Barbarian, Demon Hunter & Crusader Skills Update


Barbarian, Demon Hunter & Crusader Skills Update

Having picked through all the Reaper of Souls data Blizzard have uploaded to the DiabloWikiPTR we’ve had a chance to organise it.

reaper of souls crusader skills
Hammer time

The DiabloWikiCrusader section on Diablo Wiki is filling up nicely now and in particular the DiabloWikiCrusader skills page has been organised into active trees and passives with info on base skills and runes, stats (where available) and the skills’ icons. This information will likely change and so will those pages.

There are also individual skill pages for his all his skills which will fill out with development notes as DiabloWikiReaper of Souls progresses and Blizzard make more data available on their public server.

Flux has sifted through data for the DiabloWikiBarbarian and DiabloWikiDemon Hunter and removed stuff that hasn’t changed and added commentary on each skill change.

As always he’s inviting your own commentary on those changes, how you think it will impact the class, or if think Blizzard are on the right track with those changes or they’ve made the skill less useful in your opinion. The Demon Hunter in particular will be much affected.

All the info below the fold..

reaper of souls demon hunter skills datamined

Passives

DiabloWikiThrill of the Hunt: (DB)

Every 6 (Old: 7) seconds, your next skill that costs Hatred will immobilize all enemies hit for 2 seconds.

DiabloWikiVengeance:

Unchanged.

DiabloWikiCull the Weak: (DB)

Increase damage against slowed enemies by 20%. (Formerly 15%)

DiabloWikiBrooding: (DB)

Gain 1.5% Life regeneration per second. for every second you remain stationary, stacking up to 3 times. This bonus is reset 5 seconds after you move. (Formerly 2% per second, no stacking, with no connection to moving or not.)

DiabloWikiHot Pursuit:
Unchanged except wording.

DiabloWikiArchery: (DB)

  • Gain a bonus based on your weapon type:
  • Bow: 8% increased damage (formerly 15%)
  • Crossbow: 50% Critical Hit Damage (unchanged)
  • Hand Crossbow: 5% Critical Hit Chance (formerly 10%)
  • 2nd Hand Crossbow: 1 Hatred generation (new)

 

Curious changes, especially since the only one most players think is at all OP now is Crossbow’s CD, since it ties so well with the OP Manticore.
DiabloWikiNumbing Traps

Unchanged.

DiabloWikiPerfectionist:

Unchanged.

DiabloWikiCustom Engineering: (DB)

Increase the duration of your Caltrops, Marked for Death, Spike Trap, and Sentry by 100%. / Increase the maximum number of Sentries to 0 and Spike Traps to 0. (Bug in the DM or game listing on the maximum number of traps.)

DiabloWikiGrenadier: (DB)

Increase the damage of grenades by 20%. Increase the explosion size of grenades by 40%. Upon death, you drop a giant grenade that explodes for 1000% weapon damage as Fire.

  • Old version: Increases Hatred generated from Grenades by 2 and reduces the Hatred cost of Cluster Arrow by 10. Upon death, you drop a giant grenade that explodes for 450% weapon damage as Fire. Increases Hatred generated from Grenades by 2 and reduces the Hatred cost of Cluster Arrow by 10. Upon death, you drop a giant grenade that explodes for 450% weapon damage as Fire.

DiabloWikiSharpshooter: (DB)

Gain 4% Critical Hit Chance every second. This bonus is reset 1 second after you successfully critically hit. (Old verison was 3%.)

DiabloWikiBallistics: (DB)

Increase damage of rockets by 100%. (Old was 50%.)
In addition, you have a 20% chance to fire a homing rocket for 150% weapon damage when you attack. (newly added)

 

New Demon Hunter Passive Skills

Single Out:
Gain 20% Critical Hit Chance against enemies who are more than 20 yards away from any other enemies.

Awareness:
Gain 4% Dodge Chance every second. This bonus is reset 1 second after you successfully dodge an attack.

Takeoff:
Gain 20% movement speed increase for every second you remain stationary, stacking up to 3 times. This bonus is reset 5 seconds after you move.

 

I feel like they refuse to add any death cheating passives just to spite me. That said, I like the idea of Takeoff. I thought they could change Hot Pursuit to work something like this, where it would give you a big burst of speed after a battle. But something new that does it is okay also.

I’m going to vote NO on Singled Out. I think the DH has a big need for some better burst damage options but I’d like it to be something I trigger myself, and it needs to work on champions also, or Boss and minions. This one wouldn’t even work on Ubers, most of the time. (Maybe it would be useful for Loot Runs, if there are moments with just individual big enemies? Nice try on the concept, but fail on execution.

 

Demon Hunter Active Skills

 

DiabloWikiMultishot: (DB)

Fire a massive volley of arrows dealing 220% weapon damage to all enemies in the area. (Old 165% damage.)
Cost: 25 Hatred (Old 30)

  • Full Broadside: Increase the damage of Multishot to 286% weapon damage. (Old 215% damage.)
  • Burst Fire: Each time you fire, generate a shock pulse that damages nearby enemies within 12 yards for 200% weapon damage as Arcane. (Old was 65% damage.)
  • Arsenal: Every time you fire, launch 3 rockets at nearby enemies that each deal 200% weapon damage as Fire. (Old was 60% damage.)
  • Fire at Will: Reduce the Hatred. cost to 15. Multishot’s damage turns into Lightning. (Unchanged cost. Lightning damage now jumps between enemies.)
  • Surpression Fire: Gain 1 Discipline. for each enemy hit. Maximum 6 Discipline gain per Multishot. (The cap of 6 is newly added.)

 

Pretty good buffs across the board on Multishot. Currently almost no one uses anything other than Fire at Will, so it’ll be interesting to see if the slight drop in base cost will increase use of the other runes. There are some new and better ways to gain Hatred in RoS as well, of course.

 

DiabloWikiFan of Knives: (DB)

Throw knives out in a spiral around you, dealing 320% weapon damage to all enemies within 20 yards. Your knives will also Slow the movement of enemies by 60% for 2 seconds. Cooldown: 8 seconds. Cost: 0 Hatred.
(Range is increased from 10 to 20y and cooldown is lowered from 10 to 8s. Cost is 20 hatred now. Note that all cooldowns can be further reduced with new items and Paragon points, possibly making this spammable.)

  • Hail of Knives: Remove the cooldown but adds a 30 Hatred cost.
  • Assassin’s Knives: Also throw long-range knives that deal 70% weapon damage to 5 additional enemies. (Only changed to clarify wording.)
  • Fan of Daggers: Imbue your knives with a 100% chance to nockback. (Formerly 60% chance to stun.)
  • Pinpoint Accuracy: Double the damage but increase the cooldown to 12 seconds. (Formerly called Crippling Razors, and it used to increase slow to 80%.)
  • Bladed Armor: Bladed Armor / Gain 30]% additional armor for 4 seconds. Surround yourself with whirling blades that deal 464% weapon damage to all enemies if you are struck in the next 10. (Unclear in the DM data if one or both effects are present.)

 

I’ve long thought this should be the centerpiece of a cool variant sword/board melee DH build. And maybe it can be, with ways to remove or at least greatly reduce the cooldown, which was what kept it from being a viable skill previously.

DiabloWikiBola Shot: (DB)

Shoot out an explosive bola that wraps itself around the enemy. After 1 second, the bola explodes dealing 160% weapon damage as Fire to the enemy and an additional 110% weapon damage as Fire to all other enemies within 14 yards.Generate: 3 Hatred (Unchanged.)

  • Imminent Doom: Augment the bola to deal 216% weapon damage as Arcane to the enemy and 149% weapon damage as Arcane to all other enemies within 14 yards, but increases the explosion delay to 2 seconds. (Previously 9 yards.)

 

The other rune effects are unchanged. Note that Poison and Lightning have secondary effects in RoS, so those runes might be a bit more useful for the elemental damage type switch.

DiabloWikiEntangling Shot: (DB)

Imbue an arrow with shadow energy that deals 90% weapon damage and entangles up to 2 enemies, slowing their movement by 60% for 2 seconds.
(Unchanged base and rune effects.)

DiabloWikiVault: (DB)

Tumble acrobatically 35 yards. 8 Discipline cost (Unchanged.)

  • Acrobatics: Remove the Discipline cost but add an 8 second cooldown. (formerly 10s cooldown.)
  • Action Shot: While Vaulting, shoot 4 arrows for 75% weapon damage at nearby enemies. These shots are guaranteed Critical Hits. (Formerly no number of shots listed (it was usually 2 in use) and the guaranteed Crit part is new.)
  • Rattling Roll: Enemies you vault through are knocked away and Stunned for 1.5 seconds. (Formerly only enemies within 8 yards of your destination were knocked back. Now it sounds like all enemies along the path?)

DiabloWikiSpike Trap: (DB)

Lay a trap that arms after 2 seconds and triggers when an enemy approaches. The trap has a 2 second re-arming time and can explode up to 3 times, each time dealing 200% weapon damage to all enemies within 8 yards.
You can have a maximum of 3 Spike Traps active at one time.
Cost: 30 Hatred
(Formerly it had a 1 second arming time but only exploded once.)

  • Long Fuse: Increase the arming and re-arming time to 3 seconds but increases damage to 270% weapon damage. (Formerly 2 seconds and 371% damage.)
  • Echoing Blast: Increase the damage to 240% weapon damage asand turns the damage into Poison. (Formerly this exploded 3 times, so the base skill is kind of what this used to be. )
  • Sticky Trap: Plant a bomb on an enemy rather than on the ground. After 2 seconds, the bomb explodes dealing 280% weapon damage to all enemies within 8 yards. (Formerly within 30 seconds, 404% weapon damage and 16 yards.)
  • Lightning Rod: When the trap is triggered, it releases a pulse of lightning that will bounce to up to 3 enemies for 200% weapon damage as Lightning. (Formerly 275% damage.)

 

The changes are interesting; some of the rune effects seem like nerfs on damage, but not when you consider the base skill is now up to a triple explosion.

DiabloWikiGrenades: (DB)

Throw out 5 grenades that explode for 95% weapon damage as Fire each. (Formerly 3 grenades.)
Generate: 3 Hatred

  • Gas Grenades: Throw 3 gas grenades that explode for 95% weapon damage as Poison and leave a cloud that deals an additional 75% weapon damage as Poison over 3 seconds to enemies who stand in the area. (Only changed in wording.)
  • Cluster Grenades: Throw cluster grenades that deal 112% weapon damage as Fire over a 36 yard radius. (Was 8y radius.)
  • Grenade Cache: Throw out 5 grenades that explode for 95% weapon damage as Fire each. (Formerly Fire Bomb, which was one grenade for 124% damage.)
  • Tinkerer: Increase Hatred generated to 6. (Unchanged.)

DiabloWikiChakram: (DB)

Fire a swirling Chakram that deals 200% weapon damage as Physical to enemies along its path. (Formerly 170%.)
Cost: 10 Hatred

  • Twin Chakrams: A second Chakram mirrors the first. Each Chakram deals 130% weapon damage as Physical. (Formerly 114%.)
  • Boomerang: The Chakram path turns into a loop, dealing 240% weapon damage as Lightning to enemies along its path. (Formerly 230%.)
  • Serpentine: The Chakram follows a slow curve, dealing 270% weapon damage as Poison to enemies along the path. (Formerly 230%.)
  • Razor Disk: The Chakram spirals out from the targeted location dealing 220% weapon damage as Arcane to enemies along the path. (Formerly 187%.)
  • Shruiken Cloud: Surround yourself with spinning Chakrams for 2 minutes, dealing 50% weapon damage per second as Physical to nearby enemies. (Formerly 34% damage.)

 

Buffs across the board. Enough to make anyone use this skill? Remains to be seen.

DiabloWikiCaltrops
(Unchanged.)

DiabloWikiCluster Arrow: (DB)

Cost: 40 Hatred / Fire a cluster arrow that explodes for 300% weapon damage as Fire into a series of 4 additional grenades that each explode for 135% weapon damage as Fire. (Formerly 50 cost, 225% damage, and 100% bomb explosion damage.

  • Loaded for Bear: Increase the damage of the explosion at the impact location to 405% weapon damage as Fire. (Formerly 304%.)
  • Shooting Stars: Instead of releasing grenades, release up to 3 rockets at nearby enemies that each deal 300% weapon damage as Physical. (Formerly 175% damage.)
  • Cluster Bombs: Launch a cluster through the air, dropping grenades in a straight line that each explode for 280% weapon damage as Fire. (Formerly 230% damage..)
  • Maelstrom: Instead of releasing bombs, release up to 5 shadow tendrils at nearby enemies that each deal 225% weapon damage as Physical. You gain 1% Life per enemy hit. (Formerly 165% damage and 4% life leech.)
  • Dazzling Arrow: Enemies hit by the grenades have a 75% chance to be stunned for 2 seconds. Cluster Arrow’s damage turns into Physical. (Formerly 55% damage.)

DiabloWikiMarked for Death: (DB)

Base unchanged:

  • Contagion: When the enemy is killed, the mark spreads to the closest 3 enemies within 30 yards. This effect can chain repeatedly. (Formerly 2 targets without any listed range limit.)
  • Mortal Enemy: Attacks that you and your allies make against the marked enemy generate resources: / *Demon Hunter: 3 Hatred. / *Barbarian: 2 Fury / *Crusader: 2 Wrath / *Monk: 3 Spirit / *Witch Doctor: 16 Mana / *Wizard: 4 Arcane Power. (Specific amounts of resource now notated.)

 

I’d hoped for some bigger buffs to this one since it seems good potential for a DH burst damage. But I’ve just never found it very useful for that purpose since it’s single target or else a slow growth. Where’s the 25y radius splash everything rune?

DiabloWikiSentry: (DB)
Drop a turret on the ground. The turret fires at nearby enemies for 175% weapon damage. Lasts 30 seconds. / You may have 2 turrets active at a time. Cost: 30 Hatred Cooldown: 6 seconds (Formerly 6s cooldown.)

  • Vigilant Watcher: The turret now fires a bolt with a 100% chance to pierce. (Formerly reduced cooldown to 6s.)

 

Surprised not to see more buffs or changes for a skill that’s far from popular now. Perhaps they’re still working on ideas to buff it?

DiabloWikiHungering Arrow: (DB)
Unchanged base function:

  • Serrated Arrow:Increase Hatred generated to 6. (Formerly Cinder Arrow, which added 35% fire damage over 3s.)

Other rune effects are unchanged.

DiabloWikiSmoke Screen: (DB)
Vanish behind a wall of smoke, becoming momentarily invisible for 1 second.
Cost: 14 Discipline
Cooldown: 2 seconds (The cooldown is new.)

  • Healing Vapors: Regenerate 10% Life while invisible. (Formerly Breath Deep, which regenerated 12 Hatred per second.)
  • Special Recipe: Remove the Discipline cost but add a 14 second cooldown. (Formerly reduced cost to 12 Discipline with no cooldown.)
  • Displacement: Gain 60% movement speed while invisible. (Formerly 35%.)

 

The addition of a cooldown time is a huge change for Smoke Screen. Many DHs can now go completely invulnerable for 10 or 12 seconds (or longer), thanks to high base Discipline, big discipline regen from skills, Preparation, and the ability to cast Smoke Screen repeatedly. Adding a cooldown, even such a short one, will make a considerable difference for DHs used to standing with impunity in the middle of the worst killing fields.

Remember that cooldowns can be reduced with some new gear, and with Paragon points.

DiabloWikiShadow Power: (DB)

Draw in the power of the shadows, gaining 826 Life per Hit for 5 seconds. (Formerly 15% life steal for 5s.)
Cost: 14 Discipline

  • Night Bane: Slow the movement speed of enemies within 30 yards by 60% for 3 seconds. (Formerly 3s Hatred per second.)
  • Gloom: Reduce damage taken by 25% while Shadow Power is active. (Formerly 35%.)
  • Well of Darkness: Remove the Discipline cost but add a 14 second cooldown. (Formerly lowered Discipline cost to 12.)
  • Blood Moon: Increase Life per Hit gain to 1239. (Formerly 25% life steal.)

 

First Smoke Screen and now Gloom: clearly Blizzard thought the Demon Hunter had it too good on the main defensive skills. This change is simlar to a bunch that the Barb got, with Life Steal changed to Life on Hit (or Life per Fury Spent).

DiabloWikiRain of Vengeance:

Unchanged in function.

DiabloWikiElemental Arrow: (DB)
Base function unchanged.

  • Frost Arrow: Shoot a frost arrow that hits an enemy for 170% weapon damage as Cold then splits into up to 10 additional frost arrows. Enemies hit have their movement speed slowed by 60% for 1 second. (Formerly split into only 3 shards.)
  • Nether Tentacles: Shoot a shadow tentacle that deals 155% weapon damage to enemies along its path and returns 0.2% of your maximum Life for each enemy hit. (Formerly 3% Life Steal.)

 

No one used Nether Tentacles since the big early nerf that cut the number of times it hit each target from 2 to 1, but of course the “no Life Steal” RoS tweak brigade had to shank it as well.

DiabloWikiRapid Fire: (DB)
No change to base skill, and the other four rune effects are unchanged in function.

  • Bombardment: Rapidly fire grenades that explode for 745% weapon damage as Fire to all enemies within a 11 yard radius. (Formerly 414% damage and 8 yards.)

 

That is a giant buff to Bombardment. Players seem to either love or hate the fire hose style of targeting, so those who like it should really like it now.

DiabloWikiPreparation: (DB)
Instantly restore 30 Discipline. Cooldown: 45 seconds (Formerly restored all Discipline.)

  • Punishment: Restore 125 Hatred for 25 Discipline. (Formerly refilled all Hatred for 25 Discipline.)
  • Invigoration: Passive: Permanently increase maximum Discipline by 10. (Unclear from the DM; maybe this is a note by the devs to change this one rune effect to a passive?)

 

Interesting change with no longer full Discipline refill. It’s kind of a bargain for players who didn’t have +max discipline gear on, since they won’t notice much of a change. DHs with 50 or 60 discipline will find it painful, though.

DiabloWikiImpale: (DB)
Throw a knife that impales an enemy for 360% weapon damage. (Formerly 265%.)
Cost: 20 Hatred (Formerly 25.)

  • Ricochet: The knife ricochets to 2 nearby enemies within 20 yards of each other. (Formerly Awareness: After the initial throw, release multiple blades centered on you, dealing 75% weapon damage)

The other rune effects are not changed.

 

After the devs singled this one out for comment, as a nearly-useless single target skill, and a Hatred-costing skill that actually did less single target damage than the Hatred-building Hungering Arrow, I was expecting much more of a buff.

DiabloWikiCompanion: (DB)

Summon a raven companion that pecks at enemies for 100% of your weapon damage as Physical. (Formerly 38%.)
Cost: 10 Discipline
Cooldown: 30 seconds /

  • Boar Companion: Summon a boar companion that attacks for 60% of your weapon damage as Physical. The boar increases your Life regeneration by 826 per second and increases your resistance to all damage types by 15%. (Formerly 310 life regen/second.)
  • Wolf Companion: Summon a wolf companion that attacks for 150% of your weapon damage as Physical. (Formerly 94%.)

I can’t believe they didn’t buff the Ferret gold find above the completely irrelevant 10%. How about like 250%, and it can stack above the 300% hardcap? That said, like everyone else my DH only uses Boar, and nearly doubling the life regen there will be great… though probably not enough to make up for the Life Steal nerfs on Gloom.

DiabloWikiStrafe: (DB)
Shoot at random nearby enemies for 280% weapon damage while moving at 75% of normal movement speed. (Formerly 156%.)
Cost: 12 Hatred

  • Demolition: Throw out bouncy grenades that explode for 240% weapon damage to enemies within 16 yards. (Formerly 187% and 9 yards.)
  • Emberstrafe: Leave a trail of fire in your wake that deals 160% weapon damage as Fire over 2 seconds. (Formerly 65%.)
  • Rocket Storm: In addition to regular firing, fire off homing rockets for 140% weapon damage as Fire. (Formerly 65%.)

 

If you’d been hoping for a skill that just got big damage buffs across the board… here you go.

DiabloWikiEvasive Fire: (DB)
Shoot a spread of bolts that hits the main enemy for 130% weapon damage. and two additional enemies for 60% weapon damage. If an enemy is in front of you at close range, you will backflip away 15 yards. You may backflip once per 3 seconds. (Formerly there was just one shot, and there was no cooldown on the backflip, but it cost 4 Discipline. There is no Discipline cost now.)
Generate 4 Hatred.

  • Covering Fire: Increase the damage of side bolts to 130% weapon damage.
  • Parting Gift: Whenever a backflip is triggered, leave a poison bomb behind that explodes for 150% weapon damage as Poison in a 10 yard radius after 0.6 seconds. Evasive Fire’s damage is turned into Poison. (Formerly 55% damage and 12 yard radius.)
This is another skill changing fundamentally to what one of the runes used to do. The base skill is now roughly what Covering Fire used to do, just with reduced damage on the side shots and removed Discipline cost. The Covering Fire rune is now pretty lame with just a slight damage boost; I think that one needs to be a damage increase, or to hit up to 5 targets; something anyway.

New Demon Hunter Skills

Shadow Wall
Summon a wall impassable by enemies between two pillars for 6 seconds. Enemies near the pillars are Slowed by 60%.
Cooldown: 10 seconds /

  • Great Wall: Increase the maximum width of the wall by 50%.
  • Buffer Zone: Enemies between you and the wall are knocked back past the wall when you summon it.
  • Wall of Pain: Rather than an impassable wall, summon a shadow wall that Slows the movement speed of enemies by 60% and causes them to take 15% additional damage.
  • Electric Fence: Rather than an impassable wall, create an electric field that discharges 1 second after an enemy enters it, stunning all enemies near the field for 3 seconds.
  • Speed Gate: Gain 30% movement speed for 3 seconds when you pass through the wall.

 

Presumably the Demon Hunter can shoot through this wall, so it’s useful to block enemies while you blast them, or stick traps under their feet. They’ll try to go around it, one assumes, and I like that the posts slow them down at the ends. Can the DH go through the wall? Could you cast it in front of you and then Vault or run through, leaving monsters behind?

Conclusion

Man, that’s a lot of big skill changes for the Demon Hunter. Buffs to almost every damage skill, but offset by what seem like nerfs to defensive skills. No more perma-invul from Smoke Screen, no more huge Life Steal from Gloom, and no death-cheating passive for HC DH requests. I’d hoped for more big changes; some movement towards a melee variant option, some passives that seemed like play style changers, etc. And I don’t see those. Nor do I see the sort of burst damage skills I’d been hoping for, since in my experience the DH can fly through trash mobs but has to kite and slow on bosses as no other class does.

You guys are free to disagree on my DH opinions and what the class needs for improvement, of course.

reaper of souls barbarian skills datamined

Passives

DiabloWikiRuthless: (DB)

You deal 40% additional damage to enemies below 30% health.

  • (Old: Critical Hit Chance increased by 5%. Critical Hit Damage increased by 50%.)
A big nerf. The new version might make for some interesting play dynamics, with monster hps dropping off a cliff once below 1/3. Wonder if it could be paired with some other new bonuses to do more damage to monsters that are above 40% or 50% hps?

DiabloWikiWeapons Master: (DB)

Gain a bonus based on the weapon type of your main hand weapon:

  • Swords/Daggers: 8% increased damage. (Old 15%)
  • Maces/Axes: 5% Critical Hit Chance (Old 10%)
  • Polearms/Spears: 10% attack speed
  • Mighty Weapons: 3 Fury per hit
More big nerfs. Bliz seems determined to lower critical hits from passives; perhaps since everyone will be adding 10% from paragon points?

DiabloWikiBloodthirst: (DB)

Each point of Fury spent heals you for 165 Life. / Heal amount is increased by 1% of your Health Globe Healing Bonus.

  • Old: Gain 3% of all damage done as Life.
The multiplier wording confused me, but commenters point out that it’s the +healing from health globe modifier. That’s not much valued by many players, but the affix can roll up to +12794 health per globe/potion, which is fairly substantial. Even 1% of it is going to be +100 or more per point of Fury.

This is a massive change, taking away the Barb’s free LS passive. I guess it’s fair, as every other class has to use active skills or their weapon to get LS, while Barbs got it free from a passive and can get it on mighty belts too. But still… ouch.

DiabloWikiNo Escape: (DB)

Increase the damage of Weapon Throw and Ancient Spear by 20% against enemies more than 25 yards away from you.

  • (Old: Increases the damage of Ancient Spear and Weapon Throw by 10%. In addition, a Critical Hit with Ancient Spear resets the cooldown while Critical Hits with Weapon Throw have a chance to return 14 Fury.)
Can anyone see this being enough to make these unloved skills and their passive viable? Neither Weapon Throw or Ancient Spear is scheduled for much of a buff, at least in the current stats. 

 

New Barbarian Passives

Rampage:

  • Increase Strength by 4% for 8 seconds after killing or assisting in killing an enemy. This effect stacks up to 5 times.

Sword and Board

  • Blocking an attack generates 20 Fury.

Absorb

  • Reduce all damage taken by 826.
I assume the number on Absorb is temp or an error in the datamining. There has to be a % there, eh?

 

Active Skills

Ones not listed aren’t changed in the available pre-beta build:

DiabloWikiBash: (DB)
Generate: 8 Fury per attack. Brutally smash an enemy for 165% weapon damage. (Old: 20% chance to knockback was removed.)

  • None of the skill runes are changed in anything but wording; the numbers are all the same.

DiabloWikiWar Cry: (DB)

  • Invigorate: Increase maximum Life by 10% and Life regeneration by 1651 per second while affected by War Cry. (Old regen was 620 life per second.)

Seems like a pretty powerful boost to life. And you might need it with much of the formerly-easy life leech removed from the class.

DiabloWikiIgnore Pain: (DB) (Base function unchanged.)

  • Mob Rule: Allies within 50 yards also benefit from Ignore Pain. (Old: Extend the effect to nearby allies, reducing damage taken by 65% for 5 seconds.)
  • Bravado: Breaks the effects of Root, Stun, Fear, Immobilized, and Snare. (Old: When activated, Knockback all enemies within 12 yards deal 50% weapon damage to them.)
  • Ignorance is Bliss: While Ignore Pain is active, gain 289 Life per Fury spent. (Old:While Ignore Pain is active, gain 20% of all damage dealt as Life.)
Lots of changes here, with a new way to break all CC effects, probably needed since perma-WotB is gone. Note another change from Life Steal to Life on Fury Spent as well.

DiabloWikiAncient Spear: (DB)

Throw a spear that pierces enemies and deals 200% weapon damage. Cost: 20 Fury:
(Old: Throw a spear to pull an enemy back to you, briefly slowing the target’s movement by 60% and dealing 185% weapon damage. Generate: 15 Fury. Cooldown: 10 seconds).

  • Harpoon: Add a chain to the spear to drag all enemies all back to you and Slow them.
  • Grappling Hooks: Throw 3 spears. Each spear will pull back the enemies that it hits.
  • Jagged Edge: Increase the damage to 260% weapon damage. (old: Dread Spear: Gain Life equal to 60% of the damage inflicted.) (Another Life Steal effect bites the dust.)
  • Ranseur: Enemies hit are carried by the spear and knocked back. (Old: Increases Fury gained to 30.)
  • Rage Flip: Add a chain to the spear to throw all enemies hit behind you and Slow them. (Old: Enemies hit with Ancient Spear are pulled in the opposite direction and damage is increased to 213% weapon damage.)
Big changes here. The cooldown is gone and it now costs Fury instead of generating it, and it’s just a projectile now; not a grapping hook at the base function. Some of the runes make it a hook, others just boost the damage.

DiabloWikiFurious Charge: (DB)
Rush forward knocking back and dealing 195% weapon damage to enemies along your path. (No change but the wording.)
Generate: 15 Fury — Cooldown: 10 seconds.

  • Dreadnought: All enemies hit are pulled to your destination. (Old: Regain 8% of your maximum Life for each target hit by Furious Charge.)

(No other rune effects are changed except in wording.)

Nice function, but another big removed life steal/healing ability.

DiabloWikiBattle Rage: (DB)
Enter a rage which increases your damage by 15% and Critical Hit Chance by 3% for 120 seconds. Cost: 20 Fury. (Unchanged.)

  • Into the Fray: Gain 1% Critical Hit Chance for each enemy within 10 yards while under the effects of Battle Rage. (Old: Critical Hits have a chance to generate 15 additional Fury.)
And a huge nerf to Fury generation. The other rune effects are only slight wording changes.

DiabloWikiWrath of the Berserker: (DB)
Enter a berserker rage which raises several attributes for 15 seconds.
Cost: 50 Fury. Cooldown: 2 Minutes. Critical Hit Chance: +10%. Attack Speed: +25%. Dodge Chance: +20% Movement Speed: +20% (All unchanged.)

  • Thrive on Chaos: Gain 248 Life per Fury spent while under the effects of Wrath of the Berserker (Old: Every 25 Fury gained while Wrath of the Berserker is active adds 1 second to the duration of the effect.)

(The other rune effects are unchanged.)

And the screams echo from Arreat Crater. No more extended time WotB! Not even a little bit. Not even capped at like 60s. Nothing. Just healing, and not even good Life Steal healing… no, it’s more Life from Fury Spent…

DiabloWikiWeapon Throw: (DB)
Hurl a throwing weapon at an enemy fordealing 130% weapon damage and Slowing movement speed by 60% for 2 seconds.

Generate: 5 Fury per attack (Formerly this cost 10 Fury to use.)

  • Balanced Weapon: Increase Fury generated to 8.

Balanced Weapon replaces Dread Bomb, which seems to be entirely removed. The other rune effects are unchanged.

  • Old — Dread Bomb: Expend all remaining Fury to throw a corpse which inflicts an additional 3% weapon damage for each point of Fury expended to all enemies within 12 yards of the target.

DiabloWikiRend: (DB)
A sweeping strike causes all nearby enemiesenemies within 12 yards to Bleed for 700% weapon damage as Physical over 5 seconds.
Cost: 20 Fury. (Unchanged.)

  • Blood Lust: Heal for 0.5% of your maximum Life per second for each affected enemy. (Old: Gain 9% of the damage done by Rend as Life.
Another big Life Steal gone.

Frenzy (DB)
No function changes; just wording.

DiabloWikiCall of the Ancients: (DB)
Cost: 50 Fury. Cooldown: 120 seconds
Summon the ancient Barbarians Talic, Korlic, and Madawc to fight alongside you for (Old 15) 30 seconds. Each deals (Old 60%) 100% weapon damage per swing in addition to bonus abilities. Talic wields a sword and shield and uses the Whirlwind skill. Korlic wields a massive polearm and uses the Cleave skill. Madawc dual-wields axes and uses the Weapon Throw skill.

  • The Council Rises: The Ancients deal 110% (old 66%) weapon damage with each attack and gain 100% additional Armor.
  • Duty to the Clan: : Increase duration to 35 seconds. (Old was 20 seconds.)

Korlic’s Might
Madawc’s Madness, and Talic’s Anger are all “NYI” which means “Not Yet Implemented.” So hope for cool changes/effects in the future. Blizzard has talked about this as a skill they want to buff to make it awesome, perhaps by some item proc that makes the ancients last indefinitely, until they are killed in combat or a giant pigeon lands on them.

DiabloWikiSeismic Slam: (DB)
Slam the ground and cause a wave of destruction that deals 240% weapon damage and 8 yard Knockback to enemies in a 45 yard arc.
Cost: 30 Fury. (Newly added the 8 yard part; no distance was specified before.)

  • Strength from the Earth: Gain 2% of your maximum Life for every enemy hit. (Old: Reduce Fury cost to 15 Fury.)

DiabloWikiWhirlwind: (DB)
Deliver multiple attacks to everything in your path for 145% weapon damage. While whirlwinding, you move at 66% movement speed.
Cost: 10 Fury (Newly added the 66% speed part, but that’s just a change in the description, not the function.)

  • Hurricane: Pull enemies from up to 45 yards away towards you while Whirlwinding. (Old: Allows you to move at your movement speed while using Whirlwind.)
No other rune effects changed. Not even Dust Devils. But the slowdown of Hurricane is another nerf to one of the things the Barb did best.

DiabloWikiSprint: (DB)

No changes at all.

DiabloWikiRevenge: (DB)

No changes but to skill wording.

DiabloWikiOverpower: (DB)
Cooldown: 12 seconds / Deal 165% weapon damage to all targets within 9 yards. Critical Hits have a chance to reduce the cooldown of Overpower by 1 second. (Only changed in wording.)

  • Revel: Increase damage to 215% weapon damage. (Old: Heal 8% of your maximum Life for every enemy hit.)
  • Crushing Advance: Redirect 35% of incoming melee damage back to the attacker for 4 seconds after Overpower is activated. (Old: worked against ranged damage also.)

Conclusion

I’ve been making jokes about OPBs for months, but even I am surprised at the amount of nerfing here. A few minor skill buffs to unused skills, but huge nerfs to the 2 most popular (and wildly OP) passives, and big drops to Life Steal and healing all over the place. Those surprise me more: it was very obvious that Barbs were way OP on the ease with which they could get giant DPS, but I didn’t think the healing was too OP, except that LS was so easy and with the huge DPS it was magnified. I’d think that just removing some of the big DPS would take care of the all-too-easy healing at the same time.

That said, remember that we’ll be able to add considerable bonuses to CD, CC, mainstat and much mroe via the Paragon 2.0 points, so some nerfs to all classes are probably needed to offset those big damage boosters.

 

If you’d prefer to discuss these in the forums you can do so in the following threads:

Of course as this is pre-release information the standard “it could will change” applies.

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61 thoughts on “Barbarian, Demon Hunter & Crusader Skills Update

  1. You explained one of the changed passive wrongly.

    “Each point of Fury spent heals you for 165 Life. / Heal amount is increased by 1% of your Health Globe Healing Bonus.”

    There’s never mention of any HP’s. It’s 1% of Health Globe/Potions Healing (Affix).

    They probably want to make some of the barbarians look for that affix specifically to gain benefits from passive.

  2. oh well as you say flux no death cheat passive for DH still.

    On Vault you said

    Tumble acrobatically 35 yards. 8 Discipline cost (Unchanged.)

    Acrobatics: Remove the Discipline cost but add an 8 second cooldown. (formerly 10s cooldown.)
    Action Shot: While Vaulting, shoot 4 arrows for 75% weapon damage at nearby enemies. These shots are guaranteed Critical Hits. (Formerly no number of shots listed (it was usually 2 in use) and the guaranteed Crit part is new.)
    Rattling Roll: Enemies you vault through are knocked away and Stunned for 1.5 seconds. (Formerly only enemies within 8 yards of your destination were knocked back. Now it sounds like all enemies along the path?)

    Does this mean that Acrobatics has no dis cost but is now an 8 sec cooldown or 18, with the 8 added to the 10?

    • The original post was actually written by Elly, not Flux.

      More to the actual point, the cooldown has been reduced to 8 seconds. The wording of the tooltip does make it less clear than it could be when put in context with the article (as the tooltip is making a comparison to the skill with no rune, while the article itself is comparing it to the current effect of that rune in 1.08). Thankfully, no 18 second cooldown.

  3. Ok the Barbarian will be a BS, they broke it all xDD.
    No fury, no extended WotB, no dps…I see the new Barbarian as a Tank with 99999k HP with life regeneration and nothing else.

    Someone should say them nerf don’t mean break imho…This expansions is not looking good at all if you ask me, not a single bit…Everybody is waiting for BlizzCon BIG NEWS, erm….

    • I wouldn’t say they broke the barbs, after all the changes aren’t implemented. For all we know it could be just testing.

      The thing is I have a barb that is geared with what I find with my main character. Basically gear that would sell too cheap on the AH. I don’t need to tell you that it can do mp5-6 with ease (mostly because af all that life steal).

      • A “rebuild” is necessary in barbs. But the changes are made to make it a Stone. Hard, lots of Hp and Regen, and for gosh sake…trowing endless spears..thats not the barbarian I want. I loved the Barbarian I played at beta test with a 2h sword and massive shocking thundering strikes that make my subwoffer rumble with every kill.

        PD: I don’t like perma WotB, thats neither my barb style…too dizzy xD

  4. why LoH is 826 ? what this number from. why not 820, 800, 850…
    favorite number? if monster attack about 10k per hit.
    i must attack 13 hits to recovery. is it work for who low DPS?
    i feel force to change gear for play high DPS.
    then let’s see how to survive with LoH. or…
    no one can stop death. 😛

    thanks

    • It’s a complete joke, really. The only time I ever use Gloom is vs “reflects damage” bosses. This won’t do anything at all against them. Unless they’re planning to change how “reflect’s damage” works, I’ll either stop playing my DH or simply skip any RD boss I come across because they won’t be worth the effort.

  5. I doubt any of the numbers are anything more than a quick working to see how it works, so nobody should be screaming in horror yet. Wait a few months. If by the end of the year Barb skills still have the same numbers, then you should start raging. However, I agree that many of the numbers look a bit small. Ideally, Blizzard will double the numbers, as I feel that the core mechanical change is fine, just the numbers are a bit low.

    In terms of life-steal nerfs across the board, I believe that Blizzard is probably removing life-steal from the game (except for legacy items). Right now, life-steal seems really OP, at least from my perspective. I main Wizard, but I worked up a Barb a few weeks ago, and on MP 7 with gear I bought for about 15-20 million gold I was basically a god. 12% life-steal doesn’t really sound like a lot, but it was ridiculous in terms of the benefits it gave. I could Whirlwind through Arcane lasers, while tanking Molten, Plagued and Desecrator at the same time and not see my life go down at all. I think that this is horribly OP; no class should be able to get around all kinds of enemy damage and affixes just by stacking up life-steal. Also, it makes defensive skills meaningless, because there’s no reason to use them if you just get all your life back instantly by WW through a mob.

    Also, with the DH Shadow Power change, I imagine it was made for much the same reason. 15-25% life-steal goes a really long way, especially since it is spammable. Most DHs I saw using it could similarly tank stuff that they should not have been able to tank without protective skills.

    Finally, in general, life-steal was not balanced fairly between the classes at all. Barbarian got by far the best end of the stick, having 3% from a Passive, having a belt that granted 3%, and being able to dual-wield 3% weapons. On the opposite end, the Wizard got completely shafted: life-steal was weapon-only, no offhand, and the best wand for CM Wizard, Chantodo’s Will, could not spawn with life-steal at all. Thus, life-steal greatly unbalanced the classes that had tons of it, and made classes that by-and-large didn’t have it useless unless they could cheese the content a la CM Wizard permafreeze.

    Would the game be better off without life-steal? I can’t really say. It could be that taking away life-steal is a terrible idea, and will ruin the game for classes reliant on it. Or, it could be what the game needs to remove extremely OP chars. Finally, I could be totally wrong. Maybe they got rid of life-steal on skills, but kept it on weapons. We don’t really have enough information to say yet.

    • Um, its completely terrible for all classes. Unless they are going to truly make Resists and AC matter, LS/LL is all we have. I am a primary DH and while I hate having to spam gloam its the only thing keeping me from looking like a complete noob on anything over MP5 when all hell is breaking loose. Final analysis/opinions will obviously have to wait until Paragon 2.0 bonuses are better explained as well as any new equipment being released.

    • “In terms of life-steal nerfs across the board, I believe that Blizzard is probably removing life-steal from the game (except for legacy items). Right now, life-steal seems really OP, at least from my perspective. I main Wizard, but I worked up a Barb a few weeks ago, and on MP 7 with gear I bought for about 15-20 million gold I was basically a god. 12% life-steal doesn’t really sound like a lot, but it was ridiculous in terms of the benefits it gave. I could Whirlwind through Arcane lasers, while tanking Molten, Plagued and Desecrator at the same time and not see my life go down at all. I think that this is horribly OP; no class should be able to get around all kinds of enemy damage and affixes just by stacking up life-steal. Also, it makes defensive skills meaningless, because there’s no reason to use them if you just get all your life back instantly by WW through a mob.”
      – Disciple of Erebos

      Sorry, been a while since i’ve used proper quotes. I can’t agree with you on that. I see the main issue being that players can’t boost skills so we use items to do that. If you reduce life leech all you achieve is nerfing player-choice which is much worse.

      Skills don’t really matter in terms of power because you can’t do anything for them, they’re stuck where they are so there is no point bitching about items out doing skills unless you don’t want your decisions to matter.

  6. I like the direction.

    Removal of lifesteal -> less glass cannoning, should make gear a bit more varied( not just stacking damage).

    The barb skills are great, now with wrenching smash/harpoon/dreadnought/hurricane(45y pull radius ftw) he’ll be a beast at herding. No more permawotb or skorn/rend godmode, will maybe take a bit of thought to play.

    Same with dh, much needed damage buffs across the board(WEE for multishot/cluster) and gloom godmode removed.

    Factual errors:
    – Smoke screen had the 2sec cd for well over a year. Dunno how you managed to miss it if you play in hc.
    – 15% archery for bows was by far the best of the 3 bonuses above mediocre gear. Now it’s roughly equal to(in most cases still a bit better than) crossbows. Some think 50% cd is op because A) manticore is much more op than the 15% bow archery B) they can’t do basic math.

    • “- 15% archery for bows was by far the best of the 3 bonuses above mediocre gear. Now it’s roughly equal to(in most cases still a bit better than) crossbows. Some think 50% cd is op because A) manticore is much more op than the 15% bow archery B) they can’t do basic math.”

      My mental arithmetic is a bit ropey, but since my DH has 50% crit chance, +50% CD would = 0.5*0.5 = 25% damage increase on average, compared to the +15% from bows. Unless the average bow damage is that much higher than your average Xbow damage (and yes, I do use a manticore with Bombardment, so I don’t want massive rate of fire on that).

      • A top-end dh with manti has around 60% cc and 500% total bonus cd without archery.
        Total damage output(where 1 is the dps without crits): 1 + 0.6 * 5 = 4
        Total damage output with 50% extra cd: 1 + 0.6 * 5.5 = 4.3
        Total damage output with 15% bonus damage: (1 + 0.6 * 5) * 1.15 = 4.6

        In the highly geared category the 15% bonus is twice as strong as 50% cd( on top of being more consistent for trash). Can’t explain in any simpler than that.

        • But Manticore is the only bow that can get 2 sockets. You can get 110% crit damage from a marquis emerald in there.

          So truly, your comparison is this:
          1 + 0.6 * 5.5 = 4.3
          (1 + 0.6 * 3.9) * 1.15 = 3.841

          • My figures are for comparing archery bonuses for bows and crossbows, nothing else. The point still stands.

            I’ve also written this:
            “because A) manticore is much more op than the 15% bow archery”
            As in 160% cd trumps 15% archery bonus, but that’s the problem with manti having an extra socket. Manti is hands down the best dh weapon DESPITE crossbow archery being bad.

          • Then you insulted people by saying they can’t do basic math.

            I did the basic math, it shows that the crossbow bonus is better, when you’re using the best crossbow in the game.

          • “it shows that the crossbow bonus is better, when you’re using the best crossbow in the game.”
            The crossbow bonus is still worse, you just can’t use the better one since there is no weapon to go with it. In the expansion bows will probably be buffed so their bonus had to be balanced.

            Saying xbow archery is op is equal to having a problem with addition and multiplication, no need to tiptoe around it. Just look over to bnet’s mech threads for some real gems. I usually try to use a nice tone but something like that appearing in an article is just annoying.

  7. are they doing big buffs to shields? Or make blocking more useful?

    [quote]Blocking an attack generates 20 Fury[/quote]
    is just pathetic

    why would a barb use a shield? that blocking buff doesnt seem worth it to sacrifice a 2h wep or second wep.

    well any class cept new one maybe

    • I’ve brought this up shields need a new affix where they have x% chance on block to trigger a proc affix such as 40% chance on block to cast meteor, frost nova, heal, reflect damage, increase armor etc etc. This would make a big come back for shields imo.

    • You much never have played HC. I used a shield with my barb for 45 paragon levels, and probably should of kept using it since he died when I went echo fury 🙂

    • if they don’t change anything about fury regen/gain, this and weapon master with mighty weapon will be the best fury generators. and b/c everything depends on how much fury you have – for high dmg skills and now for healing, apparently, barbs will probably have to consider taking shields again…

  8. The new Ballistics sound super fun to me. 20% chance to fire homing rockets as you attack with any skill. That’s really cool. This passive makes me want to make a rocket-based DH, so I think they succeeded at their job of promoting build diversity in this regard.

    The whole No-Escape-change/WT-now-generates-resource /AS-fundamental-change thing just seems weird to me. But w/e. I don’t mind Weapon Throw as a generator.

    Vault with Action Shot. Hmmmm. I wonder it’ll work well with Night Stalker. Use 8 dis, get up to 4 back. Is this better then Tumble? 4 times in quick succession with a 5th one granted just in time before the bonus wheres off for Tumble. If you get 2 discipline back every time with AS+NS that’s 5 rolls exactly. Hmm. You have to be lucky and be around enemies when you use AS, BUT you have the benefit of dealing damage as you travel. An interesting choice indeed. Tumble will be better when you backtrack with no enemies around.

  9. Been hoping they buff Cull the Weak as I really like the idea of that passive but it needs to be more like +50%, not that pathetic 20%.

  10. Needs to be more ways to increase block% w/o items. paragon points maybe [not sure if it’s already there]

    passive
    -every block increases CC% x% for 5 sec stack able x times or something for x duration

    then make it so there’s no blocking animation or “block lock” whatever happened in D2

  11. I agree that we should wait until we have more details.

    I know that first reaction, could very well be panic, because of all that time spent on searching for the right gear. Instead i’m really, really curious of how all the things they’re changing, be complemented by loot 2.0 or the other systems.

    Hope for the best.

  12. Giancarlo Palacios Where is the barbarian passiv that lets him wield 2handed weapons in both hands? Really,Idont play barb but thats a feature that was in DII and Crusader will get a passiv to wild a 2 handed in one hand, srsly, the mechanic is in there, give the barbarian what they deserve

  13. I think that we might be missing a serious change here with the new passove skill of Rampage.
    “Increase Strength by 4% for 8 seconds after killing or assisting in killing an enemy. This effect stacks up to 5 times.” – As far as I can tell, this means “Increase strength by 20% for 8 seconds, when fighting mobs”.
    Of course, this is not very helpful against bosses of any kind, but imagine the ease with which you will be able to reach them. 20% strength is a huge buff (with my new barb is more than 400 strength points), I think it will make the barb even more deadly with anything but bosses. Considering that with bosses the barb many times serves as a tank for wiz/dh to deal huge damage, this might have little effect on most party games.

  14. *off topic*

    I’m looking forward to the wizard compilation.

    Right now I’m just freaking out because FROZEN ORB IS BACK!!!

  15. I really like how they’re pushing the gain X life per fury spent I think it’s one of the more interesting dynamics they can push for the barbarian. I liked that legendary sword (forgot the name) that had this affix but it just wasn’t enough to be viable so if this is balanced enough to be viable which I assume it will since it’s clear they’re putting emphasis on this ability then this will add some nice depth to barbs. Obviously items or spells with IAS and fury generation will synergize with this affix.

    I could see them adding something similar to Arcane power on crit for barbs where they get Fury generation on crit. Also perhaps giving wizards Life per Arcane power spent as well.

  16. Like these for Wizard:

    Temporal Flux: Dealing Arcane damage grants you a shield that absorbs 826 damage for 3 seconds.

    Unwavering: Standing still for 2 seconds increases the following attributes: Armor 20%, All Resistances 20%, Damage 10%.

  17. Flux, regarding your comment on Bloodthirst:

    It means you get 165 life plus 1% of your health globe healing bonus for each point of fury spent.

  18. QUOTE

    I really like how they're pushing the gain X life per fury spent I think it's one of the more interesting dynamics they can push for the barbarian. I liked that legendary sword (forgot the name) that had this affix but it just wasn't enough to be viable so if this is balanced enough to be viable which I assume it will since it's clear they're putting emphasis on this ability then this will add some nice depth to barbs. Obviously items or spells with IAS and fury generation will synergize with this affix.
    
    I could see them adding something similar to Arcane power on crit for barbs where they get Fury generation on crit. Also perhaps giving wizards Life per Arcane power spent as well.

    Fury on crit like… oh wait…

    Life per fury spent is by far the weakest recovery in game.

    At least with spirit you can rack it up quickly.

    Fury? Without fray your resource gen is worse than dhers, you run out faster as well.

  19. As a Barbarian, I’m overall pleased with the current deconstruction of the class. They’ve not shied away from stripping out the biggest causes of the current Barb meta. I like what they did with Ancient Spear and Weapon Throw, enabling a more proper throwbarb build.

    I am, however, a bit concerned about Fury generation. Barbs are currently really hinged on Into the Fray generating enough Fury to let them deal competitive (and beyond) damage. With a majority of Fury coming from standard generators, overall damage output is going to drop precipitously. The loss of ItF is going to put a lot of pressure on barbs to generate as much fury as possible, especially with the sudden influx of Life per Fury Spent. It would be rather humorous if the new cookie cutter for damage output became sword and board with a mighty weapon.

  20. I finally get my Mad Bomber DH to where I want her and then this change in Fire Bomb Grenades shows up.

    The dual nature of the skill rune with its single attack nature and AOE ability (albeit much smaller radius than other nades) was cool.

    Fire bombs were clunky to use at times and my guess is that this is a major reason for the change to that rune.

    I don’t see how they can nerf gloom and smoke screen and leave in the 30% damage penalty the DH gets along with the WD and wizard.

    I do see some interesting possibilities for DH’s though.

    Will have to wait and see how this plays out.

  21. I like the 100% rocket damage passive boost. Had a lot of fun with that however it quickly lost its viability in inferno. Mark of death is a fun skill when playing with a friend who can take out the enemies you target, its a very co-opy skill. Its good to see it go pretty much unchanged.

    I love rapidfire grenades (bombardment), the new one at 745% will be nuts if it stays.

    The wall skill sounds like it would really own bosses. Stopping charging would be very op. I wonder if it would stop mortar and vortex as well.

  22. I’m glad to see nerfs to lifesteal and resource generation. Blizzard designed health globes and resource generators for a reason, but atm combat reminds me of d2: Facetank everything and use 1-2 abilities to deal damage that heals you constantly through lifesteal and provide an infinite amount of resource. It is quite mindless and makes combat boring.

  23. I, for one, am REALLY happy to see all classes getting rebalanced, and even “nerfed” to some extent, as the way things are right now, the barb was way too OP to even start comparing him to other classes. Gone are the days of barbs running rampant through enemies, spitting out tornadoes and simply not giving a flying rat’s ass about CC effects. LOVE IT!

    As an avid Archon player, it does hurt to see my favorite build in the game go, but I totally understand that it’s for a good cause and that just like into the fray and perma WotB, it needed to go. I have high hopes for Frozen Orb, and perhaps even being able to stack blizzards with the correct use of Paragon points!

    Things will be refreshingly new, and that’s the very best thing about all of this! Bring on Blizzcon! 😀

  24. “Can the DH go through the wall?”

    Speed Gate: Gain 30% movement speed for 3 seconds when you pass through the wall.

    Captcha on my previous post: Mister Wilson

  25. It looks like they are reducing crit-chance drastically when looking at all these changes. It’s not only barb, all classes seems to have crit chance reduced. That is probably why critical mass is unchanged. With a lower crit chance it automatically gets a nerf. One should be able to compensate for that with new affix “reduced CD” so not a huge deal maybe.

    Glad to see “Into the fray” go, it was in 100% of all barb builds. Most broken skill in the game and the only reason perma wotb was even possible. It gave you 15% increased dmg, 3% crit, and unlimited resources. Yes plx. Compare that to magic weapon, 15% dmg and 2% knock back. Ugh.

    Glad to see perma Archon go too. Skill was both OP and boring to be honest.

    And Elly, isn’t it obvious that “life steal” is gone from the game completely? Can’t see any reference to it in any of the changes. It looks like it is replaced with life on hit, “% of total life” on hit, and “life per resourced spent” which scales with “increased globe and pot healing”.

    So when you say that the barb has been nerfed in the healing department it is really more of an adaptation to the new healing “system”. Not a nerf.

    Changes looks really promising. I can see a lot of cool builds forming when comparing these changes to the new legendary item affixes.

  26. I was hoping they’d come to their senses and cut two runes per ability in order to differentiate skills in a meaningful way. For those skills that used to have more than three totally unique and graphically diverse variations (I can think of …uh… none), those effects could have been moved to class-specific ‘game-changing’ Legendaries.

    With only three runes per skill, even their old color-coding concept might have been more viable again, creating a logical connection between rune appearance and themed bonus skill effect (players unable to grasp a weapon switch concept would have had a much easier time managing their skills; maybe even a menu screen that covers only half of the screen would have done). Something along the lines of:

    Crimson rune – damage-themed:
    – adds damage component to non-damaging skills, or
    – increases damage of damage-dealing skills, or
    – converts damage (physical -> elemental dmg, periodical -> instant dmg, etc), or
    – increases casting speed.

    Golden rune – effectivity-themed:
    – increases range of targeted skills, or
    – increases radius of area skills, or
    – adds more targets (effect jumps to nearby targets), or
    – increases duration of buffs/debuffs.

    Cobalt rune – efficiency-themed:
    – reduces energy cost to cast, or
    – reduces cooldown, or
    – adds a low chance of also triggering another random Cobalt-runed skill on use for free (I’m very proud if this idea ;p ), or
    – increases gold and magic find (/some other bonus) for enemies killed by skill.

  27. Rain of Vengeance:

    Unchanged in function.

    Wait a Moment. Rain of VengeanceRain of Vengeance Cooldown: 30 seconds / Fire a massive volley of arrows at an area. Arrows fall from the sky dealing 715% weapon damage over 5 seconds to all enemies in the area.
    The “around you” has been changed in “at an area”, what would change alot, if it works how i think(or in Path of Exile). If can Mouseover a Bunch of Monster far away from you launch Rain of Vegance, than that would be a major plus.

    And to the people who think, that theres no longer LL…it will be there. Blizzard only reduce the Numbers, because with the new Items you will do alot more damage.

    • Could be, but all the effects except Stampede were already targeted at a location, so at most that’s changing the base skill function, which no one ever uses anyway.

  28. I’m guessing the “826 Life per Hit” for Shadow Power is actually something like 2% max life with the game calculating the exact numbers.

  29. As someone who never delves all that deeply into the numbers game because, well, I don’t care enough, it has occurred to me on several occasions that the item game is not quite as simple as it’s often made out to be. Not that it’s particularly exciting but the relationship between ias, cd, cc, mainstat, and +dmg, plus any specific skill properties, is not what I’d call straight-forward.

  30. Because you need so much life steal and so much boring stacking of “life on hit” now if legendary affixes like “drop health hlobe from every enemy” will exists. Just think about it a second.

  31. `Just to make you happy flux there is this one datamined item affix

    Automatically cast Smoke Screen when you fall below 30% Life. This effect may occur once every 30 seconds.

  32. Read through these changes…

    They are literally clueless as to what the problems with their own game are. The DH, in particular is unplayable after these changes. Shadow power is the only thing keeping you alive at high MPs. Nerfing it would be fine if there were other alternatives, but nothing has been implemented.

    Sad, but it’s time to be done.

  33. The change that annoys me the most is Preparation. Pretty much destroys the perma-Strafe build. Why make the restoration of Hatred on the Punishment rune 125? All that does is punish anyone who uses the Perfectionist passive (the only way currently to increase Hatred). The rest of the runes punish anyone with any +Max Discipline. Crazy, pointless change. The DH if anything needs buffed resource regen, not nerfed.

    By the by, Night Stalker is missing.

    • Well, if you read the new item affixes there are one that makes strafe free to cast. It reads “Strafe no longer costs Hatred”. How’s that for a perma strafe build? Sometimes you’ll need to do research before hatin’ bro.

  34. QUOTE

    Well, if you read the new item affixes there are one that makes strafe free to cast. It reads "Strafe no longer costs Hatred". How's that for a perma strafe build? Sometimes you'll need to do research before hatin' bro.

    So now Dhers have no hatred regen skills whatsoever and now need this specific item for Strafe or don’t even try?

    • They want builds to be based on specific item combinations like in Diablo 2 and you are ranting? Can’t be serious really…

  35. Ls nerf was pretty much justified. our damage will scale pretty high(quick D3up gear comparison we will hit 600kdps unbuff easily.

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