Diablo 3 PTR 2.12 Skill Comparison List


diablo 3 patch 2.12 ptr

We’ve run off the latest PTR 2.12 update and compiled our usual skill comparison list compared to the current live 2.11 update. Should be easier to spot the differences by checking through this list. The Green column indicated the new values and the red is the current live version of the game.

DiabloWikiBarbarian

NameOldNew
Frenzy – VanguardGain 15% increased movement speed while under the effects of Frenzy.Gain 25% movement speed while under the effects of Frenzy.

DiabloWikiDemon Hunter

NameOldNew
Spike Trap – Echoing BlastIncrease the damage of each explosion to 420% weapon damage and turns the damage into Poison.Increase the damage of each explosion to 420% weapon damage and turns the damage into Cold.
Multishot – Suppression FireGain 1 Discipline for each enemy hit. Maximum 6 Discipline gain per Multishot.Knockback the first 2 enemies hit.
Grenade – Cold GrenadeThrow a gas grenade that explodes for 160% weapon damage as Poison and leaves a cloud that deals an additional 120% weapon damage as Poison over 3 seconds to enemies who stand in the area.Throw a grenade that explodes for 160% weapon damage as Cold and leaves a cloud that deals an additional 120% weapon damage as Cold over 3 seconds to enemies who stand in the area and Chills them.
Chakram – SerpentineThe Chakram follows a slow curve, dealing 500% weapon damage as Poison to enemies along the path.The Chakram follows a slow curve, dealing 500% weapon damage as Cold to enemies along the path.
Sentry – Advanced TooltipCost: 30 Hatred
Cooldown: 6 seconds

Summon a turret that fires at nearby enemies for 280% weapon damage. Lasts 30 seconds.

You may have 2 turrets active at a time.

Cost: 20 Hatred

Summon a turret that fires at nearby enemies for 280% weapon damage. Lasts 30 seconds.

You may have 2 turrets active at a time.

You gain a charge every 8 seconds and can have up to 2 charges stored at a time.

Smoke Screen – Advanced TooltipCost: 14 Discipline
Cooldown: 2 seconds

Vanish behind a wall of smoke, becoming momentarily invisible for 1 seconds.

Cost: 14 Discipline
Cooldown: 3 seconds

Vanish behind a wall of smoke, becoming momentarily invisible for 1 seconds.

Smoke Screen – Vanishing PowderYou also leave behind a cloud of gas that deals 700% weapon damage as Poison to enemies in the area over 5 seconds.Remove the Discipline cost but increase the cooldown to 8 seconds.
Custom Engineering – Advanced TooltipIncrease the duration of your Caltrops, Marked for Death, Spike Trap, and Sentry by 100%.

Increase the maximum number of Sentries to 1 and Spike Traps to 3.

This skill is affected by your characters:

Increase the duration of your Caltrops, Marked for Death, Spike Trap, and Sentry by 100%.

Increase the maximum number and charges of Sentries to 1 and number of Spike Traps to 3.

This skill is affected by your characters:

Night Stalker – Advanced TooltipCritical Hits have a chance to restore 1 Discipline.

Discipline is used to fuel many of your tactical and defensive skills.

Your primary skills generate an additional 4 Hatred.
Evasive Fire – Parting GiftWhenever a backflip is triggered, leave a poison bomb behind that explodes for 150% weapon damage as Poison in a 12 yard radius after 0.6 seconds.

Evasive Fire’s damage is turned into Poison.

Whenever a backflip is triggered, leave a bomb behind that explodes for 150% weapon damage as Physical in a 12 yard radius after 0.6 seconds.

Evasive Fire’s damage is turned into Physical.

DiabloWikiWitch Doctor

NameOldNew
Haunt – Poisoned SpiritSlow the movement of haunted enemies by 60%.Haunted enemies take 20% more damage from all sources.

Haunt’s damage turns into Poison.

DiabloWikiWizard

NameOldNew
Hydra – Advanced TooltipCost: 15 Arcane Power

Summon a multi-headed Hydra for 15 seconds that attacks enemies with bolts of fire dealing 195% weapon damage as Fire.

Only one Hydra may be active at a time.

Cost: 15 Arcane Power

Summon a multi-headed Hydra for 15 seconds that attacks enemies with bolts of fire dealing 105% weapon damage as Fire.

Only one Hydra may be active at a time.

Hydra – Frost HydraSummon a Frost Hydra that breathes a short range cone of frost, causing 275% weapon damage as Cold to all enemies in the cone.Summon a Frost Hydra that breathes a short range cone of frost, causing 135% weapon damage as Cold to all enemies in the cone.
Hydra – Lightning HydraSummon a Lightning Hydra that electrocutes enemies for 305% weapon damage as Lightning.Summon a Lightning Hydra that electrocutes enemies for 135% weapon damage as Lightning.
Hydra – Blazing HydraSummon a Blazing Hydra that spits bolts of Fire that burn enemies near the point of impact, dealing 185% weapon damage as Fire over 3 seconds. Burn damage can stack multiple times on the same enemy.Summon a Blazing Hydra that spits bolts of Fire that burn enemies near the point of impact, dealing 100% weapon damage as Fire over 3 seconds. Burn damage can stack multiple times on the same enemy.
Hydra – Mammoth HydraSummon a Mammoth Hydra that breathes a river of flame at nearby enemies, dealing 400% weapon damage per second as Fire to enemies caught on the burning ground.Summon a Mammoth Hydra that breathes a river of flame at nearby enemies, dealing 295% weapon damage per second as Fire to enemies caught on the burning ground.
Hydra – Arcane HydraSummon an Arcane Hydra that spits Arcane Orbs that explode on impact, dealing 245% weapon damage as Arcane to enemies near the explosion.Summon an Arcane Hydra that spits Arcane Orbs that explode on impact, dealing 130% weapon damage as Arcane to enemies near the explosion.
Energy Armor – Force ArmorIncoming attacks that would deal more than 35% of your maximum Life are reduced to deal 35% of your maximum Life instead.Incoming attacks that would deal more than 35% of your maximum Life are reduced to deal 35% of your maximum Life instead.

The amount absorbed cannot exceed 100% of your maximum Life.

Comments

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  1. Say goodbye to Discipline generation folks. And here I was, looking forward to using the new Set for the 2 piece bonus with Suppression Fire and Night Stalker. Together with the Shadow set's 4 piece bonus it would have made a fun little build, even if not a very effective one offense-wise.

  2. Damn… they said that they didn’t want to nerf anything but we DH’s got SERIOUS nerfs… Suppression Fire and Night Stalker was two things that kept me alive because when I run out of Discipline I will most likely die.

    And WHY is every poison skill replaced with COLD???? I want DIVERSITY and not all skills are the same!

    As HardRock stated: I was too looking forward to try out the new set so that I could be a multishot dh. Now it seems that we are going to be stuck as sentry builds anyway… To be a successful multishot You need movement/evasive skills like vault (and/or smoke screen) and that requires discipline. That makes suppriession fire and night stalker all that more important. Take that out of the picture and multishot builds will not be viable.

    • Poison got replaced for the DH, because the elemental diversity of all classes were reduced in an effort to allow more effective skill combinations, a diversity of another kind that's better supported by the limited amount of elemental bonuses on our gear. I think this has been a positive change overall.

      Speaking specifically about the new DH sets, the situation isn't too bad, it's just that one specific combination of them won't be possible. The new set will still be really useful for Discipline generation in my opinion.

      As for movement with Multishot builds, I'd seriously recommend to everyone to try Parting Gift and Evasive Fire in general, it has many positive qualities:

      1) Effortless kiting. No stutter stepping needed.

      2) Triggers Tactical Advantage constantly for free, which is a huge mobility boost.

      3) Hidden synergy with movement speed. Evasive Fire's backflip actually resets our attack timer, meaning that if you can finish the backflip quicker than you can attack your EF DPS can increase significantly. This is very easy to do with Tactical Advantage but other movement speed boosts also help (very noticeable with Speed Pylons). Just with TA your EF's APS becomes about 2.1 if you can keep backflipping, regardless of the weapon you use (gogo slow 2h crossbows). Use Depth Diggers and/or Simplicity's Strength and EF becomes a really powerful skill, that also helps with evasion considerably.

      4) This is subjective, but I really like how you need good positioning to use the Parting Gift rune to its full potential. If you know you're safe the best thing to do is turn your back to a wall, so you can't backflip away (the animation triggers anyway) and spam bomb into the face of your enemies.

      5) It has good synergy with Helltrapper, one of my favorite weapons. It will be nerfed in the new patch in that it won't spawn more stuff than you can otherwise, but it will still be a good way to summon Sentries faster or throw free Spike Traps (that don't require a skill slot) under enemies while you're kiting them with EF.

      • Poison damage was on its way out for the demon hunter in 2.1; with this patch, poison damage is no more. Now you can run a cold setup with chakrams and grenades, or physical with the EF parting gift skill. No more did poison damage feel "in the way" for setups.

  3. And what's up with Hydra nerf? Was this skill really that overpowered?
    I was playing wizard only casually so maybe one of the veterans could shine a little light on that subject. It had to be serious since Blizzard stated they use nerf bat very reluctantly.

  4. It may not be that much of a DPS nerf, these simple comparisons can be deceiving. Check the full patch notes here: http://diablo.incgamers.com/blog/comments/diablo-3-2-12-ptr-live-patch-notes

    Note these lines:
    – Greatly increased the amount of Hydra attacks per cast
    – Attack Speed now affects how fast each Hydra head attacks

  5. “DH Nerf”

    lol My DH can do GR 47 instead of 39 now. There definitely needs to be some tuning on the new setboni.

  6. Could be due to the reduced enemy damage, starting at GR26. Also, we got a slight, but global Toughness with the increased Life/Vit, starting CLvl 67.

  7. Minha pergunta é quando vão upar o Arcanista, vai continuar nerfado, desde Vanila o arcanista cada vez mais perde espaço, praticamente deixou de ser um personagem de dps, está virando agora um personagem de controle de grupo, com uma defesa ridícula, senhores por favor pense e repense o que vocês querem fazer com essa classe, porque perde um mago clássico desse jeito para upar outra classe ou outra classes, é o mesmo que dizer não jogue mais com ela, agora ela não prestar mais, existe jogadores especialistas na classe que não joga com outra classe e não quer jogar com outra classe, por favor façam voltar a ser o mago clássico de antes!!!

  8. And my question when Vao leveling the Arcanist continue ‘Go ‘ nerfado of Vanila the arcanist Increasingly Loses Space Practically no longer be hum dps character , is now Turning hum Character Control Group , with a ridiculous defense , promote iN lords Think and Rethink What you want to do with class tHIS BECAUSE Lose um mago Classic Way of Paragraph leveling class classes OTHER OR OTHERWISE, EVEN and What to say : No More play with ALS , ALS agora : Do not Pay More , THERE Jocks Specialists in class Não plays with ANOTHER cLASS AND Municipality: Want to Play with ANOTHER class, please do come back to be the magician Classic Before !!!

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