items both grant and enhance a particular skill, which works out fine since no one used the skill without the item anyways.

    2. I’m pretty disappointed. Was planning to come back for seasons but now I’m not sure. Seems like it’ll be the same thing.

    3. Diablo could use more creativity on that team.

    4. I have to say I'm disappointed too. I was hoping for something akin to D2 1.10 runewords.

    5. I'm going to call this Loot 2.0 Service Pack 1, because it's obvious that Blizzard knows how to put together decent legendaries by now.

      On that note, can we all agree that if D3 was released in this state on May 15 2012 that we could have avoided years of drama?

    6. All the new legendaries are pretty underwhelming. Unless they roll in new stat range. 750-1000 would be great.

    7. After 3-4 seasons hunting for a specific legendary will be pointless… All those new legs decrease the chance to find some old leg you were looking for.

    8. The person who came up with the monk gloves is probably already on a lookout for a new job.

    9. I think these would look waaaaay better this way.

      -Krelm’s Buff Belt
      Grants a 20% Movement Speed bonus
      Taking damage causes you to lose this effect for 15 seconds
      +20AS for ~10 seconds when entering combat)(+maybe throw in a fix primary stat IAS)

      -Krelm’s Buff Bracers
      Grant you immunity to Knockback and Stun effects
      +reflect those effects.

      -Remorseless
      Legendary one-handed Mighty Weapon
      Grants Hammer of the Ancients a 25-30% chance to summon an Ancient for 20 seconds
      +might be fine but possibly 40-50% for 10s

      Monk
      Alabaster Gloves
      Legendary Gloves
      Increases the duration of Sweeping Wind to 1 minute
      +perma sw without having to waste a slot for it+each item spawns with a random rune sw. (if we could get random rune effects on skills cast by item that would be a nice touch…)

      Wizard
      p1_Wand_norm_unique_01 (Name still TBD)
      Wand
      Removes the cooldown of Teleport
      Teleport now costs 25 Arcane Power
      +might be fine but maybe 10-15 AP

      • A perma-SW without using a skill slot would be pretty cool. Way way cooler than their idea.

        • Right, it's that kind of skill.
          Imo the best way to add some variety to the items is to have more of them give one or two additional rune effects for skills where it's possible, possibly random ones where that could add variety. It might be hard to imagine a wizard meteor benefitting from more than one rune at the same time, but sounds plausible with say, mirror image. Say, the helm that has a woefully useless unique passive for mirror image could instead roll 1-2 random rune effect for said skill. And runes are things already in place, lots of them, although often ones that are clearly inferior to others, while still potentionally useful.

          Hopefully at least these items will see some love before their release 😛

    10. I swear, they need to hire some of us to work for them. I can come up with dozens of better legendaries than..whatever these are. How about a “Rainstick” staff that has on average 3600 dps and does this: “Your Blizzard spell lasts almost forever, and gains the effects of all runes. +30-40% cold damage.” …that is, -after- you make Blizzard casts stack. How about this: make all Daibos have attack speed equal to the average attack speed of a 1 handed weapon. And what about this idea, Blizzard? Change Arcane Orb – Scorch to a damned fireball that explodes on impact with a mob, and eliminate the lame non-stacking “firewall” garbage effect. And one more! One more…”The Reaper’s Knuckle” ring – deal 50% more damage when below 50% life. healthglobes no longer restore life (plus standard set of stats). I mean these are just ideas, but come on…are you guys really that jaded and tired?

    11. I was really looking forward to Seasons, but those legendaries do not inspire me to play thru the story for the 417th time and put in hundreds of hours to get my Paragon levels to where they currently are. It’s just another nail in the Blizz 2014 coffin.

    12. Legendaries review in my opinion :

      1-

      Set has nice bonus on each item , but I don't know how good they will be at higher level rifts when that anti CC effect and speed are gonna be , it is a toughness set. I would say it is alright.

      2-Barbarian
      Remorseless
      Legendary one-handed Mighty Weapon
      Grants Hammer of the Ancients a 25-30% chance to summon an Ancient for 20 seconds

      looks lackluster not a build changer by any means , HoTA was already popular and powerful , maybe try to fix WW so that it doesn't rely on weapon procs to deal any damage or another skill useful like Ancient Spear , Seismic Slam or whatever else.

      3-Crusader
      P1_CruShield_norm_unique_01 (Name still TBD)
      Legendary Crusader Shield
      Removes the cooldown of Condemn
      Condemn now costs 40 Wrath

      a build changer , more of those , I can already see this shield making it to the top T6 builds along with Prophecy Blade.

      4-Demon Hunter
      Leonine Bow of Hashir
      Legendary Bow
      Grants Bola Shot a 15-20% chance on explosion to pull in all enemies within 24 yards
      I guess this item can be a good party weapon incase there is no Monk around , still not a build changer and I am not sure how powerful this weapon is for DH as I don't play them

      5-Monk
      Alabaster Gloves
      Legendary Gloves
      Increases the duration of Sweeping Wind to 1 minute

      How hard is it to make something good for monks ? Sweeping wind duration 1 minute ? really ? you think this will make monks any more powerful if you probably save 75 Spirit that can be generated in 3-4 hits now or even less , seriously come up with something good for this class a bloody daibo for a start.

      6-Wizard
      p1_Wand_norm_unique_01 (Name still TBD)
      Wand
      Removes the cooldown of Teleport
      Teleport now costs 25 Arcane Power

      Nice item , speed running wizards 🙂 too bad there is no longer Baal or Meph runs in D3 for wizards to teleport to.
      Should be a different item slot I believe , something like a helm or source instead of Wand.

    13. Time for runewords and reasons to pick up white items after you're done collecting for scraps. Or throw in some jewels (akin to leg gems) that have random properties that don't stink this time around and are available in random spots everywhere. Charms would be interesting, too. Maybe even give the mystic the ability to reroll the things for you with 3 or 4 Marq gems (collecting those is no longer fun). Give us something to think about before just picking up junk for S/V and filling the bags up.

      I know, D2 formula. Problem is however, the D2 formula still has an incredibly loyal fanbase that STILL plays 14 years later and the game's depth is insane when played as intended, and I'm wondering if the online population of D2 rivals D3 sometimes. Right now our depth consists of "Collect best stats for X set through gambling or Get stupid lucky on a drop", and "Don't roll monk".

      If anything, I would prefer to see them institute a Torment 7 difficulty for ladder and add new gear to go with it. Hell, 4 seasons of that and you could get to T10 content. Add new bosses, artwork, etc. Give us the tools to progress into much harder content through more crafting (Hellfire Amulets are a good start, but T6 will be even more of a simple) or runed items that become nearly mandatory to retain before you even attempt it (and cannot be gambled). Where's the carrot!?

      Still love the game, just wish they'd push the accelerator a bit.

    14. So few! Call me naive but I was hoping for at least 10-20 legendary items per season…I know it's Blizzard but does it really that THAT long to create 10-20 new items?

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