Diablo III: Reaper of Souls - [TÓPICO OFICIAL ]

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Não esta aberto para novas mensagens.
Estou até bem também monk com 92% de light e tudo mais boa def e atk mais verdade não, passa do T3 em pt T3 está sussa e eu quebrei ontem uma arma dessas com 98% do dano da palma kkkk burro pouco, esse anel da vitória regia não cai já estou a dias e nada de cair sáporra
Como o jogo ainda vai sofrer mudanças na mecânica eu sempre guardo armas e armaduras com esses novos afixos.
 
Pois é Bronus nem me liguei estava a 9 horas jogando seguido consegui esse tempo ontem já nem estava pensando direito kkkkk, queria saber se tem vaga no clan galera meu clan os cara não fazem nada junto quero um clan pra fazer os rift direto em PT sem entrar em game público, vou guardar essas coisas agora.
 
Peguei a expansão pra começar com um Crusado.

Quanto tempo em média leva pra chegar ao level 70?

Em média é dificil dizer...jogando em party da para chegar bem rápido....tem gente que pega do level 1 ao 70 em menos de 2 horas.
 
http://www.diablofans.com/news/48064-datamined-patch-2-0-5-class-changes-and-strings

Patch 2.0.5. Class Changes and Strings


[Datamined] Patch 2.0.5. Class Changes and Strings

UPDATE: Videos of visually changed spells will be posted tomorrow after the servers come up!The new Community Events include, but are not limited to:

  • More Legendaries - 1 guaranteed in the first hour!
  • More Goblins - Anniversary buff makes them come in pairs!
  • More Blood Shards
  • More Keystones
  • More Gold Find
More at the strings section below.
Class Changes

Here are the class changes in the files. Remember that this is datamining and you should take all these with a spoon of salt.
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Barbarian

  • Inspiring Presence The duration of your shouts is doubled. After using a shout you and all allies within 100 yards regenerate 1% of maximum Life per second for 60 seconds. / Your shouts are: / *Battle Rage / *Threatening Shout / *War Cry (Up from 50 yards)
  • Wrath of the Berserker
    • Arreat's Wail : Activating Wrath of the Berserker deals 3400% weapon damage as Fire to all enemies within 15 yards. (Damage element now specified)
    • Striding Giant : Reduce all damage taken by 50%. (Previously gave 80% bonus Dodge Chance)
  • Frenzy
    • Sidearm : Each strike has a 25% chance to throw a piercing axe at a nearby enemy that deals 130% weapon damage as Cold to all enemies in its path. / Frenzy's damage turns into Cold. (Damage element now specified)
  • Seismic Slam Cost: 30 Fury / Slam the ground and cause a wave of destruction that deals 620% weapon damage to enemies up to 45 yards in front of you. (Up from 550%, no longer specifies "in a cone", no longer seems to knock up)
    • Shattered Ground : Increase damage to 735% weapon damage as Fire and knocks all enemies hit up into the air. (Up from 710%, no longer changes to a Knockback)
    • Stagger : Reduce the cost to 22 Fury. / Seismic Slam's damage turns into Lightning. (Previously had 80% chance to Stun for 1 sec)
    • Permafrost : Create a sheet of frost that deals 755% weapon damage as Cold and Slows enemies by 60% for 1 second. (Up from 710%, slow down from 2 seconds)
  • Whirlwind
    • Hurricane : Pull enemies from up to 35 yards away towards you while Whirlwinding. / Whirlwind's damage turns into Cold. (Damage element now specified)
  • Revenge
    • Best Served Cold : Increase your Critical Hit Chance by 8% for 6 seconds after using Revenge. / Revenge's damage turns into Cold. (Damage element now specified)
  • War Cry Generate: 20 Fury / Cooldown: 20 seconds / Unleash a rallying cry to increase Armor for you and all allies within 100 yards by 20% for 60 seconds. (Up from 50 yards)
Demon Hunter

  • Awareness Your Armor is increased by 30% of your Dexterity. (Previously gained 6% Dodge every second, resetting after you dodge)
  • Grenade
    • Cluster Grenades : Throw cluster grenades that deal 200% weapon damage as Fire over a 36 yard radius. (Up from 32 yards. Note: the current value in-game is displayed as 9 yards)
  • Hungering Arrow
    • Devouring Arrow : Each consecutive pierce increases the damage of the arrow by 70%. / Hungering Arrow's damage turns into Cold. (Damage element now specified)
Monk

  • Fists of Thunder
    • Bounding Light : Every third hit also releases arcs of holy power, dealing 195% weapon damage as Holy to up to 3 additional enemies. (Damage is now Holy)
    • Wind Blast : Every third hit Freezes enemies for 1 second. / Fists of Thunder's damage turns into Cold. (Renamed from Lightning Flash, previously increased Dodge by 17% for 3 seconds after each hit, damage element now specified)
  • Way of the Hundred Fists
    • Hands of Lightning : Increase the number of hits in the second strike from 7 to 10 and increasing damage to 429% weapon damage asLightning. (Damage was Physical)
    • Blazing Fists : Critical Hits increase your attack speed and movement speed by 5% for 5 seconds. This effect can stack up to 3 times. / Way of the Hundred Fists's damage turns into Fire. (Damage element now specified)
    • Spirited Salvo : Every activation of the skill has a 40% chance to generate 6 additional Spirit. / Way of the Hundred Fists's damage turns into Holy. (Damage element now specified)
  • Sweeping Wind
    • Inner Storm : As long as your vortex is at the maximum stack count, you gain 4 Spirit per second. / Sweeping Wind's damage turns into Holy. (Damage element now specified)
  • Wave of Light Cost: 75 Spirit / Focus a wave of light that crushes enemies for 605% weapon damage as Holy, followed by an additional 79% weapon damage as Holy to all enemies in a line. (Damage up from 473%)
    • Wall of Light : Increase damage of the initial strike to 870% weapon damage and adds a knockback. (Up from 709%)
    • Explosive Light : Release bursts of energy that deal 830% weapon damage as Fire to nearby enemies. (Up from 731%, damage was Holy)
    • Pillar of the Ancients : Summon an ancient pillar that deals 635% weapon damage as Lightning, followed by 785% weapon damage asLightning over 3 seconds to enemies who remain in the area. (Damage up from 498%, damage was Physical. Additional damage up from 498%. Damage is now over 3 seconds, instead of after 2 seconds)
    • Numbing Light : Critical Hits Freeze enemies for 4.5 seconds. (Renamed from Blinding Light, previously stunned)
Witch Doctor

  • Zombie Handler You can have 1 additional Zombie Dog summoned at one time. The healths of you, your Zombie Dogs and Gargantuan are increased by 20%. (Now also increases player health)
  • Fetish Sycophants When you hit enemies with your spells, you have up to a 10% chance to summon a dagger-wielding Fetish to fight by your side for 60 seconds. (No longer requires a physical realm spell, chance up from 5%)
  • Fierce Loyalty You can have 1 additional Zombie Dog summoned at one time. While you have a Zombie Dog, Gargantuan, or Fetish following you and not in combat, your movement speed is increased by 30%. (Previously your pets gained 100% of your Life Regen and Thorns)
  • Summon Zombie Dogs Cooldown: 45 seconds / Summon 3 Zombie Dogs from the depths to fight by your side. Each dog deals 30% of your weapon damage as Physical per hit. (Up from 12%)
  • Corpse Spiders
    • Leaping Spiders : Throw a jar with jumping spiders that leap up to 25 yards to reach their enemy and attack for a total of 382% weapon damage as Poison. (Damage was Physical)
  • Hex
    • Toad of Hugeness : Summon a giant toad that swallows enemies whole for up to 5 seconds, digesting for 580% of your weapon damage per second as Poison. (Up from 20%, damage was Physical)
    • Unstable Form : Hexed enemies explode when killed, dealing 135% weapon damage as Fire to all enemies within 8 yards. (Damage was Poison)
  • Horrify Cooldown: 12 seconds / Don a spectral mask that horrifies all enemies within 18 yards, causing them to tremor in Fear and be Immobilized for 3 seconds. (Cooldown down from 16 seconds, distance up from 12 yards, now immobilizes, duration down from 4 seconds)
    • Phobia : Enemies are no longer Immobilized and will instead run in Fear for 5 seconds. (Previously increased Fear to 6 seconds)
  • Gargantuan
    • Humongoid : The Gargantuan gains the Cleave ability, allowing its attacks to hit multiple enemies for 130% of your weapon damage as Cold. (Damage was Physical)
    • Wrathful Protector : Summon a more powerful Gargantuan to fight for you for 15 seconds. The Gargantuan's fists burn with fire, dealing 575% of your weapon damage as Fire and knocking enemies into the air. (Previously knocked back)
    • Bruiser : The Gargantuan gains the ability to periodically slam enemies, dealing 200% of your weapon damage as Fire and stunning them for 3 seconds. (Damage was Physical)
  • Firebats Cost: 150 Mana initially, and an additional 75 Mana while channeling / Call forth a swarm of fiery bats to burn enemies in front of you for 425% weapon damage as Fire. (Mana cost down from 225)
    • Dire Bats : Summon fewer but larger bats that travel a long distance and deal 495% weapon damage as Fire. (Up from 300%)
    • Hungry Bats : Rapidly summon bats that seek out nearby enemies for 635% weapon damage as Fire. (Up from 350%)
    • Vampire Bats : Firebats initial cost increased to 225 mana but no longer has a channeling cost. (Previously removed channeling cost)
  • Wall of Zombies
    • Unrelenting Grip : Your Wall of Zombies will Slow the movement of enemies by 60% for 5 seconds. Changes the damage done to Cold. (Damage element now specified)
  • Piranhas
    • Bogadile : A giant bogadile emerges from the pool of water and bites a monster dealing 1100% weapon damage as Physical. (Damage up from 840%, damage was Poison)
Wizard

  • Magic Weapon
    • Force Weapon : Increase the damage bonus of Magic Weapon to 20% damage. (No longer has a chance to Knockback)
  • Meteor
    • Molten Impact : Greatly increases the size and increases the damage of the Meteor impact to 1648% weapon damage as Fire and the molten fire to 549% weapon damage as Fire over 3 seconds. / Adds a 15 second cooldown. (Now also increases size of Meteor)
  • Archon
    • Slow Time : Archon form can cast a Slow Time that follows you. / Archon abilities deal Cold damage instead of Arcane. (Damage element now specified)
    • Pure Power : Decrease the cooldown of Archon to 100 seconds. / Archon abilities deal Lightning damage instead of Arcane. (Damage element now specified)
    • Combustion : An explosion erupts around you when you transform, dealing 3680% weapon damage as Fire to all enemies within 15 yards. / Archon abilities deal Fire damage instead of Arcane. (Renamed from Arcane Destruction, damage element now specified)
  • Teleport Cooldown: 11 seconds / Teleport through the ether to the selected location up to 50 yards away. (Down from 16 seconds)
    • Calamity : Cast a short range Wave of Force upon arrival, dealing 175% weapon damage as Arcane to all nearby enemies and stunning them for 1 second. (Damage down from 252%, stun duration down from 1.5 seconds)
    • Fracture : Summon 2 decoys for 6 seconds after teleporting. (Down from 8 seconds)
    • Safe Passage : For 5 seconds after you Teleport, you will take 25% less damage. (Down from 27%)
    • Reversal : Casting Teleport again within 5 seconds will instantly return you to your original location and set the remaining cooldown to 1 second. (Down from 8 seconds, remaining cooldown effect added)
    • Wormhole : After casting Teleport, you have 3 seconds to Teleport 1 additional time. (Previously could teleport 2 additional times within 1 second)
Crusader

  • Heavenly Strength You can wield a two-handed weapon in your main hand while bearing a shield in your off hand. (No longer has a Movement Speed penalty)
  • Indestructible When you receive fatal damage, you instead become immune to damage, gain 35% increased damage and gain 16515 Life per Kill for 5 seconds. / This effect may occur once every 60 seconds. (Reworked from: Gain 1% Armor for every 3% of maximum Life missing)
  • Vigilant Increase Life regeneration by 413. / Reduce all non-Physical damage taken by 20%. (Note: the current value in-game is actually 2063; Damage reduction up from 5%)
  • InsurmountableBlocking an attack generates 6 Wrath. (Reworked from: Block Amount when 4 enemies are close)
  • Iron MaidenYour Thorns is increased by 50%. (Previously gave a static amount based on character level)
  • Finery Gain 1.5% Strength for every gem socketed into your gear. (Previously gave a static amount based on character level)
  • Holy Cause The amount of damage dealt by your weapon is increased by 10%. / Whenever you deal Holy damage, you heal 1% of your total Life. (No longer requires Holy damage from weapon)
  • Towering Shield Increase the damage of Punish, Shield Bash and Blessed Shield by 20%. / Reduce the cooldown of Shield Glare by 30%. (Reworked from: Gain Block Chance every second, which resets with blocking)
  • Fervor While wielding a one-handed weapon, your attack speed is increased by 15% and all cooldowns are reduced by 15%. (Reworked from: When an enemy dies nearby you gain Attack Speed)
  • Fanaticism - Increase the attack speed of Punish, Slash, Smite and Justice by 15%. (Renamed from Nephalem Majesty. Reworked from: Increases the duration of Nephalem Glory by 30 seconds)
  • Blessed Shield Cost: 20 Wrath / Hurl your shield, dealing 430% weapon damage as Holy plus 250% of shield Block Chance as Holy damage. The shield will ricochet to 3 nearby enemies. (Up from 340%, damage element now specified)
    • Combust : The shield erupts in flames and has a 33% chance to explode on impact, dealing 310% weapon damage as Fire to all enemies within 10 yards. (Up from 270%, distance up from 8 yards)
    • Shattering Throw : When the shield hits an enemy, it splits into 3 small fragments that bounce between nearby enemies, dealing 170% weapon damage as Holy to all enemies hit. (Up from 50%, damage element now specified)
  • Sweep Attack Cost: 20 Wrath / Sweep a mystical flail through enemies up to 18 yards before you, dealing 480% weapon damage. (Up from 440%)
    • Gathering Sweep : Enemies caught in the sweep are pulled toward you. / Sweep Attack's damage turns into Holy. (Damage element now specified)
    • Blazing Sweep : Enemies hit by the attack will catch on fire for 120% weapon damage over 2 seconds. (Down from 170%)
  • Heaven's Fury Cooldown: 20 seconds / Call down a furious ray of Holy power that deals 1710% weapon damage as Holy over 6 seconds to all enemies caught within it. (Up from 1260%)
    • Ascendancy : The ray of Holy power grows to encompass 12 yards, dealing 2766% weapon damage as Holy over 6 seconds to enemies caught within it. (Up from 1680%)
    • Blessed Ground : The ground touched by the ray becomes blessed, scorching it and dealing 1550% weapon damage over 5 seconds to enemies who walks through. (Up from 975%)
    • Split Fury : The ray splits into 3 smaller beams, each dealing 1980% weapon damage as Holy over 6 seconds. (Up from 1440%)
    • Thou Shalt Not Pass : Ground touched by the ray pulses with power for 6 seconds, stopping enemies who try to pass over it. (Damage was Holy)
    • Fires of Heaven : Call down a furious ray of Holy power that is focused through you in a beam across the battlefield, dealing 960% weapon damage as Holy to all enemies it hits. / The cooldown is removed. Now costs 40 Wrath. (Up from 735%)
  • Phalanx Cost: 30 Wrath / Summon powerful avatars who charge forward to the targeted destination. Enemies caught in the charge path take490% weapon damage. (Up from 380%)
    • Bowmen : The summoned avatars no longer march forward, but will wield bows and attack enemies, dealing 185% weapon damage. These bowmen follow you as you move for 5 seconds. / The Bowmen can only be summoned once every 15 seconds. (Up from 160%)
    • Stampede : Summon warhorses that deal 490% weapon damage and have a 30% chance to Stun enemies for 2 seconds. (Up from 380%)
    • Bodyguard : Instead of sending the avatars out away from you, you summon 2 Avatars of the Order to protect you and fight by your side for 10 seconds. Each Avatar will attack for 560% of your weapon damage as Physical. / The Avatars can only be summoned once every 30 seconds. (Up from 285%)
  • Bombardment
    • Mine Field : Each impact scatters 2 mines onto the battlefield that explode when enemies walk near them, dealing 160% weapon damage as Fire to all enemies within 10 yards. (Damage element now specified)
  • Fist of the Heavens Cost: 30 Wrath / Call forth a pillar of lightning from the heavens that explodes, dealing 340545% weapon damage as Lightning to any enemy within 8 yards. The explosion creates 6 piercing charged bolts that arc outward and deal 340255% weapon damage as Lightning.
    • Heaven's Tempest : Summon a lightningfiery storm that covers a 8-yard radius for 5 seconds, dealing 150100% weapon damage peras Fire every second to enemies who pass underneath it.
    • Fissure : Creates a fissure of lightning energy that deals 400410% weapon damage over 5 seconds to nearby enemies. If there is another fissure nearby, lightning will arc between them dealing an additional 185135% weapon damage with each arc.
    • Divine Well : The holy bolts crackle with holy lightning and zap enemies within 18 yards as they travel, dealing 8040% weapon damage as Holy.
    • Retribution : Hurl a fist of fire and lightningHoly power that pierces through your enemies, dealing 350270% weapon damage asLightningHoly, and exploding at your target, dealing 150435% weapon damage as LightningHoly to enemies within 8 yards. / The explosion creates 6 piercing charged bolts that crawl outward, dealing 350185% weapon damage as Holy to enemies through whom they pass.
  • Blessed Hammer Cost: 10 Wrath / Summon a blessed hammer that spins around you, dealing 200320% weapon damage as Holy to all enemies hit.
    • Burning Wrath : The hammer is engulfed in fire and has a 25% chance to scorch the ground over which it passes. Enemies who pass through the scorched ground take 150330% weapon damage as Fire per second.
    • Thunderstruck : The hammer is charged with lightning that occasionally arcs between you and the hammer as it spirals through the air, dealing 4060% weapon damage as Lightning to enemies caught in the arcs.
    • Icebound Hammer : The hammer is made of ice, chilling enemies it passes through and has a 10% chance to explode on impact, dealing75380% weapon damage as Cold and Freezing enemies within 6 yards for 2 seconds.
  • Shield Bash Cost: 30 Wrath / Charge at your enemy, bashing him and all nearby foes. Deals 7401200% weapon damage plus 500% of your shield's Block Chance as Holy damage.
    • Crumble : Foes who are killed explode, dealing 660% weapon damage as Fire to enemies behind them and knocking those enemies back.
    • Shattered Shield : The shield shatters into other smaller fragments, hitting more enemies for 380740% weapon damage plus 335% of your shield's Block Chance as damage.
    • Shield Cross : Additional shields erupt from you in a cross formation. Enemies hit by any of the additional shields take 135155% weapon damage plus 100% of your shield's Block Chance as damage.
    • Pound : Shield Bash will now deal 7401200% weapon damage plus 500% shield Block Chance as Holydamage. The range is reduced to 8 yards.
    • One on One : The targeted monster is Immobilizedstunned for 31.5 seconds. All other monsters hit are knocked back.
  • Steed Charge Cooldown: 16 seconds / Mount a celestial war horse that allows you to ride through enemies unhindered for 1.52 seconds.
    • Endurance : Increase the duration to 23 seconds.
    • Draw and Quarter : Bind 5 monsters near you with chains and drag them as you ride, dealing 185% weapon damage peras Holy everysecond.
  • Judgment
    • Resolved : Damage dealt to judged enemies has an 8020% increased chance to be a Critical Hit.
  • Iron Skin
    • Explosive Skin : When Iron Skin expires the metal explodes off, dealing 10501400% weapon damage to enemies within 12 yards.
  • Akarat's Champion Cooldown: 90 seconds / Explode with the power of your order, gaining 25% increased Attack Speed and 100% increasedincreasing your damage by 35% and increasing your Wrath regeneration by 10 for 20 seconds. / The first time you take fatal damage while Akarat's Champion is active, you will be returned to full health.
    • Fire Starter : When you spend 20 Wrath, you explode and deal 100Dealing damage burns enemies with the power of Akarat, dealing 460% weapon damage as Fire to nearby enemiesover 3 seconds.
    • Embodiment of Power : Enemies within 7 yards of you have a 20% chance to become frozen in Fear for 3 secondsIncreases the bonus Wrath regeneration from Akarat's Champion to 10.
    • Rally : Each time you deal damage, there is up to a 50% chance to reduce the cooldown of your skills by 1 second. / Does not affectUsingAkarat's Champion reduces the remaining cooldown of your other abilities by 12 seconds.
    • Prophet : Gain 150% additional Armor while Akarat's Champion is active. / The first time you take fatal damage while Akarat's Champion is active, you will be returned to full health.
    • Hasteful : Gain 3015% increased movementattack speed while Akarat's Champion is active.
  • Falling Sword Cost: 25 Wrath / Cooldown: 30 seconds / Launch yourself into the heavens and come crashing down on your enemies, dealing11001700% weapon damage to everything within 14 yards of where you land.
    • Superheated : The ground you fall on becomes superheated for 6 seconds, dealing 200310% weapon damage as Fire per second to all enemies who pass over it.
    • Part the Clouds : You build a storm of lightning as you fall which covers the area you land on for 5 seconds. Lightning strikes random enemies under the cloud, dealing 165605% weapon damage as Lightning and Stunning them for 2 seconds.
    • Flurry : A flurry of swords is summoned at the impact location, dealing 60230% weapon damage as Holy, hurling enemies around and incapacitating them for 5 seconds.
  • Punish Generate: 5 Wrath per attack / Strike your enemy for 270335% weapon damage and gain Hardened Senses, increasing your Block Chance by 15% for 5 seconds.
    • Retaliate : When you block with Hardened Senses active, you deal 94140% weapon damage as Holy to the attacker.
    • Roar : When you block with Hardened Senses active, you explode with fury dealing 4575% weapon damage as Fire to enemies within 15 yards.
  • Slash Generate: 5 Wrath per attack / Ignite the air in front of you, dealing 190230% weapon damage as Fire.
    • Zeal : Gain 1% increased Attack Speed for every enemy hit for 3 seconds. This effect stacks up to 510 times.
  • Justice Generate: 5 Wrath per attack / Hurl a hammer of justice at your enemies, dealing 240245% weapon damage.
    • Sword of Justice : Hurl a sword of justice at your enemies. When the sword hits an enemy, gain 35% increased movement speed for 3 seconds. This effect stacks up to 53 times.
    • Crack : When the hammer hits an enemy, there is an 80100% chance it will crack into 2 smaller hammers that fly out and deal 175245% weapon damage as Holy.
    • Hammer of Pursuit : The hammer seeks out nearby targets and deal 300335% weapon damage.
    • Burst : The hammer is charged with lightning and explodes on impact, dealing 3060% weapon damage as Lightning to all enemies within 10 yards. Enemies caught in the explosion have a 20% chance to be stunned for 1 second.
  • Laws of Valor Cooldown: 4530 seconds / Active: Empower the Law, granting you and your allies 15% increased Attack Speed for 5 seconds. / Passive: Recite the Law, granting you and your allies 8% increased Attack Speed. / Only one Law may be active at a time.
    • Answered Prayer : Active: EmpoweringWhile the Law also grants a 0% chanceis empowered, each enemy killed increases the duration by 1 second, up to drop Nephalem Glory Orbs on hita maximum of [Unknown value] seconds of increased time.
  • Laws of Hope Cooldown: 4530 seconds / Active: Empower the Law, surrounding you and your allies in a shield for 3 seconds that absorbs up to 19108 damage. / Passive: Recite the Law, healing you and your allies for 743 Life per second. / Only one Law may be active at a time.
  • Laws of Justice Cooldown: 4530 seconds / Active: Empower the Law, granting you and your allies 420 increased resistance to all elements for 5 seconds. / Passive: Recite the Law, granting you and your allies 120 increased resistance to all elements. / Only one Law may be active at a time.
    • Decaying Strength : Active: While the Law is empowered, any enemy who attacks you or your allies will have their damage reduced by 15% for 4530 seconds, stacking up to a maximum of 60%.
  • Consecration
    • Shattered Ground : Enemies standing on consecrated ground take 95155% weapon damage as Fire per second.
  • Smite Generate: 5 Wrath per attack / Smite enemies up to 1530 yards away with holy chains that deal 165175% weapon damage as Holy. The chains break off and strike up to 35 additional enemies within 20 yards for 125150% weapon damage as Holy.
    • Shatter : The holy chains explode dealing 2060% weapon damage as Holy to enemies within 3 yards.
    • Surge : Increase the rangenumber of the initial chainadditional enemies hit to 30 yards5.

Datamined Strings, Community Events, GameTags

More than a few interesting Community Events seem to be in the works by Blizzard! Again. Datamined stuff. Don't get your hopes way up. BuffTooltips.txt
  • Community_Event_Buff_EXPMF_1_desc - Your Experience gain is increased by Experience_Bonus_Percent_Community_Buff * 100%.
  • Community_Event_Buff_EXPMF_1 - Community Event Buff
  • Community_Event_Buff_EXPMF_2 - Community Event Buff
  • Community_Event_Buff_EXPMF_3 - Community Event Buff
  • Community_Event_Buff_EXPMF_2_desc - Your chance to find Legendary items is increased by Legendary_Find_Community_Buff * 100%.
  • Community_Event_Buff_EXPMF_3_desc - Your Gold Find is increased by Gold_Find_Community_Buff * 100%.
  • x1_Community_Theme_0_Buff_EXP_0 - Faith of the Crusader
  • x1_Community_Theme_0_Buff_EXP_0_desc - Your Experience gain is increased.
  • x1_Community_Buff_GOLD_0 - Midas Touch
  • x1_Community_Buff_GOLD_0_desc - Your Gold Find is increased.
  • x1_Community_Buff_Legendaries_0 - Legend of the Nephalem
  • x1_Community_Buff_Legendaries_0_desc - Your chance to find Legendary items is increased, including a guaranteed drop during your first hour of play.
  • x1_Community_Buff_RiftKeystones_0 - Keys to the Rift
  • x1_Community_Buff_RiftKeystones_0_desc - Extra Keystones awarded.
  • x1_Community_Buff_Rift_0 - Another World
  • x1_Community_Buff_BloodShards_0 - Blood Shard Bonanza
  • x1_Community_Buff_BloodShards_0_desc - You are awarded extra Blood Shards.
  • x1_Community_Buff_HoradricCaches_0 - Cache Prizes
  • x1_Community_Buff_HoradricCaches_0_desc - You are awarded extra Horadric Caches.
  • x1_Community_Buff_Kadala_0 - Crazy Kadala
  • x1_Community_Buff_Kadala_0_desc - The cost of Kadala's goods are reduced.
  • x1_Community_Buff_Clan_0 - Among Friends
  • X1_Crusader_Passive_Indestructible_1 - Indestructible
  • X1_Crusader_Passive_Indestructible_1_desc - Recently became indestructible.
  • X1_Crusader_Passive_Indestructible_2 - Indestructible
  • X1_Crusader_Passive_Indestructible_2_desc - You are indestructible.
  • Community_Event_Buff_EXPMF_4 - Community Event Buff
  • Community_Event_Buff_EXPMF_5 - Community Event Buff
  • Community_Event_Buff_EXPMF_6 - Community Event Buff
  • Community_Event_Buff_EXPMF_4_desc - Receive twice as many Rift Keystones.
  • Community_Event_Buff_EXPMF_5_desc - Receive twice as many Blood Shards.
  • Community_Event_Buff_EXPMF_6_desc - Treasure Goblins appear in pairs.
  • Anniversary_Buff_EXPMF_1 - Happy Anniversary, Diablo III
  • Anniversary_Buff_EXPMF_2 - Happy Anniversary, Diablo III
  • Anniversary_Buff_EXPMF_3 - Happy Anniversary, Diablo III
  • Anniversary_Buff_EXPMF_4 - Happy Anniversary, Diablo III
  • Anniversary_Buff_EXPMF_5 - Happy Anniversary, Diablo III
  • Anniversary_Buff_EXPMF_6 - Happy Anniversary, Diablo III
  • Anniversary_Buff_EXPMF_1_desc - Your Experience gain is increased by Experience_Bonus_Percent_Community_Buff * 100%.
  • Anniversary_Buff_EXPMF_2_desc - Your chance to find Legendary items is increased by Legendary_Find_Community_Buff * 100%.
  • Anniversary_Buff_EXPMF_3_desc - Your Gold Find is increased by Gold_Find_Community_Buff * 100%.
  • Anniversary_Buff_EXPMF_4_desc - Receive twice as many Rift Keystones.
  • Anniversary_Buff_EXPMF_5_desc - Receive twice as many Blood Shards.
  • Anniversary_Buff_EXPMF_6_desc - Treasure Goblins appear in pairs.
ItemPassivePowerDescriptions.txt
  • ItemPassive_Unique_Ring_695_x1 - Gain 10% increased damage while wielding a two-handed weapon (Previously Heavenly Strength no longer reduced Movement Speed)
Bnet_QuestSelection.txt
  • GameTag_Rift - Rift
  • GameTag_Bounties - Bounties
  • GameTag_InfernalMachine - Infernal Machine
 
Última edição:
Pessoal do clã do adrena é muito gente boa... pretendo jogar muito com a galera ainda =)
 
eh...o cruzado vai ficar mais foda ainda...aumentou bastante o dano e mudaram algumas passivas....bom mesmo.
 
O que vocês monks pensam destas mudanças? Aparentemente Wave of Light voltará a ser uma boa pedida para light monk, o damage está parecido ao que era antes?

Bom, sinceramente, só testando pra ver, mas a princípio, foram muito fracas...

Vou tentar comentar as mudanças...

Monk

  • Fists of Thunder
    • Bounding Light : Every third hit also releases arcs of holy power, dealing 195% weapon damage as Holy to up to 3 additional enemies. (Damage is now Holy)

      Para mim, era a única runa que dava um dano bom em lightning do Fist of Thunder, agora ela foi alterada para holy, não sei o porquê...
    • Wind Blast : Every third hit Freezes enemies for 1 second. / Fists of Thunder's damage turns into Cold. (Renamed from Lightning Flash, previously increased Dodge by 17% for 3 seconds after each hit, damage element now specified)

      Essa skill, pra mim, tanto faz, nem vai nem vem... até porque o Dodge chance está meio inútil nesse jogo...


  • Way of the Hundred Fists
    • Hands of Lightning : Increase the number of hits in the second strike from 7 to 10 and increasing damage to 429% weapon damage asLightning. (Damage was Physical)

      Bom, muita gente esperava que esses skill fosse transformado em lightning, imagina só, um skill primário, gerador de spirit com 429% de dano? é praticamente o dano do sino de stun antes desse patch...
      Só vai dar para saber se vai ser bom testando, porém pelo o que o tgodoy falou, ele proca pouco no efeitos dos itens (shard of hate por exemplo)...

    • Blazing Fists : Critical Hits increase your attack speed and movement speed by 5% for 5 seconds. This effect can stack up to 3 times. / Way of the Hundred Fists's damage turns into Fire. (Damage element now specified)

      Agora em fire damage, talvez fique bom mesclar ele com algum outro skill bom para gerar spirit, para aproveitar o Attack speed e gerar ainda mais spirit, para encher a tela de lashing tail kicks de fire :hmm:
      nunca fui muito fã desse skill

    • Spirited Salvo : Every activation of the skill has a 40% chance to generate 6 additional Spirit. / Way of the Hundred Fists's damage turns into Holy. (Damage element now specified)
      Só mudou o elemento
  • Sweeping Wind
    • Inner Storm : As long as your vortex is at the maximum stack count, you gain 4 Spirit per second. / Sweeping Wind's damage turns into Holy. (Damage element now specified)

      Nada de buffarem os SW próprios pra dano:haha:
      Poderia tentar encaixar esse SW numa build de holy damage, para gerar mais spirit e ficar spamando os sinos, porém os melhores sinos não são mais de holy como pode ver abaixo...

  • Wave of Light Cost: 75 Spirit / Focus a wave of light that crushes enemies for 605% weapon damage as Holy, followed by an additional 79% weapon damage as Holy to all enemies in a line. (Damage up from 473%)

    Na minha opinião, um buff mediocre, ta a mesma coisa :poker:
    saiu de 473% para 605%
    Quem diagos vai gastar 75 de spirit num skill que tira 605% de dano, podendo gastar 30 num lashing tail kick de 624% :yuno::yuno::yuno:

    • Wall of Light : Increase damage of the initial strike to 870% weapon damage and adds a knockback. (Up from 709%)

      Skill inútil, nem pra pvp (q não existe) serve... só se voltasse a ter seus antigos 1202% de dano

    • Explosive Light : Release bursts of energy that deal 830% weapon damage as Fire to nearby enemies. (Up from 731%, damage was Holy)
      Essa runa era muito boa no beta, não sei como ficará em fire, mas acredito que só ficará boa se a pessoa tiver muito attack speed, usar o anél que aumenta a geração de spirit em 50% e uma Cindercoat kk

    • Pillar of the Ancients : Summon an ancient pillar that deals 635% weapon damage as Lightning, followed by 785% weapon damage asLightning over 3 seconds to enemies who remain in the area. (Damage up from 498%, damage was Physical. Additional damage up from 498%. Damage is now over 3 seconds, instead of after 2 seconds)
    • Numbing Light : Critical Hits Freeze enemies for 4.5 seconds. (Renamed from Blinding Light, previously stunned)

      Essa, talvez fique boa, primeiro hit em lightning de 635% de dano, seguido de 785% de dano dividido nos 3 segundos seguintes, totalizando 1420%
      Se o segundo hit, não fosse dividido nos 3 segundos, seria melhor ainda...
      Mas acredito que seja uma opção ao lashing tail kick de lightning, só testando tbem...

 
Última edição:
é impressão minha ou quem tiver o bonus de todas as runas de archon vai dar dano multi-elemento ?
 
  • Way of the Hundred Fists
    • Hands of Lightning : Increase the number of hits in the second strike from 7 to 10 and increasing damage to 429% weapon damage asLightning. (Damage was Physical)

      Bom, muita gente esperava que esses skill fosse transformado em lightning, imagina só, um skill primário, gerador de spirit com 429% de dano? é praticamente o dano do sino de stun antes desse patch...
      Só vai dar para saber se vai ser bom testando, porém pelo o que o tgodoy falou, ele proca pouco no efeitos dos itens (shard of hate por exemplo)...
    • Blazing Fists : Critical Hits increase your attack speed and movement speed by 5% for 5 seconds. This effect can stack up to 3 times. / Way of the Hundred Fists's damage turns into Fire. (Damage element now specified)
    • Pillar of the Ancients : Summon an ancient pillar that deals 635% weapon damage as Lightning, followed by 785% weapon damage asLightning over 3 seconds to enemies who remain in the area. (Damage up from 498%, damage was Physical. Additional damage up from 498%. Damage is now over 3 seconds, instead of after 2 seconds)
    • Numbing Light : Critical Hits Freeze enemies for 4.5 seconds. (Renamed from Blinding Light, previously stunned)
      Essa, talvez fique boa, primeiro hit em lightning de 635% de dano, seguido de 785% de dano dividido nos 3 segundos seguintes, totalizando 1420%
      Se o segundo hit, não fosse dividido nos 3 segundos, seria melhor ainda...
      Mas acredito que seja uma opção ao lashing tail kick de lightning, só testando tbem...
Meio estranho essa skill primária batendo 429% de dano :notsure:, o bom é que vai ser de Lightning :megusta:, se o Pilar tiver essa mudança, pra mim já será um substituto pro LTK.

Tá confirmado mesmo estes patch notes, ou é só suposição por enquanto :hmm:

Você precisa acrescentar reputação a outros antes de acrescentá-la a RedenTor novamente.
 
Última edição:
até q enfim cruzer 1h vai valer a pena.
gostei do fanaticism, towering shield e fervor

AS vai subir pracaraliow
 
O que importa é que desbloquearam a minha conta do D3.

:fuckyeah:
 
O que importa é que desbloquearam a minha conta do D3.

:fuckyeah:
que houve? pastel de flango hackeou sua conta e usou pra farmar gold pra vender? xD
 
Como sempre eu estou atrasado em tudo, mas vamos lá.

Nerfaram a Kadallah? Senti uma diferença brutal no drop de legendary dela!

Alias, diferença em todo o jogo!
 
Afff por que não acabam com o bárbaro de uma vez ? Sempre mudanças insignificativas......enquanto wiz e wd continuam solando os mapas, barb só se fode....
 
Pois é, Barb virou suporter agora (com esses aumentos no raio de ação dos buffs), ridículo!

Uma das classes mais fodas do vanilla...:feelbad:
 
é impressão minha ou quem tiver o bonus de todas as runas de archon vai dar dano multi-elemento ?

vai sim, agora quem usa Tal rasha + Vyr, vai ficar top demais

acho que não é assim que funciona não... pelo que deu pra entender ali, o elemento das habilidades do archon vai mudar de acordo com a runa que vc escolhe, não faz sentido o bonus do vyr interferir nisso, ele só garante a vc o efeito das runas, mas vc ainda precisa escolher uma

e o crusader olhando assim por cima parece que recebeu uma buffarada do *******, mas na real não é bem assim, oq mais tem é nego chorando nos forums por causa do nerf que o Rally e o akarat champion em geral recebeu

ps: mais buffs pra WD :lol2::haha::bwahaha:
 
Última edição:
Pois é, Barb virou suporter agora (com esses aumentos no raio de ação dos buffs), ridículo!

Uma das classes mais fodas do vanilla...:feelbad:

Eu sempre gostei de Barb, desde o D2.....mas já estou perdendo a vontade de jogar. Só com o char totalmente topado para conseguir solar decentemente....ontem tava jogando em party e tinha wiz e wd com level mais baixo que eu matando muito mais rápido.
Só serve para tankar mesmo....
 
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