New PTR Build and Notes


The PTR will be shut down today to deploy the next build for testing. We will add the highlights to this post as soon as they are available.

The PTR will be down for maintenance starting today at approximately 11:00 a.m. PDT in order to deploy the next build. We anticipate it will be back online between 2:00 p.m. PDT and 5:00 p.m. PDT.

Updated Notes:

Miscellaneous

  • An option to display Auction House events (sales, expirations, etc) has been added to the Social menu.
  • Treasure Goblins will now play a sound whenever they become aware of a player

User Interface

  • You can now change the icon for each tab in the shared stash
  • The intent of this feature is to allow players the option to visually customize their stash tabs to better reflect its contents

Items

  • Affixes on items will now roll their level based on the level of the monster killed (rather than the item’s level)
    • This now applies to random affixes on Legendary items

DiabloWikiDemon Hunter

  • Sentry
    • Increased from weapon damage from 55% to 88%175%
      • Skill Rune – Spitfire Turret
        • Weapon damage increased from 8% to 15% 30%
      • Skill Rune – Chain of Torment
        • Weapon damage increased from 80% to 100% 125%

DiabloWikiWitch Doctor

  • Firebats
    • Reduced Mana cost by 20% (from 122 to 98 per period at level 60)
  • Haunt
    • Weapon damage increased from 575% over 12 seconds to 575% over 6 seconds
    • Skill Rune – Resentful Spirit
      • Weapon damage increased from 287% to 383% over 2 seconds

DiabloWikiWizard

  • Disintegrate
    • Arcane Power cost reduced from 20 to 18 per period
    • Weapon damage increased from 155% to 170%
      • Skill Rune – Chaos Nexus
        • Weapon damage increased from 40% to 44%
      • Skill Rune – Entropy
        • Weapon damage increased from 178% to 196%
      • Skill Rune – Intesify
        • Weapon damage increased from 202% to 221%

Bug Fixes
Fixed a bug that caused Companion attacks and Multishot to sometimes fail to hit targets that were at a different elevation than the player

Comments

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  1. More Strafe Love plz.

    Also Sentry torrent needs no cooldown. for the love all that is good and holy.

  2. That’s it for the new PTR build? That doesn’t bode well.

  3. From a DH point of view:

    Chain or Torment is terrible – even with the damage increase. The problem is simple:

    #1. Because MOST DH combat is constant back-peddle, we have to replace the sentry over and over. Because of the 8 second recast timer, there are much better skill options to choose from.

    #2. The length of the chain is no good. I know they doubled it in 1.0.4, but it’s still way too short to be effective. If the chain must be this long, it should at least slow enemies down a tad. Worthless skill.

    Strafe is another worthless skill. The attacks aren’t fast enough and the cost is too great. This skill should have some type of minor hate-leech to keep it going a tad longer.

    The Demon Hunter Level 62 Sovereign Helm cannot be dyed. It’s pure white… no matter what color dye you use. This is obviously a 1.0.4 bug. I haven’t seen them mention this yet.

  4. Hooray! Haunt Higher Hits, Happy !!

  5. WHAT – ABOUT – CALL – OF – THE – ANCIEEEEEENTS!!!!!?!?!?!?!?!!!!!!

  6. So it appears that they have increased the sentry damage from 20% at release to 175%, almost 9 times more damage. I guess this is an admission that the original sentry was almost useless. I wonder why they didn’t figure that out during internal testing.

    • Yeah, that is pretty weird, although one could argue that they went to far this time.

      With 20% weapon dmg it has to hit 7 times to be as effective as one evasive fire. And this for a price of 10 dicipline. Use it? I think not.

      With 175% weapon dmg. Hmm. Wizards hydra spell is allready one of the most usefull spells in the game and it does around 60 weapon dmg. Sure, it has some spash dmg and it can be cast anywhere, but still. Add that to the fact that It also can provide some defense like life regen and 15% dmg reduction. And you can have 2-3 of these out at the same time. That might not be so beneficial at MP0 – MP5, but above that when elit pack will take a good while kill it will be absolutly mandatory.

      Imagine 4 DHs doing Ubers at MP8 or above all using 3 sentrys at the same time. That’s 4 DH’s + 12 stationary sentrys dealing just as much dmg as 12 fully geard WDs with poison dart.

      “And then we doubled it” 😀 That doesn’t work for everything Jay!

      • not really… it 1. costs hatred now to use and 2. cant crit which actually nerfed both pets and turrets because the crit was the only thing that made the damage viable.

        SO now it does more damage but still cannot crit and costs 2-3x more hatred than any spender that will put out more damage. So upping the damage was the only thing they could do that wasnt a slap in the face after removing crit.

        • Ooh, I see. Forgot about the removal of crit. With 175% w dmg it will still be a very good alternative for crit based DHs. A DH with 40% crit chance and 250% increased crit dmg will do half his/hers dps (=88% weapon dmg) with sentry. That makes it comparable to hydra at least.

          Pretty much make me want to build a non crit DH TBH. I imagine + attack speed gear to be vastly cheaper than crit/crit dmg gear, so it might be worth a try.

  7. “You can now change the icon for each tab in the shared stash”
    Great change, I had some trouble keeping track of my, eh, 3 tabs? 😛

    “Affixes on items will now roll their level based on the level of the monster killed (rather than the item’s level)
    This now applies to random affixes on Legendary items”
    I love this change!

  8. Am I the only one who noticed / cared about the legendary change?

    Those crappy ilvl59 legendaries that have unique / useful mods will actually be viable…..

    This is awesome!!

    Homonculus for my WD please!! KK thx!!

  9. As much as CM wizards seem to be getting nerfed, all of the skills I use actually seem to be getting buffed.

  10. “Weapon damage increased from 575% over 12 seconds to 575% over 6 seconds”

    what increase?

    • 12 seconds to 6 seconds = 100% dps increase

      • does the same amount of damage, only faster? not what I’d call an increase

        • Well, it’s exactly that, an increase in damage per second. If you casted it a second time after the 6 second expiration for the full 12 seconds, the effective DPS would be 1125% weapon damage over 12 seconds. You can look at it either way.

          • Then why does it say dmg and not dps? By your logic they should have also added “mana cost and cast time doubled.”

            What it should have said is “Damage per second increased from 575% over 12 seconds to 575% over 6 seconds”

            Solomon is right in this case.

          • Not sure if serious, or if purposely acting obtuse.

            A DPS increase is a damage increase. If you want to really argue semantics, you’ll lose because a DPS increase is a damage increase any way you slice it.

            If you want to focus on the direct percentage, sure that doesn’t change. But when you apply the same amount of damage over a short duration, that is a net damage increase over time. Hence “an increase damage.” If your need for clausal clarification brings you as far as this, I really don’t know what to tell you.

        • It doesn’t do the same amount of damage per tick. It now does twice as much per tick.

          575% damage over 12 seconds equals 47.91% weapon damage per second.
          575% damage over 6 seconds equals 95.83% weapon damage per second.

          I gotta say though, I think it’s an unintentional nerf to Draining Spirit though, given that it lasts for only 6 seconds now (but has the same mana cost).

  11. god you’re such a troll =)

  12. Sadly changes nothing when it comes to wd build diversity.
    They would have to buff haunt ten times, it would still suck.

  13. Yeah I don’t get it.

    None of these DH changes will stop people from using HA/EF and other standard builds.

    They really borked Diablo 3 and are grasping at air now.

    • Well, I assume by your comment you haven’t played a Trap Assassin in D2 for PvP. The ability to have 3 stationary turrets that can’t be killed is an amazing blockade.

      Assuming there will be certain objectives (health globes, possibly goblins, etc), Sentries will be great for both utility and damage.

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