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    Blizzard has listed more changes to Diablo 3 Patch v1.08, which are now testable on teh PTR. There are buffs to numerous skills, lots of life regeneration doubling effects, and some changes to monster abilities as well. See the official post for the full list of changes. The following lists the newly-added changes.

    General
    * The bonus experience granted by Enlightened shrines is now also calculated multiplicatively. (Note: That was fast.)

    Barbarian
    * Active Skills
    ** War Cry
    *** Skill Rune – Invigorate
    **** Now regenerates 620 life per second (up from 310)
    * Passive Skills
    ** Inspiring Presence
    *** Now regenerates 4% of maximum life per second (up from 2%)
    Now affects all party members

    Demon Hunter
    * Active Skills
    ** Companion
    *** Skill Rune – Boar Companion
    **** Now regenerates 310 life per second (up from 155)

    Sentry
    * Skill Rune – Aid Station
    ** Now heals nearby allies for 2% of max life per second (up from 1%)

    * Passive Skills
    ** Brooding
    *** Now regenerates 2% of maximum life per second (up from 1%)

    Monk
    * Active Skills
    ** Mantra of Healing
    *** Now causes party members to regenerate 620 life per second (up from 310)
    **** Skill Rune – Sustenance
    ***** Now increases Mantra of Healing’s life regeneration to 1240 per second (up from 620)

    * Passive Skills
    ** Guiding Light
    *** Damage bonus increased from 16% to 20%

    Witch Doctor
    * Active Skills
    ** Firebats
    *** Now has a larger initial cost but a much lower continual cost while channeling
    **** Base weapon damage increased from 180% to 385%
    *** Skill Rune – Cloud of Bats
    **** Initial damage increased from 234% to 500% weapon damage
    *** Skill Rune – Plague Bats
    **** Maximum damage increased from 270% to 578% weapon damage

    * Passive Skills
    ** Blood Ritual
    *** Now regenerates 2% of maximum life per second (up from 1%)

    Wizard
    * Active Skills
    ** Familiar
    *** Skill Rune – Vigoron
    **** Now regenerates 620 life per second (up from 310)

    * Ray of Frost
    ** Base weapon damage increased from 215% to 280%
    *** Skill Rune – Black Ice
    **** Ice patch weapon damage increased from 387% to 504%
    *** Skill Rune – Sleet Storm
    **** Weapon damage increased from 280% to 364%
    *** Skill Rune – Snow Blast
    **** Maximum damage increased from 280% to 364% weapon damage

    * Passive Skills
    ** Galvanizing Ward
    *** Now regenerates 620 life per second (up from 310)

    FOLLOWERS
    * Templar
    ** Skills
    *** Loyalty
    **** Now regenerates 310 life per second (up from 155)

    Monsters
    * The damage dealt by the fire pool left by Blazing Guardian attacks has been reduced by 50%, but it’s minimum damage has been increased

    Bug Fixes
    * Monsters with the Avenger affix now correctly gain +25% damage each time a monster in their pack dies
    * Monsters with the Vampiric affix now correctly heal for 200% of their damage done in all difficulties.

    The “Molten Pool” effect is the fire on the ground after fiery Mage Constructs (those spider-legged mages in the act 2 dungeons) hurl fireballs at you. Those were painful before, but with the huge buffs to monster numbers in Act 2 in v1.08, all of the Mage Constructs are now very dangerous, since you routinely get 8 or 10 of them hurling projectiles at once, rather than just 3 or 4 as in v1.07.

    I noted this danger in our recent article on Monster Density changes, though I found the poison mages the most dangerous, since every time I killed one or got hit by them the poison explosion took off 6-10k. Which meant nothing with 2 or 3 or 4 of them, but with 8 or 10 at once, it was potential instant death if I just charged in and started pounding away melee, without taking notice of the dozen incoming projectiles.

    Act 2 is much more fun and profitable in v1.08, but (unlike most of Act 3) it’s not entirely without danger.

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